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Heroes of Sol'an

A Wildspire Homebrew
Table of Contents
Welcome to Sol'an ................................... Other Locations in Sol'an 39
Introduction .......................................................................3 Sunguard Cathedral .......................................................

The World of Sol'an ........................... The Golden Peak Mountains ...................................


Relkath's Throne ................................................................
History 5
Stoneroot Islands .............................................................
Migration of the Guardinals .................................
The Dark Crater ...................................................................
Bel's Invasion .........................................................................
A Century of Peace and Growth ...........................
Heroes of Sol'an ..........................................
Solreem'on Campaign Notes 40
A Looming Threat ........................................................................
Boiler Bay ................................................................................6
History ......................................................................................... 6 Guardinal Races
Geography ...................................................................................7
Town Council ........................................................................... 11 Avoral ...................................................................................... 43
The Royal Thornbull Family .................................................12 Raven Flock ...................................................................................
The Last Hope ......................................................................... 13 Sky Lance Acolyte ........................................................................
Adventures in Boiler Bay .......................................................14
Leonal ......................................................................................45
Greenhill ..............................................................................15 Highborn ........................................................................................
History .......................................................................................15 Tribal ...............................................................................................
Geography ................................................................................ 16
Government ............................................................................. 16 Lupinal .................................................................................... 47
The Rusty Maul Tavern ..........................................................17 Light-Bringer .................................................................................
Greenhill Merchants .............................................................. 18 Dark-Touched ................................................................................
Adventures in Greenhill .........................................................19
Subclasses
Firefly Grotto ..................................................................20
Paladin: Oath of the Guardinal ..................... 49
Galfarum ...............................................................................21
Trinisse ................................................................................... 22 Quest Modules .................................................
Dingonek Festival ................................................................... 23 51
Lvl 1: Ratmen in the Sewers!
Other Locations ............................................................ 26
Heroic Townsfolk Quests
Lonellome
Boiler Bay (Levels 1-4) ................................................59
Gorespire Keep ..................................................................27
History .......................................................................................27 Greenhill (Levels 4-7) ................................................60
Geography ................................................................................ 28 Gorespire Keep (Levels 7-10) ................................. 61
The Five Houses ..................................................................... 32
Adventures in Gorespire Keep ............................................. 36 Index .................................................................................... 62
Sunrise Yard ...................................................................... 37
Art .....................................................................................................
Pulstram ................................................................................37
Other Locations ............................................................ 38
References ..............................................................63

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Introduction

W
elcome to the first ever miniature-inspired
setting for your Wildspire miniatures. It is Sol'an
our aim to help DMs integrate these figures Sol'an is named for its close proximity to Sol, the realm of
into their campaigns. This free-access the sungod Pelor within the Blessed Fields of Elysium. So
homebrew world is our playground to close, in fact, that the world rotates on an axis to where the
introduce new characters, heroes, townsfolk, northern hemisphere is exposed to the sun while the
animal companion, and monster miniatures. southern hemisphere lacks the warming light. On the
This RPG campaign setting is compatible with Dungeons Northern pole is a large mountain with a single peak
and Dragons 5th edition and is meant to be a bare-bones reaching straight up attempting to touch the sun. This is
guide to running adventures within the world of Sol’an. As home to the most devout followers of Pelor near the peak as
part of this campaign setting, you will have access to all 18 well as the Sunguard Cathedral built into the base. This is
quest modules (levels 1 – 10) created to incorporate the drastically contrasted by the southern hemisphere, with
Wildspire Heroic Townsfolk miniatures. These quests are fading light as you approach the southern pole, a massive
designed to be used as secondary questlines to add depth to crater driving deep into the world and a suffocating darkness.
your campaign, yet none are essential to any major storylines. Very few have travelled to the southern pole and returned to
Here, we will provide the major historical events leading tell the tale, with the exceptions talking of demons, devils,
up to the current time period, as well as guidance for and creatures made of pure darkness.
progressing major world plotlines. We will provide detailed
descriptions of several locations needed for the associated
quest modules, as well as suggestions for other areas of Solreem'on
interest. The main goal of this document is to provide just The starting continent is named after the Solreem (sun-
enough information for DMs to create their own version of kissed) Canopy, the large forest surrounding Firefly Grotto,
Sol’an, one with locations and storylines crafted to the the major elven empire. This island continent contains three
specific desires of their group. of the major locations within the Nations of Light. Boiler
For newer DMs, we aimed to provide enough content Bay is the bastion of defense against dark agents that cross
through the starting location of Boiler Bay and the quest the Barrier Sea. Firefly Grotto houses the three ruling elven
modules for you to naturally develop backstory plotlines and kings of the wood elves, sun elves, and moon elves. The
get comfortable controlling the game. Galfarum dwarves within the mines of the Devil's Bluff
Use as much or as little of this content Mountains are greedy isolationists, yet pivotal in the defense
and wealth of the Nations of Light.
as you want!

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Lonellome More to Come
This southern continent on Sol'an is located directly south of This is merely the start of Sol'an, as we plan to continuously
Solreem'on under the constantly roiling dark skies. Although add to and refine our homebrew playground.
the nourishing UV rays make it through the clouds to feed the
plants and wildlife of Lonellome, the unique flora do not Stay tuned for future kickstarter
contain the vibrancy and vitality as in the north. The capital of campaigns from Wildspire Miniatures
Pulstram is a large city containing a constantly contentious
cadre of noble families. The walled and fortified city lies well
protected by the surrounding Felshrrg Mountains. With
architecture similar to a jungle temple, Torchpool is run by
two small families of genasi (fire and water) and their
followers. Gorespire Keep rests atop some high coastal cliffs
(similar to those on Solreem'on), an interesting architectural
mecca of varied origin. The keep itself seems to be of
dwarven influence, yet close inspection may reveal a more
ancient lineage.
An Open World
Already created a map for your homebrew adventures, but
want to use this content? There is still plenty of real estate
left open in our world of Sol'an. You can drop your
region/city/continent into the world for your adventurers to
explore, while still allowing them to use the guardinal races
and custom subclass.

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The World of Sol'an

History

F
or many ages, Sol’an was a safe haven for many
of the goodly races within the material plane and Bel The Warlord's Assault
beyond. Inhabited early on by the half-celestial The Archdevil Bel and his fiendish army spent nearly two
anthropomorph Guardinal races, the world’s evil years emerging from the sinkhole now occupying the south
was mostly held in check. Although evil races pole and marching north across the southern hemisphere
were present, areas protected by the Nations of and Lonellome. Several months of that time was used to
Light rarely experienced any major threats. build the armada needed to ferry his forces across the barrier
sea. The Sunguard's deep scouts gave the Nations of Light
The Migration of the reasonable warning of the approaching army, allowing them
to coordinate defenses at Port Southreach and Galfarum.
Guardinals The first conflict on Solreem'on was the defense of
The Blessed Fields of Elysium is the quintessential good Galfarum, where the large force of fiends led by several of
plane, with any evil presences quickly being sought and Bel's generals were defeated without ever breaching the great
destroyed as soon as they enter the realm. Thus, for the many gate of Galfarum. The defense was bolstered by
of the Guardinal races there, they must travel outside of reinforcements from Firefly Grotto, Relkath's Throne, and
Elysium to hone their skills against evil foes. Furthermore, Sunguard Cathedral. Many heroes were forged in this
their life’s devotion to the extermination of evil drove the battle, and many more were extinguished such as King
guardinals in droves to the realms of the material plane. Preson of Port Southreach.
Sol’an was a prime location for many of the half-celestials, King Halvon, newly crowned King of Port Southreach,
offering populations of many of the evil empires such as orcs, coordinated the defense of growing coastal city. His intuition
goblins, giants, and drow. brought a large contingent of Sunguard to the small port
Being away from their heavenly home realm changed the town, for which Bel was unprepared. After King Halvon fell in
migrated Guardinals, losing some of their celestial power. battle, the Sunguard paladins enacted a ritual to the sun
deity Pelor, calling his wrath down onto the bay and causing
it to boil with radiant fire. Bel was defeated here, signaling
Before The Darkening the end in the war.
In the years before Bel's invasion, a stable balance existed
across Sol'an. The north, under the strong arm and watchful A Century Since
eye of the Nations of Light, was prosperous and peaceful.
Many powerful nations grew unopposed, and relations among It took several years for the Nations of Light to return to any
them were strong. Much of the north was free of any evil semblance of comfort and security. Bel's invasion left some
cultures aside from specific areas with unique geology like small cracks in the relationships among the major empires of
the Mistglade. the north, with a strange tension and doubt now ever present
Although the south was a refuge from the tenets and in their interactions. There are many who have decided to
judgment of the Nations of Light, there were still bastions of write off the dark times, and assume that the threat is gone
civilization and order among the vast chaotic lands. Conflict forever. However, others still search the horizons for signs of
on the world of Sol'an primarily consisted of crusade-style fiendish armies gathering, at the cost of being called
excursions from the Nations of Light into the south to paranoid. Their claims are strenghtened by the rare sighting
"regulate" any evil empire that grew too powerful. Pulstram, of evil creatures and clans among the lands in the north.
the large walled city within the icy Felshrrg Mountains, In the south, the dark invasion left many regions in chaos
provided a stronghold for the more civilized and reasonable with powerful entities grabbing for new dominions. For
peoples of the south. example, the city of Pulstram has become a mecca of
The south pole was a frozen tundra, with several tribal corruption and deceit, with nearly 150 ruling houses among
clans and a unique ecology. There is not much written history their parliament. Nobles spend their days in the parliament
of this area, as the bitter cold kept all but the most skilled chamber arguing policy, with rarely any progress being made.
explorers away.

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Boiler Bay

History

S
ol'an is a world caught just outside the edge of The Battle of Boiler Bay (~100 Years Ago)
Elysium, the idyllic neutral good plane protected The Archdevil Bel and his forces had spent several years
by the guardinal races among other celestial emerging from the sinkhole now occupying the south pole
beings and gods. Boiler Bay is a significant and spreading across the southern hemisphere. King Halvon,
location in the world's history, as it was the battle newly crowned after the death of his father King Preson
of Boiler Bay that ended the dark invasion of Bel, during the defense of Galfarum, coordinated the defense of
the Warlord's forces. For the purposes of the this Port Southreach. His intuition brought a large contingent of
module, a brief history of Boiler Bay is Outlined in this Sunguard to the small port town, for which Bel was
section. unprepared. The Sunguard paladins enacted a ritual to the
Before the Thornbull Reign sun deity Pelor, calling his wrath down onto the bay and
The small port town, named Port Southreach at the time, causing it to boil with radiant fire (hence the subsequent
barely took up more than the current harbor district. Port change of the town's name). Bel was eventually defeated here,
Southreach was outside the pervue of the Nations of Light, a turning point in the war only marred by the death of King
and it's history before the Thornbull Family was one of seedy Halvon. Boiler Bay would be slow to recover, yet King
travelers and small politics. Preson's sacrifice gained induction of the town into the
Nations of Light. King Irvine Thornbull was crowned by the
King Nathanio Thornbull (~200 Years three kings of the elven capital city of Firefly Grotto.
Ago) The Revival of Boiler Bay (~50 Years Ago)
The first Thornbull king was crowned after the previous royal King Irvine Thornbull led the town through its slow recovery
family (Plainsclaw) was assassinated. Over the next 100 for nearly 40 years, with the town expanding up the hills. At
years, there would be three Thornbull kings (Utherin, Sethal, the end of his reign when he died of natural causes, the east
and Preson) before the crowning of King Halvon Thornbull, a hills district was an impressively developed area of large
champion in the Battle of Boiler Bay. houses and the royal palace.

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The Revival of Boiler Bay (Continued) The Assassination of King Horace
It took nearly 10 years for the next king, Horace Thornbull, to Thornbull (~10 Years Ago)
gain his ground, but he then guided Boiler Bay on a massive A deep wound in many of the current residents of Boiler Bay,
revival over the next 40 years leading up to his assassination. King Horace's assassination shook the booming town. The
During this time, the imperial district was constructed and assassin, a Rakshasa named Jolati, was hunted down and
the royal palace was upgraded. The east hills became slayed by the Sunguard Champion Kolwin. Horace's young
housing for the social elite, and the town's population and sons, not quite groomed to rule, were stripped of their larger-
popularity swelled. Also during this time, the university than-life father. Geoph was crowned at age 16, and has yet to
designed and completed construction of the now-famous find his stride as a ruler of people.
Boiler Bay Harbor Defense.

Geography

B
oiler Bay is a large sprawling port city built The Piers
along the southern coast of the continent of
Solreem’on. The geographical features of the The Piers include the dock and the waterfront buildings that
town are quite striking, as on either side of the are used for storage and packaging of goods for transport.
port city are steep cliffs that place several There are no vendors located here, with all vendors and
hundred feet between the sea and the plains storefronts occupying the open market. There are two
that make up most of the continent. taverns here, The Sunburnt Sailor and Pobarth’s Place.
However, where Boiler Bay sits there is a break in the
unpassable cliffs where a central protrusion of steep cliff face Boiler Bay Harbor Defense
bisects a much more gradual slope with green grass and The piers of Boiler Bay are the home to a unique defensive
short trees. The town is divided into three general sections, contraption, invented by the engineers within the University
starting with the Boiler Bay Harbor District nearest the water and funded by the Thornbull Family. On both the east and
at the base of the cliffs. west boundaries, there is a large wooden gear with large rope
leading down under the water of the bay. These gears control
Harbor District a system of large pullies and gears that can turn the two
central massive wooden docks to essentially block off the
harbor from vessels entering the bay. These two docks have
stores of heavy boulders underwater, adding to the mass and
The large port contains a semicircle platform with six durability of the barricade. Once fully rotated 90 degrees,
long piers extending out into the open, unprotected they lock into place further enhancing the defense. Next to
harbor. There are large mechanical devices made of each gear is a small structure with the insignia of the
giant wheels connected via thick rope along the piers, Sunguard. There are typically 10 – 15 Sunguard in or around
a unique sight compared to other ports on this world. each building at any given time, as well as along the docks as
Also, in this area are large storage and processing it is their duty to monitor the waters for intruders.
facilities as well as slum housing that expands to the
base of the cliffs, surrounding the central market area Lighthouses
containing the large free market. The Sunguard here There is a small lighthouse structure on each of the cliff
are charged with protecting Boiler Bay from the points that overlook Boiler Bay. A primary lantern of white
strange creatures that pull themselves out of the water. light sweeps back and forth 180 degrees pointing south into
the Barrier Sea.
Located at sea level, this large district expands in a large Each house has a secondary smaller lantern that is
swath of shanties and slums surrounding the central market directed back towards the harbor with a green filter on the
area. east lighthouse and a red filter on the western building.
These are used to signal back to a signaling hut on the top of
a large port authority building towards the back of the harbor
district. This hut, equipped with multiple lights and filters,
can return signals and direct traffic in and out of the bay.

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The Sunburnt Sailor Open Market
This tavern occupies one of the largest waterfront structures, The open market is a buzzing bazaar of street vendors lining
a two story building with one wall containing patios on the a square of established storefronts and small merchants. It
second floor facing out to the bay. The large double doors takes up nearly half of the harbor district with the main
open into the open bar area with an ornate shiplap desk central square taking up several city blocks. There is one
centered in the entrance. Double doors to the left disappear more tavern in this area, The Bartering Bard.
into a large kitchen, while small doors on the right lead to the
water closet and storage rooms. Hallways disappear around a Most mundane and common items can be found in this
corner towards the back leading to small guest rooms (8) on market for ~80% normal market value due to the high
the main floor. On the east wall past the kitchen door, there is trade volume.
a staircase that leads to additional rooms ranging from small There are some vendors here that might have an
rooms (10) to large suites (2) with patios. The tavern’s staff occasional magic or rare item. Most magic or rare items,
numbers nearly fifteen between the kitchen, bar, and rooms. though, don’t stay in the market for long, and make their
The guest rooms usually are at half occupancy, with way to the established stores or transported on to other
exception to any large festivals or events drawing sailors to locations.
the town.
The Bartering Bard
Milia Staunchfoot (owner): A halfling female that is well This moderate sized establishment is located on the outer
into her late 50s, yet still maintains a young, energetic ring of buildings within the central market square. There is
persona. She has curly short hair in a dulled red and grey often high-energy music and dancing, as the bar area takes of
mix, and substantial freckles covering her face and most of the room in the building. A large stage and dancing
shoulders. She wears very colorful and clean outfits with area take up a corner, as seating for about 50 patrons spreads
matching exorbitant hats, often spending her days around out from there. There are only six medium sized guest
the front desk or chatting with guests within the tavern. rooms, but they are the nicest rooms in the harbor district.
Milia spent nearly 20 years as an adventurer sailing the
seas of Sol’an in her younger years. Jerseph Alderhorn (owner): This wood elf male has light
green skin a faint white tattoo on his neck. He is usually
Pobarth’s Place dressed in a very nice baby blue pinstripe suit and top hat,
This smaller tavern is located two streets in from the with his stark white hair in a small bun under the brim.
waterfront, surrounded by slum housing. The run down bar
can seat about eleven customers packed in, and usually Slums
pushing its threshold of capacity. There are six small rooms
and one larger suite style room in the two-story building. The slums spread out from the open market, down to the
piers and to the base of the Hills district. As they approach
Pobarth Grassmaid (owner): The male minotaur owner the hills, they start to transition into more sturdy and
migrated to Boiler Bay around a decade ago from the substantial housing. There are roaming patrols of Thornbull
Barren Isles. His simple town did not fulfill Pobarth’s Family guards throughout the slums, with a varying degree of
desire for excitement and action. Once in town, he quickly benevolence and compassion. The people in the slums know
discovered that he must rethink his aspirations of the names of the most generous and charitable royal guards
becoming a sailor, as hooves are not conducive for a life and talk of them as heroes.
on a boat. After a small bout of depression, he landed a
job at the tavern under the previous owner. Over the years, The Last Hope
his interactions with the poor citizens among the slums The adventurer’s guild is sanctioned by the imperial family
turned Pobarth to a life of benevolence and charity, often and supported by the Sunguard to employ adventurers to
allowing people to eat and stay in his rooms for free in complete tasks/quests for hire. Townspeople may also
times of need. Pobarth has thick dark brown fur with commission adventures from the guild. Refer to the Last
occasional small circles of white. His horns are full and Hope section on pg.9 for more information.
undamaged, and with a single silver band near the base of
the left horn. He is clad in blue pants and a light tan shirt.
The Sunguard
The Sunguard have a limited presence within Boiler Bay,
with most of the town guard consisting of the Royal Guard.
The heaviest concentrations of Sunguard are in the harbor
district watching the waters of Boiler Bay and the Barrier
Sea. Secondly, they support the Plains Gate in the Imperial
District.

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The Hills Imperial District

The next section of town contains the “middle class” Finally, as you examine the flat landscape of the plains
and majority of residences within modest housings above the cliffs, the grass coverage is full and bright
along roads that switchback up the incline. There is a green. The Imperial District consists of another
general, mostly peaceful, rivalry between the East Hills semicircle layout of larger houses (and some
and the West Hills, as those who reside in one rarely mansions), as well as many institutional buildings such
venture over to the other. as the barracks and training facility for the imperial
guard, the university, temple to Pelor, and the arcane
institute under Archmage Vern. The large two-story
The hills district spans the gradually sloping hills that council building in the center of this district is
connect the bottom harbor to the imperial district on the intricately designed with marbled brick exterior and
plateau nearly 150 ft. from the shore. Towards the harbor, the smooth marble pillars. This building is well guarded as
division between the east and west hills is man-made, an it also acts as the gate to the imperial palace located
on the tip of the cliff protrusion overlooking the lower
intentional division of housing with a thin greenbelt park. Boiler Bay area, the sea, and on where the horizon
Towards the imperial district, a sliver of natural stone juts constantly resembles a coming hurricane. The imperial
out, physically separating the east and west hills and palace is made of similar marbled brick covered in
providing the grounds for the imperial palace. spreading ivy with meticulously landscaped grounds
There is a friendly rivalry between the east and west hills with blooming flowers and privacy hedges. Protecting
districts, with the west hills representing a more laid back this district is a large wall of marble and wood, with
and friendly environment. In contrast, the east hills are very metal bracers and hinges for the large doors of stone
much the home-owners association of the top-middle class, and iron with the metal insignia of Boiler Bay on the
with community established rules. left door and the Thornbull family crest on the right.
Beyond the walls are flat green plains that expand in all
The West Hills directions, fading into the dotted tree line miles out.
The west hills district contains small to medium sized lots
and houses of increasing quality as you climb the slope. The A heavily-walled concentric circle spans outward from the
west hills residents mostly maintain autonomy, with no real hills along the flat plateau that makes up most of the
regulations on decorations, organizations, or religious Solreem’on continent. The 30 ft. wall ends on both ends at
activities. Some houses are highly personalized and unique, the steep cliff drop-offs that define the bay below and is
standing out in a view from the Barrier Sea. Small cliques constructed of crafted dense stone and wood.
and special interest groups make this the “fun side”. The pristine and magnificent royal palace is the highlight
of the district, located in the center of the semi-circle
The East Hills platform on the small cliff protrusion that separates the top of
When constructed, the east hills were meant to house the the hills district. There are several locations of interest in this
social elite before the imperial district was fully realized. district, as well as few specialty storefronts and taverns.
Hence, the lots here are larger and the houses range from
large homes to mansions towards the top. There are strictly The Thornbull Royal Palace
enforced “regulations” on the outward appearance of the The Royal palace is constructed of finely carved marble stone
homes and landscaping. with heavy vine coverage on the east and west wall with
seasonally blooming flowers.
The Royal Garden
In front of the palace and acting as a gated buffer to the
imperial district is the imperial garden. This garden is open
to appropriate visitors during weekdays, after a quick check
of credentials. The grounds are impeccably managed and
have seasonally rotating flowers growing in off-campus
gardens to bring in when the weather changes.
The Royal Palace
The front entrance that faces the garden is heavily guarded
by several royal guards. Just inside the entrance are more
royal guards that patrol the grounds and swap with the active
entrance guards every two hours. The multi-story palace
contains the typical layout of a grand foyer, formal dining
room, several studies and conference rooms, a grand library
& lounge, guest rooms, and the royal quarters.

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The Back Patio The University
Although the garden hosts most of the public affairs and The university is located in the colosseum, re-purposed after
festivities sponsored by the royal family, the back patio is the discontinuation of the fighting games by King Irvine over
where the royals host the most prestigious of guests. The 80 years ago. The university contains small classrooms
view down across the hills and onto the harbor and bay below within the structure of the arena, and a large workshop in the
is majestic and awe-inspiring, enhanced by the simplistic open grounds, in which several large construction projects
landscaping and décor. Many artist-nobles that have are underway. The university engineers are responsible for
witnessed the sun set (as much as the sun sets here) have the upgraded port defenses of Boiler Bay and have taken
written poems and songs of the spiritual beauty witnessed. contracts for similar defense in other port cities within the
The Boiler Bay Town Council Nations of Light.
Building Dean Kruu'karuku
The large two-story council building in the center of this A raven flock avoral, with well-maintained black shiny
district is intricately designed with marbled brick exterior feathers poking out of his long scholarly robes. His left leg
and smooth marble pillars. It is located just to the west of the seems to have a permanent injury, requiring Kruu’karuku to
royal palace entrance and provides a security checkpoint for walk with a limp even when assisted with his cane. Dean
any visitors. The town council holds all meetings with the Kruu’karuku is a renowned artificer of significant skill.
grand hall of the building. The building also houses the
modest individual offices of the councilors on the second
floor.
The Guard Barracks and Training
Facility
This compound is located along the east wall near the cliff
edge. There are several long thin buildings acting as barracks
for the Sunguard, denoted by the Sunguard insignia hanging
over the entrance.
A similar building with the Thornbull family crest acts as
the single barracks for the royal guard in training. The royal
guard barracks has finer construction and has enhanced
amenities offered to the more veteran guard.
Instruction occurs in the large training facility, a two-story
open floorplan building with two loft-style second-floor
sections. Led by veteran and out-of-service royal guard, the
Sunguard has a mutually beneficial arrangement for access
to this advanced training.
Temple to Pelor
The relatively small cathedral is pristine in design and
maintenance, with stark white painted exterior with gold trim
and large multi-colored stained glass windows. The inside
consists of several small rows of pews and a small stage. The
temple rarely holds large services within the temple, opting
instead to use a large outdoor amphitheater instead. There
are generally between 5-8 cleric acolytes within the temple at
any given time, with Nalratra Zorrian present within daylight
hours.
Radiant Servant Nalratra Zorrian Professor Rinley Alcoa
This male eladrin priest has a strong build but a soft face, Although several centuries old, the sun elf professor appears
with bronzed skin that seems to glitter in direct sunlight. His very young and alluring. Her light brown ponytail is in a long
very light brown hair falls straight to his shoulders, with his fancy braid down to her middle back, and her flawless tan
long ears poking through. He wears complexly layered robes, skin appears as though she has spent most of her years
with overlapping parts forming varying patterns of white, outdoors. She insists on doing all of her “thinking” outside in
yellow, and gold. Naltratra spent considerable time as a the warm sunlight, to act as inspiration. She dresses in
paladin within Elysium, before hanging up his mace and casual clothing and can occasionally be found socializing
committing to a simpler life of faithful servitude. He has a with friends at the Smoke House Tavern. Professor Rinley
'soft spot' for adventurers, offering aid when he can. did her studies in Sron, the civilization of technology-driven
fanatics, followed by nearly a century of adventuring.

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Consortium Arcanum The Plains Gate
This arcane institute is the knowledge hub of arcane The Plains Gate is an ornate large double-door gate made of
spellcasters in the region. The building is another multi-story carved marble and iron, with both the insignia of the
structure, with a bright red roof that sticks out above the Sunguard and the Thornbull Family. It is manned by both
mansions. Dense Ivy and large coniferous trees provide Sunguard and royal guard, with a fairly decent check of
ample shade to the walls and windows of the colored brick credentials before entering the town. The barricade and
and mortar building. The massive library is filled with supporting structures of the gate have advanced defenses
information and stories of magic, both current and ancient. such as hot oil vats, rapid-fire ballistae, and long polearms
Peripheral to the grand library are small workshops and used to disrupt ladders and siege towers. Disconnected from
rooms for studying mages. the gate structure, but within 100 feet is a mage tower (40 ft.
tall, 10 ft. over the gate) with the open air top acting as a
Archmage Vern platform for battle mages at the gate.
The elven director of the consortium as well as a member of
the town council. Refer to his description in the town council Mansions
section for more details. Large houses fill the gaps between the highlighted facilities.
These are the homesteads of the council members,
professors, high-ranked military officers, and social elite.

The Boiler Bay Town Council

A
ruling body of four elected officials in which the
king reserves the tie-breaker vote. The council Justicar J’ul
and imperial relationship had been strong for
decades under King Horace. However, since Female dragonborne paladin of Pelor, elected emissary from
King Geoph has taken office there has been the Sunguard and General of the imperial guard. Takes her
increased dissent and debate among the job of protecting innocents and training the Sunguard very
council. Meetings are once a month with seriously. Brass dragonborne with bright red hair cut short
emergency councils occurring by imperial decree. and styled spikey. Her snout is rather blunted, allowing for an
asymmetric smile. She is covered in silver plate armor with
the golden sun insignia and a beautiful longsword at her side.
Archmage Vern
Elder elven mage, director of the arcane institute and Counselor Karen Haverly
member of the Three Archmagi of Burning Light. Known to
be dismissive and elusive, often frustrated by council Human female, unofficial representative of the middle class
proceedings. Has stark white hair that is long and braided in the Hills. Karen often overdresses for council meetings,
down his back, and a medium length white beard and but the clothes are often dirty or disheveled thanks to her
mustache. He is adorned in blue robes with gold trimmings seven children.
She is a champion for happy hours and birthday parties,
and she hesitantly promotes the nationalist-patriot views of
Proprietor Himly the middle class.
Halfling merchant, owner of several of the open market
vendor stalls. Known to be a champion of the 99%, often uses
own wealth to help struggling merchants. Proper and
trimmed, this man has a pencil thin mustache and beard, and
is dressed in elaborate colors of burgundy and pearl with a
large-brimmed hat with several colorful feathers.

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The Royal Family

T
he Thornbull family has ruled for nearly 200
years after the previous imperial family were
assassinated. Horace’s father, Irvine Thornbull,
ruled for 40 years, taking over after his father
(Halvon Thornbull) died during the dark
invasion. These, as well as the remaining
Thornbull kings are memorialized in large
portraits in the grand foyer of the royal palace. Portraits of
kings before the Thornbull reign line the hallways and
common rooms of the palace.
King Geoph Thornbull
A young (26) human, with a slightly chubby build and
shoulder length wavy brown hair. Normally Geoph is clad in
royal purples and blue robes beneath a bejeweled chest plate
and a rapier at his side. He is outwardly arrogant and
privileged, known for making rash proclamations and
decisions
Prince Jarl Thornbull Marilyn Thornbull
Geoph’s younger brother (22), much more composed and Second wife of Horace Thornbull, much younger (late 40s).
mature with dirty blond hair cut short in a simple pattern. He Always made up with copious amounts of make-up and clad
has a scruff short cut beard, and several pronounced scars on in suggestive clothing. She is quite flirtatious and deceiving,
his face and arms. He is clad in gilded full plate armor with always looking for opportunities to gain ground in the family
pearl trim and a custom-made bull helmet with pearl eyes and the city affairs.
(family crest). He carries a large broadsword on his waist, and
a small crossbow at his side. Jarl has already served several The Royal Guard
years in the imperial guard where he has garnered a
reputation for a strong understanding of military strategy and The royal guard are clad in plate armor with silver plates
city defenses. lined with maroon and gold. They are the primary guard force
throughout the city, with the Sunguard offering support in
Princess Elise Thornbull certain areas.
Oldest of Horace’s children (33) and only remaining sibling
from his first marriage. Elise is a tall modest woman with
long bright blond hair often held in a tight braid down her
back. She typically wears fashionable gowns in solid colors
from local merchants. She maintains the family’s affairs and
often clashes with Marilyn about family decisions. She has
practically given up on grooming Geoph, but still has a good
relationship with Jarl. She yearns for excitement, and is
looking for a way out of her dull life.
King Horace Thornbull
(Deceased)
Ruler of Boiler Bay for nearly 50 years, was youngest king
before his son Geoph. Horace was a powerful man and great
leader; and was well revered across the land. He led Boiler
Bay through a revitalization that has led to its emergence as a
world power.

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The Last Hope

T
he Last Hope is the notorious adventurer's
guild run out of a modest storefront just NPCs
outside the main circle of the market. Since its Adrian Moonspirit (Clerk): A young, scrawny blue
inception several centuries ago, the Last Hope skinned elf with long black hair, mostly straight and swept
has established itself a truly humanitarian and to the right side of his face and head with a line of braids
charitable organization, with four (now five interlaced with pearls to form “stars” within the black
including your group) groups of adventurers straight hair. He wears simple but clean cut and
completing quests and tasks assigned by either imperial fashionable clothes.
decree or private commission. You can find more information Sgt. Grenda Ironsmith (Leader): A stout female dwarf,
on the Last Hope in the Heroes of Sol'an Campaign setting. often found clean and made up with her curly red hair
unbound and a fair face with uneven freckles. She wears
The Champions of The Last Hope heavy full-plate armor made of black matte metal with
Tally Team accents of silver, platinum, and mithril; though you can tell
188 The Legionnaires
she has trouble keeping it cleaned and trimmed.
Generally, she has a morning star and heavy wooden
61 Dragonfang Sentinels shield with similar metal highlights and her family crest of
19 Sin'Cara the smith hammer.
Lt. Aaron Colter (Liaison): A fit human male, about 6’2
11 The Bonesmashers with short brown hair brushed to the side of a part, a fairly
decent beard for a human. He is often clad in heavy plate
armor designed in the Sunguard colors and crest, with
two short swords sheathed on his belt. Aaron acts as the
coordinator and representative of the Last Hope to the
imperial guard and council. Aaron and Grenda are in a
secret affair, due to Justicar J’ul’s obsession with Aaron to
become a champion of the Sunguard.

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Adventures in Boiler Bay

A
side from the quest modules presented for this Other Central Plots
campaign setting, NPCs can be used to spawn
any concurrently running plot lines as well as There is trouble at the guard barracks, tension has led to
integrating player background stories. For physical altercations between royal guard and Sunguard
instance, Ciri Albon may contain an ancient trainees. The group must investigate the cause, a fiendish
relic that advances the arcane magic user's trickster impersonating a trainee and planting seeds of
backstory, or Tangai might have found himself distrust and hate.
in debt to a Boiler Bay aristocrat. There are many different Justicar J'ul is jealous of Aaron Coulter and Grenda's love,
ways to incorporate different groups of NPCs as well and is using her station to separate them. Aaron is looking
including the royal Thornbull family, the town council, the to get information on her in hopes to find something he
university, and the Consortium Arcanum. Additionally, you can use against her as blackmail should her efforts bare
can use the other teams employed by the Last Hope to create fruit. The group must search for evidence of corruption.
competition or long-term rivals. Archmage Vern is on the verge of a major breakthrough in
a new form of arcane magic, but someone within the
Heroes of Sol'an Consortium has stolen the artifact he needs to complete
the ritual. The group must gather information and
This is the suggested starting location for campaigns within investigate the theft of this artifact to learn of the new
this setting, with a plethora of detailed NPCs and potential magic.
plots. It is suggested using the Last Hope as a "job board" for Professor Alcoa is taking a risk, attempting to search for
random quests while developing central storylines. powerful treasures left behind by Bel's army which Dean
Kruu'karuku has prohibited. Professor Alcoa will guide
Central Plots the group as they search for these artifacts in the waters
around Boiler Bay and Galfarum.
The Last Hope
The famed Legionnaires fell during the Battle of Boiler Side Quests
Bay, yet their bodies were never recovered. The group Tangai has gotten himself into a bet of gambler's debt, and
must gather information about their actions during the needs help to get some coin and fast. The group will help
battle, where they may have fallen, and what happened to Tangai fulfill an exotic hunt commission within the hills or
their corpses. coast around Boiler Bay.
Someone is attempting to blackmail Grenda by exposing Ciri Albon has come across a mysterious artifact from an
her relationship with Aaron to the town council, odd trader. The group must help her gather information to
potentially making them choose between their love or unlock the power of the ancient item.
their jobs. The group has to gather information and stop Bonesun is well connected, and can often find work for
the person behind the blackmail attempt, connected to skilled groups. Such work includes escort missions,
Justicar J'ul who is jealous of their love. private security, and operations of subterfuge against
If you used the level 1 "Ratmen in the sewers" adventure icons of Boiler Bay, both righteous and nefarious.
in this pdf, you can continue the Count Vermillion story, Pobarth Grassmaid of Pobarth's Place wishes to send a
with the rat vampire attempting to create an empire of package back to his family on the Barren Isles, but his last
thieves within the sewers of Boiler Bay. shipment never made it. The people he hired to send it
have never returned to Boiler Bay, he fears they either
The Thornbull Family stole his parcel or found trouble on their journey. The
Prince Jarl and Princess Elise cannot stand their brother group must sail to the Barren Isles to deliver Pobarth's
and king, and are trying to find a way to "convince" him to shipment of spices and herbs for cooking.
step down. Boiler Bay law states that if multiple heirs to
the thrown are of age, the oldest may step down to allow a
younger sibling to take the mantle of king.
Get them to Greenhill
Maryilyn has set major events in motion to alter the tax The next set of Heroic Townsfolk quests (Levels 4-7) takes
code of Boiler Bay, increasing the family's take. As more place in Greenhill, just a few days travel from Boiler Bay.
people find out about their grab for more wealth, the more The PCs are searching for a famed blacksmith (Akbas)
she must pay off to remain silent and cooperative. The group must deliver an order for produce from the
Neither Jarl nor Geoff have bared children, and the farming community
continuation of Thornbull family lineage is at threat. It is The party is searching for a powerful creature within the
not for a lack of trying, with both Thornbull men cycling Mistglade
through young female prospects, one after another failing The adventurers have information exposing Balurt as a
to get pregnant. The group must investigate the cause of double agent and are attempting to bring him to justice.
this, a curse upon their family that they must resolve.

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Greenhill

History

S
ol'an is a world caught just outside the edge of
Elysium, the idyllic neutral good plane protected
by the guardinal races among other celestial
beings and gods. For the purposes of the this
module, a brief history of Greenhill is Outlined in
this section.
A Traveler's Respite
Greenhill is seen as a common ground necessity as respite
for travelling across Solreem’on and between the major
settlements. The large Rusty Maul Tavern is able to
accommodate a good number of travelers, and the beautiful
and abundant farmland produces food that is transported to
nearly all residents of Solreem’on. The river provides
additional commerce among towns around Dingonek Lake,
using small canoes and rowboats.
The town is rarely assaulted with any significant force, with
the exception being the occasional small orc bands or goblin
tribes. The Sunguard maintains a decent presence here,
focused on patrolling the defenses and keeping the peace. Lt.
Ian Cronwell, leader of the Sunguard at Greenhill, has
maintained good reputation with his superiors and as such
has received high accolades.

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Geography

G
reenhill is river town located among lush
grassland to the south and west, with the river
running North/South and originating from For some time now, your travels have consisted of lush
Dingonek Lake. The marsh south of Dingonek flat swaths of green grass and wildflowers. This
Lake is a unique landscape that contains landscape is broken up by farms and ranches that
interesting farmsteads and monsters, while increasingly line the well-maintained large road. Traffic
the rolling hills to the east provide pasture for has increased a bit, as merchants in slow-moving
herds of wild animals. Immediately surrounding Greenhill carriages make their morning trip to Greenhill. As the
are fertile farmlands, leading to a competitive market within party approaches the sturdy, yet repaired wall of this
the gates of the city as well as high merchant traffic and bustling trade town, there are several Sunguard
export. manning the open large wooden gates. Upon entering
the town, you notice one of the guards hastily taking
notes as your group enters among other travelers.
Dingonek Lake However, your group is not questioned and allowed
Dingonek Lake is named for the huge crocodile-like entry. Inside the gates, you see modest housing in
dingoneks that inhabit the waters. These dangerous beasts both directions from the main road, that becomes
are hunted by specialized crews, selling the meat to markets smaller and more run down as you near the city center.
and the hide to armorers across the northern lands of Sol’an. Several vendors have set up their wares within the
The town of Trinisse is known for its summer Dingonek central square, and there is a fair amount of business
afoot. Immediately your eyes are drawn to the large
festival, at which voyeurs and fisherman crews gather to structure labelled “The Rusty Maul Tavern” just off the
celebrate the famed hunt. During the off-season, the square.
residents struggle to make it without the tourist economy.
The Mistglade
Just across the river to the East is the Mistglade, an
enchanted forest sprouted from influences from the feywild.
Although there is a small bastion of civilization at Green
Pond, most of the forest is inhabited by fey communities and
solitary creatures, both good and evil.

Government
The Duke Town Guard
Greenhill is managed by Duke Narrash Plainstalker, an Greenhill does contain a small contingent of a town guard
elder male highborn leonal with short sandy brown and grey and patrol, representing the closest empire (i.e. Sunguard).
fur, a wide and wild mane, and thick-lens glasses. He dresses Should the party investigate, they count around 20 guard that
in nice suites and is a generous and attentive leader. He, rotate both wall and patrol duties. Further investigation
along with his tabaxi assistant Pollete, work out of a small reveals the commander is Lt. Ian Cronwell, a human male
single building just off the center square. However, Duke currently known for his apparent arrogance and lack of
Narrash is unable to adequately handle many of the decency, yet there are very few incidents and most people are
complaints of the town, as he is advancing in age and has lost happy with their presence. If you wish for more interaction,
much of his vigor. His daughter, Larshaka, will move down Ian can be often found at the Rusty Maul Tavern being an all-
from her position at the Sunguard Cathedral to relieve him of around jerk to the townsfolk.
his duties once he agrees to retire. Until then, Duke Narrash Captain Druko (Wild Spire Heroic Townsfolk) is the 2nd in
relies heavily on the Sunguard to aid the town directly. command and generally remains obedient and quiet about
the lieutenant’s behavior. It can become known to the party
that Lt. Cronwell lost his wife to disease and has since
slipped into a worsening depression (the cause of his
behavior). This scenario can allow for an interesting power
dynamic in which your players may interact, which will be a
major plot line in Captain Druko’s quest module.

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The Rusty Maul Tavern

T
his establishment is housed in the largest Morning
building within the town, hosting an
impressive 18 rooms in several layouts (most 2
bed, several larger rooms and suites). Three of
the four servers are working at a given time, The late-morning rush consists of groups of patrons
with the fourth at the farm tending the barley enjoying breakfast breads and meats. You count three
crop. servers bringing food from the doors flanking the large
bar, and a male tiefling currently chatting with patrons.
Servers The lack of music invites sounds of hurried eating and
Name Description casual chatter, with calls from the kitchen heard when
the doors swing open.
A female dwarf with a bubbly and cute
Julee
personality.
Tarance A humane man that is soft and kind. Evening
Katherine A female human, working mother.
Troc Male half-orc bar-back and farmer.
The evening hours contain many patrons letting loose
with food and drink, accompanied by a trio of
musicians performing in the corner. The elaborate
chandelier is fully lit, casting a warming orange glow
The tavern is an impressive building, with two-stories throughout the large room. You count three servers
of brick and mortar construction and a fresh coat of rushing food from the doors flanking the large bar, and
paint highlighted by thick painted wood columns a male tiefling is pouring ales and chatting with
holding up a balcony of bar patrons. The open double patrons.
doors lead to an open two-story courtyard style room
with tables and booth seating and a large bar along the
back wall. The bar is impeccably clean and stylish, with
dark wood material with corners of brass filigree. Late Night
Among the decorations, the party’s eyes are drawn to a
large plaque centered behind the bar containing a rusty If the party sticks around the tavern long enough, Ian
yet well-made maul and the words in common “For Cronwell will appear already quite intoxicated and ready to
Meritorious Service”. Symmetrical stairways start from cause a scene.
your left and right and go to a second floor that
contains more private seating as well as the patio. The Riyaka
second-floor hallways form a square around the tavern,
disappearing to the left and right along the back wall to
Riyaka (Wild Spire Heroic Townsfolk) is a member of the trio
guest quarters. A large chandelier hangs from the tall
of musicians, drawn to Greenhill and the Rusty Maul as a
ceiling, but it is only lit at night as the large ornamental good stage for traveling merchants.
windows at the front of the tavern allow for plenty of
natural light. Riyaka

Lokechar This kitsune female is dressed in a modest green and


white dress with some darker filigree embroidery. She
The proprietor of this tavern is a veteran male tiefling. Refer wears a long green scarf around her head that flows
to his quest, Lokechar and the Barley Bog (p. 19), for more behind her, and she has many piercings dotting her
information. long ears of light brown and white fur. Currently
playing the lute, she occasionally switches out to flute
for harmonies when lyrics are being sung.

The tiefling behind the bar has light purple skin and
curled ram-like horns of lightly stained ivory flanking a
bald head. He is wearing an off-white collared
buttoned blouse under tan overalls, and has a white
towel tucked into his back pocket. He absently strokes
at a triangle-shaped goatee as he regards your group,
the wispy gray hairs tangling momentarily around his
knuckles as he can't help but hide the kindly smile
forming at the corners of his lips..

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Greenhill Merchants
Open Market Tillie's Threads
During the day, the party can find an open market in which A clothery owned by Tilleille Saeliniath.
fresh produce and dried meats are sold at fair prices (2-4
vendors).
The outside of this dainty shop is adorned with cloth
Garnett’s General Goods banners, curtains, and decorations with various
Run out of a building aside the open market, has goods for embellishments. The inside is equally as cute, with all
trade and purchase. This large storefront bordering the sorts of clothing, upholstery, and linens in several
modern and antiquated styles. The proprietor can be
central square contains several aisles of adventuring found near the front sitting in a rocking chair knitting
supplies, carriage repair tools, cookware, and a selection of or sewing. Her grey hair maintains just a hint of golden
travel-ready foods. Sitting at a desk near the back of the store blond and is meticulously braided resting about her
is the owner, an older human male with a bald head and grey lower back. She is wearing a comfortable light blue
stubble. He is wearing cloth overalls over a dark shirt, blouse with a yellow knit shawl covering her shoulders.
spending most of his day looking through records and taking
inventory. Around this desk are several sets of light armor
and weapons that he has for purchase or trade. Hal's Gracious Grains
Town Square Shops The farmer supply shop run by Hal Bolden.
The following locations are open for business during the day.
Name Description Located near the river and northern exit of Greenhill,
The Metal Hut Blacksmith - Akbas Jethel Hal’s grain shop is an open air structure covering
stacks of hay and barrels of various grains and seeds.
Tillie's Threads Cothier - Tilleille Saeliniath There are also plenty of farming/ranching supplies, as
well as a small pen of young farm animals. Hal Bolden,
Hal's Gracious Grains Farm Supply - Hal Bolden
the shop owner, is halfling male with a rather rugged
Ovon's Rolls Baker - Ovon Oltek goatee and mustache. He is wearing brown cloth
overalls and a light straw hat.
Bazack Oddities Oddities / Magic - Balurt Bazack

The Metal Hut Ovon's Rolls


This is the blacksmith's shop owned and operated by Akbas The town bakery managed by Ovon Oltek.
Jethal.

The smells emanating from this shop immediately on


The clangs of hammer on steel can be heard for blocks the town square are always enticing and changing.
around this little shop just off the main square. From sweet breads and cinnamon pastries in the
However, it is only upon entering that you hear the morning, to sourdoughs and yeasty dinner rolls in the
lively blacksmith singing dirges and drinking songs as evening, Ovon’s baked goods are coveted across the
she bangs away. This dwarf woman is clothed in a continent. With shipments to Boiler Bay and the Firefly
white collared shirt, with surprisingly minimal staining grotto every couple of days, Ovon is always filling
of soot and ash. Her thick hide apron bares the true special requests for his customers. A portly human
damage of her craft, with several large scars of burn male, Ovon has dedicated his life to his craft, and his
lines across the protective cloak. Her medium length reputation is well earned. A cleanly shaven bald head is
red hair has a few streaks of grey and is tied in a bun tickled with sweat that collects in the brow and
behind her. The walls of her shop have mostly mustache of the baker, and his apron shows that he
common sets of armor at different stages of repair. has been hard at work since the early hours of the
However, when asked, she will reveal her stock of morning.
masterwork metal armor displaying her insignia and
initials.

18
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Bazack Oddities
The odd specialty shop owned by Balurt Bazack.

Located directly on the town square, this shop is


relatively nondescript on the outside. When you step
inside, you are assailed with exotic scents from
burning incense, as well as scented parchments and
oils. The randomly placed benches and pedestals are
topped with an assortment of potions, salves,
spellcasting components, and fancy looking trinkets.
Usually perched up near the back of the store is Balurt,
a red-skinned hobgoblin with piercing yellow eyes and
fangs protruding from his bottom jaw, dressed in a
black suit coat and pants and a black top hat. There
appears to be a large scar that extends across his left
eye, with no apparent damage to the eye itself. Smiling,
he approaches cautiously and introduces himself.

Adventures in Greenhill

A
side from the quest modules presented for this
campaign setting, these NPCs can be used to Greenhill Central Plots
spawn any concurrently running plot lines as
well as integrating player background stories. Lt. Cronwell's negligence and non-action is allowing
For instance, Akbas could require a special ore outlying farms to be attacked by mysterious creatures. It is
that requires the PCs to travel to the Devil’s time to remove him from his post, but how? Guide the
Bluff Mountains and delve into uncovered group as the aid Captain Druko as he attempts to reveal
ruins of your dwarven cleric’s ancient family. Lt. Cronwell's shameful actions.
Greenhill can also be a location involved in world events, Recent events suggest that the Galfarum druids are
such as another large attack from the forces of darkness failing in their charge to rid the Mistglade of evil beings
across the Barrier Sea. The township would reach out to aid that have crossed from the Feywild. The group must
all the good cities of Solreem’on, specifically with providing investigate what is changing in the enchanted forest, and
respite, sustenance, and supplies to the blessed armies why the druids have abandoned their posts.
maneuvering across the land. Or have the archdevil himself Lokechar's military past has returned to haunt him
wipe the city clean in a tragic loss of developed characters to (ghost/undead). Initially, Lokechar experiences whispers
evoke the most drastic of emotions in your PCs! in the night and strange events such as items misplaced or
doors locked. The tiefling's undead rival then sends low-
level creatures they can summon to attack and pester
Heroes of Sol'an Lokechar. The group must find and defeat the apparition.
Once the adventurers arrive in Greenhill, they should be able
to remain there for a little bit with plenty of adventuring Side Quests
available from the Heroic Townsfolk. Integrating one of the Akbas' quest for rare ore takes you to a nearby mountain
small central plots will enhance the party's immersion into range.
this setting and world. Riyaka needs a new instrument, perhaps there is some
Next stop, Gorespire Keep magical wood for its construction within the Mistglade.
Ovon has a secret gambling problem that he satiates every
The following Heroic Townsfolk quests take place in trip to Boiler Bay. Unfortunately, he owes someone a good
Gorespire Keep, across the Barrier Sea and on the deal of money, and they are ready to collect.
southern continent of Lonellome. Captain Druko confides in the group that he wishes to be
It is recommended that the party first return to Boiler Bay with Riyaka, but first he must resolve things with Alyssa, a
before heading to Gorespire Keep, allowing for the return to farmer's daughter who has a strong obsession with the
and progression of Boiler Bay stories. Refer to "A Looming guard captain. She doesn't take his news very well, and
Threat" in the Campaign section (pg. ) for events that can suddenly Druko is afraid for his life.
send the heroes to Lonellome.

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Firefly Grotto

T
he grotto is home to the three elven empires
located on Solreem'on within the Solreem The Mysterious Wood
Forest canopy. The main city structure built
within and among the massive trunk of the Elves
"Sun-Kissed Tree", with cave like dwellings Under the rule of King Raster and Queen Lillia Allundria,
carved out of the thick bark. Magical orbs float the wood elves live a more tribal life away from the high
among the large city providing light and society of Firefly Grotto. Elves of this tribe tend to have
appearing as fireflies from a distant. The Sun and Moon elves darker skin and woad tattoos, with tendencies more towards
reside within the city, while the Wood elves live among the light armor and stealthy movement. They are more
trees to the east of the wondrous city. concerned with the safety and protection of the Solreem
The empire is run by committee of the three elven ruling Canopy than wordly issues, yet will follow the advise and
families. The ruling council rarely ever has trouble agreeing decrees by the other elven nobility.
on action, with the wood elves tending to focus more on One major feature of the moon elf clan is their industrial
problems at home than issues abroad. During times of manufacturing of Moonglass Silk, an extremely strong yet
trouble, envoys from Firefly Grotto often venture out to aid flexible material harvested from some source within their
the Nations of Light. However, there is always one ruling home. Normally not worried about commerce, they see it
family remaining in the grotto at all times. more as a philanthropic endeavor for helping the people of
the land.
The Proud Sun Elves
This sect of the elven empire is ruled by King Bara'lon and Firefly Grotto Plots
Queen Jiltarin Vivaren, benevolent and proud rulers. The Some entity has evaded the defenses of Firefly Grotto to
sun elves have a connection to both Corellon and Pelor in steal a valuable moon elf artifact. The PCs must follow the
this realm, with a focus on justice, wisdom, and trail, leading to a Rakshasa paid to steal the elven
accomplishment. Often seen as arrogant, most sun elves have heirloom.
a strong drive toward merit and title, always trying to Something is wrong with the giant spider-like creature in
rightfully gain ranks in their society. They are friendly with the wood elf haven, it is not longer producing Moonglass
and enjoy their relations with the moon and wood elf Silk. The PCs must discover the source of the corruption,
empires, as well as aquatic elves. The sun elves have a strong and evil and powerful fey creature that has crossed into
and enduring hatred for drow. the material plane.
The elite guard of the sun elves is named "The Leaders of the Sunswarm have noticed an uptick in
Sunswarm", powerful warriors armored in Vorpa Chitin warriors that have resigned their post. With reasons
Armor acquired in a trade agreement with Galfarum. ranging from family issues to desire of a new path, the
elite force is slowly losing its numbers. The PCs must
The Reverent Moon Elves discover the reason for the exodus, a charming incubus or
The quiet yet strong moon elves are ruled by King Qu'aron shape changer that has infiltrated the ranks and is sowing
Atiel alone. His life love lost during childbirth, the good king seeds of doubt and disruption.
never remarried, focusing his attention to his daughter and to While traveling through the Solreem Canopy, the PCs
his station. Well past his prime years, he is rarely seen come across a family of treants with a crazy story. They
wearing his impressing silver full plate armor and is now found an injured owl and have been nursing it back to
most often seen in regal robes and his crown, resembling a health, yet they are certain the creature is more than it
half moon curving upward. seems. The PCs will discover the owl is an injured sage,
The moon elves have an interesting role on this realm, stuck in their animal form by a some curse cast on them
charged by Selûne to maintain close contact with followers of by an evil hag in the area.
Pelor. The balance of sun and moon is vital to this world as
many others,

20
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Galfarum

T
he industrious and elitist nation of Galfarum is
an ancient and established society, residing Dwarven Guard Stations
deep in the Devil's Bluff Mountains. The The Galfarum guard stations that monitor the traffic in and
mountain dwarves have several mining out of the Devil's Bluff Mountains are generally pretty
operations around Solreem'on, including reasonable and allow passage to most. They only require
Badlin Mines. In the forests surrounding the honest declarations of intent and purpose, and may
foothills of Galfarum is a very unique and rare potentially track and monitor larger groups or persons of
group of dwarven druids. This druidic clan is responsible for interest. They maintain constant communication with the
policing the volatile Mistglade, a rift connecting the feywild main city through a horn system that sends messages
to this world. The main entrance to the mountain citadel is at through the mountain range.
the Grand Gate located in a central valley among the tall
peaks. Along the perimeter of the peaks are several Galfarum
Guard stations that protect and monitor traffic along the Rallybreaker Dwarves
major paths into the mountain range. The elite fighting unit of Galfarum, these dwarves use tower
Galfarum had a major role in Bel's dark invasion a century shields and long sturdy spears to form defensive lines. The
ago, where a separate force led by Bel's top generals laid unit is often accompanied by a group of clerics and heavy
siege to the mountain citadel for nearly a week. Many ballistas for artillery support.
champions of multiple empires fell in the defense of
Galfarum, including the dwarven champion Reistar
Bluffbreaker, slain by the pit fiend Dagos. Galfarum Plots
The druids of Galfarum have been seeing the specter of a
King Thormont dwarven warrior wandering the forests that surround the
foothills of the Devil's Bluff mountains. The PCs must find
Stonespeaker and resolve the spirit of Reistar Bluffbreaker, the fallen
The royal family of Galfarum has reigned strong for many champion of Galfarum.
centuries, with plenty of offspring to pass the crown down the One of the guard stations sounded their alarm nearly 6
family line. The Stonespeaker lineage has some innate hours before the PCs arrive to a nearby station. The PCs
magic, granting those within the powerful family an ability to must quickly travel through the peaks to the distressed
mold and move mountain stone. It is very difficult to gain station, to find it under assault by stone giants. The
audience with the dwarven king, often tied up with meetings dwarves have locked themselves in their guardhouse,
or kingdom business. desperately awaiting aide.

21
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Trinisse

T
his small lakeside town nestled on the
northern shore of Dingonek Lake, just east of
Firefly Grotto and north of Greenhill. The
prime feature of this fishing town is the
summer Dingonek Festival, in which people
travel to the small town to take part in the
Grotto sanctioned Dingonek hunt. During the
festival, the town is a buzz with excitement and jubilation,
with specialized crews competing for the the patronage of
those granted access to hunt the majestic beast.
When not in festival season, the lack of tourism and bad
weather saps the energy from the town, with many residents
scrambling for income.
Approaching the town

You begin to see lights ahead as the swampy road


The Finnicky Fish Tavern
begins to be the only stable pathway in the difficult This long two-story building is located on the docks with
marsh terrain. The large elven towers easily see your more than half the rooms facing out towards the lake. There
approach, and the Firefly Grotto guards are in strong is a large, clean sign above the double door entrance to this
hide armor with fanciful and colorful orange and red large tavern, with a smaller makeshift sign below saying "and
trim. fishery". On the dock side, there is a newer addition that has
a single open-air room designed for the cleaning of fish. The
townsfolk have created an industry for fresh fish, and work
The guards will question the group, though when Akbas diligently to supplement their seasonal incomes. The fishery
mentions the hunt festival, they are escorted into town and workers are busy throughout the day as boats bring in the
introduced to Avond'hal, the Mayor of Trinisse and the MC for fresh catches. Sure enough, you catch the subtle smell of fish
the Dingonek Festival. as you enter the building, but it is quickly covered by aromas
of ales and cooked food.
Avond'hal the Eladrin
During the Festival
The elf-like creature before you is a tall, slender female
There are nearly 22 rooms in this establishment, and only
with a slight radiant shimmer, enhancing her incredibly
about 5 are available on any given night. The amount of staff
soft skin and flawless features. She does not hide her during this time is quite impressive, with attendants
extravagance at all, and her shimmering, form-fitting addressing every concern and request of any patrons. The
silver dress that reflects any nearby sources of light menu includes a few economical options dotted among high-
wildly. Her golden skin has shimmering flecks as well, priced fancy fish dishes.
and her dark black hair that flows just below her
shoulders has a single streak of electric white. Off Season
The lively decorations and clean look of Trinisse is not
She greets the group and shows them to the Finnicky Fish maintained year-round, and can actually appear quite drab
Tavern, a quaint hotel with simple, clean rooms and excellent during the off season. With the lack of tourism income,
food prepared from fresh catches daily. residents use the off season to upgrade housing, fix and clean
the docks, and other such tasks to improve next year's
festival.
The Wealth Gap
Throughout the visit, the group will slowly notice a division Staff
between the town’s elite and the mostly poverty-stricken Owner - Dietrich, The Fishmonger
residents. The citizens take any scraps the party is willing to
throw, and only the Pawntoon Pack interact with the A light-bringer lupinal with grey and brown fur, Dietrich's
residents. knowledge of fish is as exhaustive as his desire to discuss
That being said, there are not that many wealthy anything fish related. He will talk for an uncomfortable
permanent residents in Trinisse, and most of the large amount of time about types of fish within Dingonek Lake
mansion style houses are only used or rented through the including their size, color, lifestyle, taste, and best food and
festival. The rest of the year, the townspeople scramble to wine pairings. He dresses in nice tan pants that are slightly
make an income with the town nearly abandoned. frayed at the bottom, and a simple white shirt. His large
wolfkin feet are bare and hairy, yet clean.
22
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Head Bartender - Clara Holgrin The Fight
This human female is in her mid 30s and has curly blond hair Once the dingonek attempts to capsize the boat, the pontoons
that sits at her shoulders. Although naturally beautiful, she push apart and the dwarves dive from the side and wrap
wears a little bit of makeup to accentuate her kind eyes and heavy straps under the dingonek. Once the beast is trapped, it
soft lips. She is a good manager of the staff, often being stern is considered restrained and they go to work with hand axes
in her commands, but compassionate with troubles. She while swimming and on pontoons.
knows there are plenty of people needing work, so she
doesn't tolerate laziness or bad work. In the same breath, she Techno and Tackle (800 G)
helps her most loyal employees plan for the off-season when This duo of very stern looking humans in nice blue and green
work is slow. jackets camp in fancy tents outside Trinisse during the
Festival Manager - Clarak'aa festival. They are a crew from Sron, a culture of technology
Clarak'aa is a young sky lance avoral with a stork-like and academic research. They bring with them an amazing
appearance including slender appendages and a long, sharp contraption, constructed on the shores of Dingonek Lake that
beak. He wears simple green cloth pants with a light grey promises to snare and hold the creature. However, they have
blouse and tan vest. Clarak'aa is highly organized and very yet to be chosen, although highly anticipated by the fanatics
proper in his business interactions. He takes pride in the and tourists that flock to the town to observe the expeditions.
festival as a personal achievement. The Von Jacko Brothers
Should you wish to extend Clarak'aa's character, he is Both are level 4 artificers. Johan = Artillerist, Etan =
actually a level 9 monk training to join the ranks of the Sky Alchemist
Lance Acolytes.
The Trap
The Crews of the A contraption specifically set-up to capture Dingonek
Dingonek Festival The Bait. Etan has created a ball cage that holds rags
doused in alchemical solutions. The fragrance is a
The Tandem Tug (700 G) mixture of anise and sharp herbs, with a hint of iron. Once
This team is the cheapest of the 5 crews, but not the newest the bait is taken and the chain goes tight, Johan sends a
or least successful. The wild dwarven crew (not associated spark of magic down the chain to activate the barbed
with Galfarum) are touted for their more simplistic and spikes in the bait ball.
“tribal” approach to the hunt. Their captain, Jorgon Baldrun, The Reel. Two large wheels can then be used to bring the
is a firecracker of a red-haired dwarf with two symmetrical creature on shore.
red mohawks bisecting his otherwise bald head. Their ship, The Fight
The Tandem Tug, consists of two sturdy weighted canoes Once the dingonek is hooked, it is considered grappled and a
connected by intertwining straps and ropes. mechanic is used based around a STR check made on its
Captain Jorgon Baldrun turn.
Level 4 Barbarian Strength Check (Dingonek)
DC Outcome
The Tandem Tug
25 ft. long x 10 ft. wide (x2) connected by 15 ft. of ropes and Fail
The Dingonek is dragged 5 feet closer to the reels and
straps loses its action and movement.

Capsize: NA, The boat is intended to completely surround 18


The Dingonek is able to keep ground with the Reels,
not budging. However, it has no movement or
the beast. actions.
Death Roll: Can use action unlimited times. Entire boat
rolls with dingonek. 22
The Dingonek is able to gain a little slack. It can use
Trapped: Restrained (Movement = 0, Attacks now +8 its movement and attacks at disadvantage.
(base) and at disadvantage). Breaks the chains holding the bait ball and hook. The
Strength check to break bonds DC = 25 27
Dingonek is free.
The Wild Dwarve Crew (X2) The Death Roll can be used once. However, if the Dingonek
Use the Berserker stat block (MM p. 344) fails to break its bonds, the Von Jacko Brothers activate their
trap, a rail system with flaps that fly up into the air and snag
on the dingonek before quickly tightening. Once this trap is
sprung, Only a DC 27 breaks the binds and the dingonek is
considered restrained. At that point, the Brothers join in with
weapons and magic.

23
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The Pawntoon Pack (800 G) The Boulderboat
This crew of witty and agile lupinals with short, light brown This large boat is 60 ft. by 20 ft.
fur (all except the leader with dark black fur) work out of the Capsize: STR Check DC 25 when the cranes are out, DC
D’uck Seem, a flat bottomed boat constructed of tightly 21 if not
affixed pontoons. This team is quite cautious about taking on Death Roll: Not affective against the Boulderboat’s
beasts larger than their capacity, and generally stick to strategy.
smaller beasts with high efficiency and low risk. They are Trapped: Grappled.
highly revered and respected among the community, usually Strength check to break bonds DC = 22
donating a generous portion of the meat to the festival.
The Fight
Captain Nicholai, The Trickster Bait: A corpse of a bullywug.
Level 4 Dark-touched Lupinal Wild Magic Sorcerer The Trap: Once the dingonek is brought into the trap
location under the hull of the ship, the cranes drop the
The D'uck Seem large net bags of boulders, trapping the beast within. A
40 ft. long by 30 ft. wide. Successful DEX saving throw DC 17 allows the dingonek
to not get trapped, but it takes 8d8 bludgeoning damage.
Capsize: STR Check DC 27
Anchor points: NPCs and PC can strap themselves The Twigjack (2000 G)
to the pontoon boat.
Should the dingonek roll within 2 of the grapple or Named after the fey creature that appears as a pile of twigs to
capsize DC, the boat is dragged violently, and all spring traps on their prey, this wood-elf boat is the lap of
characters must succeed a DEX saving throw DC luxury when it comes to dingonek fishing. The crew, under
14 or be tossed off of the boat (unless anchored, the helm of Captain Marsthwain Galanarin, sits at nearly
then prone). fifteen members on this, the largest and most oddly shaped
Death Roll: Can use action unlimited times. boat. From chefs to cook nice meals as the traps are baited,
Trapped: Grappled. to a ship’s mage to cast protections on the mighty vessel,
Strength check to break bonds DC = 23 guests of this crew hardly lift a finger to retrieve their prize. It
is the only vessel to catch a patriarch.
The Pawntoon Pack Crew (x5)
Use the Spy stat block (MM p. 349) Captain Marsthwain Galanarin
Level 10 wood-elf illusionist wizard
The Fight
Captain Nicholai uses dancing lights to attract and then The Twigjack
frustrate the dingonek into attacking the boat. The boat is 70 ft. by 20 ft., this impressive boat has dramatically large
designed not to capsize easily, and the crew is trained to sails with oddly angled masts. Sharp angles and sleek lines
hold their strikes until the capsize attempts. make this vessel extremely interesting.
The D’uck Seem has a large supply of spears, most are
light for throwing, but some are heavy (two hands). The Twigjack Crew
Heavy Spear. Attack = STR, DMG = 2d8+STR. An impressive mix of fighters and rangers, all in fine
(STR required 15, 4 available) dingonek hide armor. There is a high-level cleric to Selune as
The spears have a quick anchoring system comprised of well.
thick ropes with metal clasps that quickly affix the spears
along the boat's edge. The Twigjack Advantage
Each spear attached to the dingonek adds 1/4 to Scrying. The Twigjack has already spent considerable
DC to break grapple. time scouting the lake and its inhabitants. Marsthwain is
Each Heavy Spear adds 1 to DC to break grapple. able to scry any of the beasts and seek them out
specifically
The Boulderboat (1100 G) The Illusion. Marsthwain is able to imbue magic through
The famed crew from Galfarum use their presence as a show the Twigjack to illuminate a section of the bow of the boat,
of force of imperial dwarven ingenuity and strategy. Their making the twigjack appear to be a small vessel. Other
boat is a bruiser of a single-hulled keelboat of treated wood illusions can irritate and provoke dingonek to attack.
and heavy metals. Acting as stabilizers AND their method of The Fight
fishing, two large cranes holding a trio of large boulders For liability reasons... the crew of the Twigjack insist they
extend from both sides of the boat, set to release and either take care of the hunt. Their tactics preserve the trophies and
trap the dingonek in place or stun it with massive concussive guarantee the highest yield of meat and hide.
damage. Once trapped, openings on the deck allow for The highly trained crew make work of any Dingonek they
attacks. The boulderboat tends to fish along the shores of the engage, with arcane casters disabling and debuffing the
bullywug camps, mostly ever encountering young dingoneks beast. A team of two elven rangers surgically dissect the
learning to hunt the frog peoples. beast's spinal cord, ending the combat with minimal
Captain Nigel Cavecrafter collateral damage.
Level 4 Dwarf fighter (greataxe)

24
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The Majestic Dingonek
The Dingonek are magical beasts, with a pack mentality and Dingonek
hierarchical structure. The patriarchs are the leaders of the Huge magical beast, neutral
family packs, strongest and most wise. Pack mothers are
smart and skilled creatures, that viciously protect their young The dingonek resembles a large crocodile with a scaly
lion’s head and sharp teeth. They enjoy capsizing boats
and are surprisingly dexterous. The young and mature and feeding on helpless sailors.
dingonek make up the bottom of the family order, most
common among the successful hunts. Armor Class 15 (Natural Armor)
Hit Points 188(18d8+90)
Dingonek Hunt Mechanics Speed 15 ft., swim 20 ft.
You are free you use your discretion on how often the party
encounters a Dingonek. The easiest method would allow
them to encounter a creature or two in the morning, and STR DEX CON INT WIS CHA
another one or two in the afternoon. You can also use
investigation checks, or opposed rolls between the boats, 26 (+7) 12 (+1) 21 (+5) 4 (-3) 9 (-1) 7 (-2)
bait, and Dingonek.
The party can opt to release smaller creatures if they are Saving Throws STR +12, CON +10
aiming for a more prestigious catch. However, patriarchs Skills Athletics +12, Stealth +6, Perception +4
Damage Resistances Bludgeoning
have the ability to overwhelm smaller boats, so the group Senses Darkvision 60 ft., passive Perception 14
should use caution. Languages None
For each encounter, roll a percentile dice (or d10) to Challenge 8 (3,900 XP)
determine which creature the party will engage.
Capsize. The Dingonek has enough intelligence to
Dingonek Stats learn that boats in their environment cause harm to
their pack. A Dingonek that surfaces under a boat
Adolescent Dingonek (50%) less than 20 ft. capsizes it 80% of the time (20-60
Use stat block as written. ft. = 50%, +60 ft. = 20% chance.)
Mature Dingonek (30%) Death Roll. A grappled or bound Dingonek that is
HP: +28 still at least partially submerged can use an action to
AC: +1 spin in an attempt to break its bonds. It will perform
STR check to escape or capsize: +1 a STR check at advantage against all grapple effects.

Pack Mother (15%) Actions


HP: +44 Multiattack. The Dingonek makes two bite attacks
DEX = 21 (+5) each round.
Uses DEX to escape bindings at +5. Bite. Melee Weapon Attack: +14 to hit, Reach 5 ft.,
Patriarch (5%) one target. Hit: 28 (4d8+12) piercing damage.
HP: +59
AC: +1
+1 Bite attack each round
STR check to escape or capsize: +3

25
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Other Locations in Solreem'on
Badlin Mine The Mistglade
The Galfarum dwarves hold the title and deed to Badlin Just across the river to the East is the Mistglade, an
mine, and will quickly show force to any challengers or enchanted forest sprouted from influences from the feywild.
trespassers. It is uncertain how deep and how expansive the Although there is a small bastion of civilization at Green
mines now reach, as the dwarves keep their mining Pond, most of the forest is inhabited by fey communities and
strategies a tight empire secret. solitary creatures, both good and evil.
Another closely held empire secret involves the harvesting
and crafting of the Vorpa Chitin Armor. As the dwarves are The Vorpa Fields
tasked in protecting their mining operation, they have
assumed the roll of exterminators when the vorpa colony East of Badlin mine, the vorpa fields resemble a flat plains
grows too large. with small rolling hills that only extend about 15 ft in height.
There is extensive remains of vorpa dugouts from centuries
Sky Vista of colonization of this area. Every three years or so, the
Galfarum dwarves send an expedition to trim the size of the
A Port town in the isolated mountains and clouds of East colony down to a manageable size.
Solreem’on, north of Galfarum. This trade and fishing village
contains populations of Avoral, Lupinal, tribal leonal, and
others many other of more simplistic people.
The Barren Isles
Located off of the east coast of Solreem'on, the Barren Isles
are mostly uninhabited, with the exception of several
minotaur island colonies across the small islands. The
minotaur clans focus on fishing and farming, while importing
several goods from the mainland including ale, weapon &
armor, and spices (minotaurs love their cuisine).

26
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Gorespire Keep

History

O
n the northeast extreme of the continent,
Gorespire Keep has a storied history with
several drastic changes in power and control.
Bel's March
Currently, GSK acts as a major node from the When Bel's army reached the north coast of Lonellome, he
dark lands further south to the civilized sent emissaries to attempt to barter with the orc settlement
cultures of the Nations of Light in the north, for resources and workers. Instead of negotiating, the orcs
with influences from major players on both fled into the badlands leaving GSK empty. Word of the
sides. abandoned settlement reached a sect of Fated githyanki at
Sigil, who quickly mobilized to seize control. They arrived to
find others from across Lonellome flowing into the city. In a
Before the Dark Invasion rare show of restraint, Lord Inran of the githyanki chose his
The most primitive of structures within the walls of GSK are tongue over his sword to lead negotiations over joint control
from an ancient civilization of unknown (to most) origin. It is of the town.
believed that the ruins were inhabited by powerful creatures
instead of societies for many years after its abandonment. It
was a powerful band of orcs that eventually laid roots here
Century of Peace
again, around 180 years ago. The keep thrived as an orc Sometimes cooler heads prevail in shared authority, and that
stronghold, with upgrades to the stone residences and castle seems to be the case with GSK. Rarely are there serious
during their occupation. enough issues that warrant a council meeting. When one is
necessary, the leaders of the houses show amazing
compromise and communication. They have yet to fail
conflict resolution through discussion and typically find
outcomes amenable to all parties involved.

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Geography

G
orespire Keep is located on the southern Outside
continent of Lonellome, named for "Lonely
Night" as play on the elvish word for night
"lómë". The northern coastline sees a near
constant sunrise from the northern Two githyanki warriors guard each side of the bridge
hemisphere, while plunging into a dark day and night, with more standing just outside the
large stone doors that open out from the stone keep.
tumultuous storm to the south. Although Banners of black and red hang perfectly pressed off the
disconnected from the Nations of Light, there are several high walls, and more guards can be seen patrolling the
large cities on Lonellome that maintain a level of control and roof.
order.
Gorespire Keep rests atop some high coastal cliffs (similar
to those on Solreem'on), an interesting architectural mecca of Entrance
varied origin. The keep itself seems to be of dwarven
influence, yet close inspection may reveal a more ancient
lineage. Homes and shops vary between stone and wood
construction, with elven and human influences. Beneath the Upon entrance to the main chamber within the keep,
streets and structures is a complex network of tunnels and accents of red and gold highlight the shades of grey
caverns, with connections to the street level of town and the and black that are featured in the decor, with fancy
portraits of noble Githyanki and epic battles between
coast below. Those knowledgeable on the tunnels know that dragons. The chamber is immaculately decorated, with
several paths lead further down into the darkness below, with a large wooden table that runs the length of the room,
plenty of ominous and alerting ruinic imagery to turn seating nearly 40 people, and cushioned chairs and
adventurers away. couches around the perimeter. At the back wall of the
chamber sits a large fancy chair of dark wood and black
Inran's Keep metal, the seat for the Lord of the Githyanki.

Named after the first Gith Lord, the large fortified keep alone
on the coastal island houses the Gith forces of Lord Ulcirin
Havesh. The structure appears to be dwarven construction,
yet a high skill check may reveal it is in fact of much more
ancient origin. Decorated and maintained to the highest
standards of Githyanki nobility, the keep's halls are
impressively guarded and patrolled. Most only ever see the
foyer and grand chamber within the stone fortress when
meeting with Lord Havesh. The Gith have no interest in
searching the tunnels and caverns below the town and castle,
and as such have closed off any that approach the keep.

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Inran's Keep (Continued) Candlehome Tavern (Continued)
Should a group attempt to enter the castle without a meeting, There are several staff of Lost that rotate throughout the day,
they will be turned around at the bridge from the mainland. with two remaining to work after hours. All of them except
However, if they have an appointment, they would meet Brank have the clouded eye feature of the Lost.
Shundayis Malarin, the administrator. Servers
Name Description
Shundayis Malarin
Oretok Male half-orc Lost, strong and quiet.
Yubis Female tiefling Lost with pink skin and long black
This Githyanki female has a slight purple hue to her Soren hair, polite but busy.
dark and sickly skin. Her pointed ears have many
serrations, revealing her as an accomplished fighter, Gregory Male human Lost, young with shaved head,
and are easily visible as her hair is shaved close to the Voreen unconfident but hardworking.
skin on one side up to a part. The remaining black hair Female Ursinal (Bearkin guardinal) Lost, soft and
with white highlights is tossed over the side and hangs Emelia
caring. Still slightly afflicted - slow responses.
down past her shoulders. Her dark matte armor has
accents of fire red, with Lord Havesh's insignia large on Young male githyanki, spoiled and priveledged -
Brank
her chest plate. not good employee.

Shundayis' ascension through the ranks has led to her end- Heed's Healing Hut
job, one she is not too happy with. Although she takes great This small shop is run by Nuthunaol Heed, a human plague-
effort into keeping the business of the house in order, she doctor fulfilling a calling to heal those in need.
hates how her male counterparts look down on her for her
more "domestic" role. Outside

Stonefall Quarter Located in a small single room stone structure that


This area of GSK is the most ancient, with many of the stone was perhaps once for storage, there is a swinging
structures falling into disrepair. As the primary quarters for hand-painted sign that hangs beside a door and lit
the Lost, houses are packed with multiple residents sleeping torch below a single window. Directly on the door is a
on piles of rags and rotting bedrolls. Houses not occupied by plague that reads "Please Knock, I welcome all when I
the Lost are either empty or house a group of Misfits, with a am here." The statement is repeated in several other
likely entrance to tunnels below nearby. languages below.
Aside from homesteads, there are several larger stone
structures that used to be purposed for administrative or
governmental services. As now all services are run out of the Inside
keep, these structures now contain several storefronts and
one of the two taverns in town, Candlehome Tavern.
Once inside the small single room (15 ft. x 20 ft.), your
Candlehome Tavern eyes are immediately drawn to the stacked shelves of
planted herbs and succulents. Below on a workbench,
you see tools used for grinding and drying herbs, as
well as some small flasks of varying volume and color.
The large stone structure originally built as a cathedral Larger flasks contain clear solvents for making potions,
of sorts has been highly renovated, with the expansive very meticulously labeled and organized. There is a
inner chapel area now separated by fine wooden and magical light, uncomfortably bright emanating from
metal construction. The main entrance is a large the center of the ceiling.
wooden double door with a ring of lit candles around
it. Upon entering, you see two bar areas to your left and
right with stool seating of about 10 each side. In front Nuthunaol Heed
of you is a large wooden desk and someone to greet
you. Behind, you see wooden walls that connect to a
single hallway directly back, lined with bright and warm
candles. Two hallways continue left and right and turn The plague doctor is dressed in shades of black layers
towards the back with doors lining the stone walls. with a white facemask contrasted by a black hat. The
glass eye covers are tinted a dull rose and always
seems to catch the light in an uncomfortable
There are two styles of rooms here. The cheaper are the reflection. His belt is full with multiple tools, pouches,
stone rooms that form the perimeter of the inn, while the and containers. Always by his side, the large white bag
contains bandages, salves, and remedies.
wooden-walled rooms on the interior are more expensive and
extravagant.

29
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Nuthunaol Heed (Continued) Squalor Square
Nuthunaol refuses to remove his head covering while in his A small complex of merchant tents and structures is
shop, but will remove it if met elsewhere. He takes no coin for indifferently referred to as "Squalor Square", as the penny-
services that can be performed on the spot, yet will charge for pinching owner rarely upgrades or fixes the four failing
potions and other resources from his inventory. merchant stands. The vendors are employed by Garrick
However, he will not attempt to remove the curse afflicting Rinster, an overwieght githyanki who tends to overstep his
the Lost, as the threat of retribution from Vara'kaa is one he authority. Rinster is known for trying to maintain full control
takes very seriously. of his employees, often bordering on slavery.
Trader's Quarter
This area contains several merchants and a small market, as You reach the cramped square containing several
well as residential structures made of dark wood. Most of the rundown stands and tents that seem in major disrepair.
houses here are occupied by residents with moderate amount You are immediately bombarded with yells of sales and
of income and wealth, such as those that work within the featured items as you approach. A disorienting
shops and taverns, or low level members of the higher cacophony, you are instantly uncomfortable as they
houses. begin tugging at your arms.
The Misfits have trouble maintaining a safe-house in this
district, quickly cleared and often resulting in long prison
sentences under Inran's Keep. The Boss rarely recommends Merchants
placement of a safe-house here, but would love the Name Description
opportunity to establish one should one arise.
Young male sea elf, raising money to cure his Lost
Tillow
The Hermit's Hideout father. Hand-made crafts and jewelry.
Middle-aged githzerai female, in an abusive
Oriza relationship with Garrick. Random assortment of
tool/craft/hobby sets and a few overpriced artifacts.
This quaint little shop is quite literally... little. The small
wooden structure only stands about 5 feet tall, and Older human male with a long grey beard and large
covers only a little over a 5 ft. square. Immediately Tim bald spot. Magic components, herbs, spices, and a
outside is a collection of shelves and tables that hold few scrolls.
the wares of the goblin shopkeep. Only "open" about
Female khaasta, wife of Zaroc. Weapons, armor,
half the days of the week, a sign that reads "Gone to Luq
ammunition, and adventuring gear.
search the unknown, be back later" notifies patrons of
his absence.
Watcher's Quarter
A tiny shop of books and trinkets displayed in open air under With a distinctly different architecture, this quarter appears
a white tent, if open. When not open, all that occupies the to be the most recently built by a foreign influence. The wood
space is the small hut, locked and secured holding the used for the structures is lighter in color and maintains a
owner's inventory as well as the large tent. glossy sheen. The shingles and accents on the buildings are a
deep red and there is a constant pleasant aroma of damp
Profblix Pagedweller wood and sweet berries. Most of the residents here are
occupied by either members of the Night Pack, unaffiliated
residents, and a group of Misfits or two.
Profblix is small even for a goblin, standing only about Besides homesteads, the only other structures are the
2.5 ft. tall. His skin is a clear light green, and his clothes Spiresong and the Night Tower.
are impressively clean and pressed. His comically large
nose, genuine smile, and desire for intelligent dialogue The Spiresong Tavern
make him easy to converse with.

Profblix often leaves his shop to travel, searching for This large single-story wooden structure has beautifully
knowledge to write in his journals or trinkets to place on his manicured flowers and bushes creating an alluring
shelves. When at his shop, he is often copying notes from his entrance to Gorespire's more luxurious tavern. Thinly
journals to clean parchment that he will sell. He has several covered windows with lanterns behind them create a
journals for sale on the topics of rare monster lore, ancient warm light across the front lawn of the establishment.
The double doors are usually wide open, showing a
civilizations, botany, and his only opinion piece that glimpse of the main room consisting of hanging
interviews survivors of the Dark Invasion. sheets and large floor pillows. The exotic music and
drink service are all performed by scantily clad females
of a variety of races.

30
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The Spiresong Tavern (Continued) Shar's Tower
This tavern is owned and operated by the Sisters of Shar Outside the city walls lies the remnants of an ancient stone
who reside outside Gorespire's walls. Although not talked tower, with only the bottom three levels of the once massive
about openly, many of the female employees will consider structure still remaining. A large geodesic sphere constructed
sharing a night with a patron for the right amount of coin. with panels of solid metal has been erected on the third floor
They are not forced to do this, and those who partake are to act as the altar to Shar and Vara'kaa's meeting chamber.
confident in their body and decision to give pleasure for coin. The bottom floor has one large central circular room, with
The establishment is run by Demi Tanner, a human several small private rooms on the perimeter. The central
female member of the Sisters of Shar. Rooms run about chamber has comfortable chairs and a library, as well as a
double the cost of the Candlehome Tavern, yet come with large dining table. The second floor contains several more
some added amenities such as a public bath, sauna, and living quarters and rooms for storage. A spiral staircase leads
room service. up to the single room inside the sphere that spans a 25 ft.
Demi Tanner diameter. A single large throne sits inside the chamber, with
banners of dark purple and black matching the upholstery of
several chairs for attendees. The chamber is enchanted with
a magical effect in which the single moon-light source in the
This human female appears to be in her mid 30s, with
light brown hair in a bob haircut. She is wearing a skin-
top center of the sphere casts shadows that constantly shift
tight purple and black dress that accentuates her
and disorient.
sensual form. Her wide smile behind deep purple
lipstick is inviting and alluring. The Tunnels of Gorespire
The naturally formed tunnels below GSK are expansive and
Demi genuinely cares for the girls under her watch, and is dynamic, as the Misfits will occasionally add a new tunnel, or
considered among them as an amazing boss and friend. This block another.
starkly contrasts Vara'kaa and her more strict and There are frequent formations of hardened magma rock,
regimented leadership. However, if any question her devotion and even a few spots of resting and cooling lava. The large
to Shar or her place among the fanatic house, she will gladly chamber located on the eastern perimeter is where The
prove her vigorous faith and loyalty. Boss calls home, his misfits sleeping on cots or in bags along
the tunnel corridors.

31
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The Five Houses of Gorespire Keep

A
lthough not everyone that calls Gorespire home
are members of these five factions, they are
pressed to make allegiances and avoid pissing Lord Havesh has many of the typical githyanki features
off any of the ruling groups. Githyanki hold the including dark yellow-green skin, short black hair, and
top spot in the town, with only the Boss acting long and pointy ears with an intricate pattern of
in defiance or opposition. Generally, the Gith serrations along the back edge. He stands over six feet
Lord Havesh is viewed as trustworthy and tall and has a gaunt and stringy frame covered in plated
reasonable among the populace. However, to expect armor with dark maroon lining. He wears a luxurious
compassion from the Lord would be foolish, and to challenge maroon shirt and grey pants under the armor
him would be a deadly mistake. containing the sigil of the Lich-queen, a crown with
The Gith are tasked with maintaining order among the tall, thin spikes.
general populace, and administering any punishment they
deem necessary. However, when needed the houses will meet
outside the town at Sunrise Yard to resolve any issues. Mission
Lord Havesh has two main goals for the githyanki here. The
Here, the houses are listed in order of more immediate goal is to create a sizable fleet meant to
decreasing authority and wealth ferry githyanki warrior across the Barrier Sea to perform
raids on weak coastal cities. With the pilfered wealth, Lord
The Fated Githyanki Havesh wishes to gain complete control of Gorespire Keep.
This faction of Gith are known as "Takers", with the principal Residence
mantra of "might makes right". Originating from the Astral Much of the githyanki, including Lord Havesh and his most
Plane, the githyanki establish outposts on the prime material trusted officers take residence in the large castle within
plane, usually wrestling control from a faltering ruler. Here, Gorespire Keep. The origins of the castle are unknown, with
the Gith have established an impressive hold of GSK, as well the previous residence consisting of a powerful clan of orcs
as considerable wealth through a system of taxation and that were driven away by the dark invasion. Currently named
trade. Anyone residing within the keep's purview pays rent to after the first githyanki lord, Inran's Keep has been upgraded
Lord Havesh, a tithe for shelter and protection. Those who with modern Gith decorations.
do not pay are exiled from the town and left to the wild lands
that surround Gorespire. Relations
As worshipers of the lich-queen Vlaakith, the fated here The Gith will work with any other faction, yet they are the
have established a working relationship with Nisara, the red most reluctant to work with the Boss and his rogue band.
dragon matriarch of Folly Peak. This partnership essentially They find the fanatic activities of the Sisters of Shar a little
solidifies Lord Havesh's uncontested control over Gorespire extreme, yet necessary. They look down on the Lost as weak
and the surrounding area. and undeserving of much. However, they know they must
appease the wants of the Lost and the Misfits to maintain
Lord Ulcirin Havesh order within the town.
Most Gith despise any adventurers from the North, and
Level 14 Eldritch Knight Fighter view them as privileged and soft. They particularly dislike
Lord Ulcirin Havesh has led the Gith at Gorespire Keep for Githzerai, Illithids, and Elves.
nearly 30 years after besting the previous lord in a duel. He is
known throughout the area as a skilled fighter and intelligent
leader.
Although for selfish reasons, Lord Havesh will entertain
conversations with adventurers from the Nations of Light if
only to gather information that could be sold or traded. He is
impressed and will respect anyone that displays exceptional
martial prowess.

32
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Vara'kaa has a considerable amount of compassion for the
The Sisters of Shar Lost, often stealing away young impressionable women from
This group of the Church of Shar are fanatic worshipers of the group to join her ranks as an initiate. She will not go
Shar - The Mistress of the Night. Twin sister to Selûne, along with any plans to remove the Lost from the ruling
Shar is the goddess of darkness, secrets, and caverns as a council or from GSK.
neutral evil greater deity. Her followers are members of the
Church of Shar, with several distinct groups within.
One such group is the Order of the Dark Moon, a
secretive monastic order that uses the gifts of the shadow
weave from their deity to enhance their martial prowess.
Vara'kaa, The Sorcerer-Monk of Shar
Level 10 Monk / Level 3 Sorcerer
Vara'kaa has traveled to Sol'an to escape the abrasive and
harsh environment of the Gray Waste. Her Diakk ancestry
afforded her no comforts in her homeland, so she left and
adventured among the planes before happening upon a
monastic temple of the Order of the Dark Moon. She
trained for nearly 10 years before leaving to establish a sect
of the Shar worshipers on the material plane.

Vara'kaa is nearly six feet tall, with her heavy form The Night Pack
approaching 300 pounds. Although most Carcene
Diakk have a hunched frame, Vara'kaa stands tall with
The Night Pack are the only Gorespire house that could
good posture, adding to her intimidating physique. She
potentially be considered "good", with a primary goal of
has a broad stork-like body with a slightly humanoid survival and protection of the wilderness in the dark lands.
face and long bill. Long, thin arms end in clawed hands Since the dark invasion, the natural landscape of this area
on her wingless form of short dark feathers, with (especially further south) has been scarred by powerful and
highlights of purples ranging from dark to neon hues. mysterious creatures. The Night Pack attempts to protect the
Her head-feathers form a neon purple mohawk, and surrounding wilderness by eliminating any unnatural
she has painted her beak to contain similar bright presence.
purple tones.
Fenrick Molson
Mission Dark-Touched Lupinal Werewolf
Vara'kaa shows no mercy to her acolytes, often requiring Fenrick was once a proud hunter, a member of a pack of
them prove their faith through trials or duals among their Dark-Touched that roamed the badlands looking to eradicate
membership. Much of Vara'kaa's focus is towards evil creatures that defied the natural balance. However, his
maintaining the balance and ranks of her order. Outside of fate was reforged when bitten by a lycanthrope deep in the
Gorespire, Vara'kaa sends her agents to find opportunities to badlands. Outcast by his pack, Fenrick was destined to
undermine Selûne and her allies. She often works up grand continue his life's work and recruited any that would help. He
plans and intricate schemes, targeting small sects of druidic established himself in Gorespire, but often leaves on
clans within the large vasts forests of Sol'an. extended forays.
When Fenrick transforms into a werewolf, his armor
Residence contains "break-away" connectors that allow his frame to
The Sisters of Shar occupy the Night Tower, just outside the outgrow the protective hide. In this form, his lupine features
keep's walls. This once massive stone structure is mostly are accentuated with his snout elongated and his claws and
destroyed, with only the ground floor fully intact. Attached to fangs enlarged.
the crumbled second and third floor is a haphazardly
constructed solid-metal geodesic dome. This chamber houses
the altar to Shar and Vara'kaa's chamber. The magically
enchanted metal panels cast shadows throughout the altar in This wolfkin does not fit the typical dark-touched
a disorienting fashion, an effect controlled by Vara'kaa. lupinal physique, with broad shoulders and a squat
form. Standing about 5'5, his thick dark and grey fur
Relations hide his bulking musculature and many scars. His left
ear has been severely mangled, with a large tear
The Sisters of Shar rarely go out of their way to help any of splitting the ear at the top. He wears leather armor that
the five families, with the exception of aiding the Gith at has been covered in some tar-like substance to create
times to maintain a decent relationship. They are the most a black matte effect.
resilient to policy changes when it comes to the law of the
land, and enjoy GSK as it is.

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Mission
In a history laced in irony, the core of the Night Pack consists The Misfits
of lycanthropes, recovered from the darklands by Fenrick Although listed lower in wealth to the Night Pack, there is a
Molson's troupe. Although they seek to fight an unnatural high flux of coin and valuables through the rogue band of
presence, they themselves are abominations of the natural ne'er-do-wells. The Boss fails to maintain any real sustainable
realm. Because of this, they refuse to intentionally turn wealth, as his chaotic schemes rarely end successfully. From
anyone desiring the benefits of the curse. However, the Night their tunnel hideouts and safe-houses scattered throughout
Pack will attempt to onboard any werewolves they come GSK, the Misfits attempt to sow chaos and confusion
across. somewhat randomly to the citizens above.
Entry into this house is relatively easy, as the benefits it
Residence affords a scarce and are often outweighed by the
The Night Pack reside within the wooden watch tower that consequences of the reckless tactics. Membership may seem
rises nearly 20 ft. over the large stone walls, as well as the somewhat transient, as those who survive the harsh struggle
small houses immediately surrounding. The Night Pack for food and station often find allegiance to higher ranked
always have eyes scanning the surrounding lands from high houses.
within the watch tower, which contains two levels. The
bottom level acts as Fenrick's office and meeting chamber. Buttons (The Boss)
Relations Level 10 Feral Felis Barbarian
Fenrick and his pack have little interest in the goings on in Buttons has lived a rough life. The comfort and privilege as
Gorespire Keep, and rarely grab for more power. However, the house pet of the noble Renfro family out of the southern
they are unafraid to vote against any proposition that lessens capital city of Pulstram was ripped from Buttons when he got
their portion of authority or gives more to another house. lost within the tunnels under Gorespire Keep while his family
Fenrick is not viewed in high favor with Lord Havesh or was visiting. Abandoned and afraid, Buttons battled the likes
Vara'kaa, as he openly opposes their authority in these of large rats and animated corpses just to survive, gaining
opportunistic situations and is too strong to overthrow. reputation among the more intelligent denizens of the
The Boss (see below) has managed to forge a very caverns and caves below GSK. Each time Buttons fought for
favorable relationship with Fenrick and his Night Pack, his life, he harnessed the rage to strengthen his resolve,
serving as a font of information and secrets within and eventually claiming rule over the Gorespire tunnels.
around GSK. It is conceivable that Buttons would have been His influence began to attract followers willing to live in
maliciously ousted from the ruling houses long ago if not for the cold dark tunnels in exchange for the opportunity to take
Fenrick's support. part in subterfuge or thievery under Buttons' command. A
ragtag gang at first, Buttons knew he had to gain a resource
that he could trade to the other houses in order to remain in
his station. Thus, The Boss emerged as a suitable persona to
correspond with the other factions of GSK.

A large cat, Buttons weighs a little over 20 pounds and


stretches almost 2 feet long. His squat face adds a bit
of a comical appearance to the feral Felis, contrasted
by the vicious scar over his right eye. Buttons
occassionally lets his tongue slip from his mouth when
he is in deep thought or listening intently. Although he
tries his darnedest, Buttons cannot manage to keep his
stark-white fur clean anymore. His extravagantly fancy
robes and chair face the same issues with cleanliness,
detracting from his otherwise noble appearance.

Mission
Knowing that their existence hinges solely on their ability to
trade items and information, their mission is to establish a
constant currency stream. Button's "business model" is
simple: If your success rate is 50%, then you need 200%
activity to be at efficiency. Therefor, the Boss constantly sends
agents out to attempt heists and information gathering,
knowing full well some of them won't survive.

34
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The chaotic and troublesome nature of the Misfits really Zaroc
grind on Lord Havesh, who strives for order and structure. As
such, Lord Havesh has ordered that any member of the Level 16 Khaasta Fighter
Misfits caught committing a crime can be executed on the Zaroc is a proud Khaasta from the badlands south of
spot. This outcome is explained thoroughly to every new Gorespire Keep, struck in his prime by the Haze and left
initiate of the Misfits. behind to his fate by his clan. Zaroc was found and sheltered
Residence by Kysen Fatzgoruld who initially looked over the few Lost
The Misfits have found refuge in the tunnels and caves below within GSK. Zaroc showed signs of faltering consciousness,
GSK proper, with several crowded safe-houses throughout a rarity in those afflicted by the curse. Kysen took the time
the city. Buttons and his most trusted Misfits camp in are and effort to slowly bring Zaroc out of his Haze, a true test of
large open cavern under the Stonefall Quarter. Zaroc's constitution. To repay Kysen, Zaroc dedicated his
returned vitality to helping any cursed by the Haze.
Relations
The Misfits have garnered support from both the Night Pack
and the Lost, keeping the "lower" houses at a vocal majority Zaroc is a strong and athletic lizardfolk with dark
when the council is adjourned. Whereas Fenrick will often brown skin highlighted with a light-toned chest and
interact with Buttons and exchange goods and information, torso. His head resembles a horned-toad with a short
Zaroc simply tolerates the Misfits in order to maintain that fanning crest around his face. His eyes have a slight
majority. grey shimmer to them, remnants of his past affliction.

Mission
Zaroc and his crew have been cured of the curse, and now
seek to help out as many of the afflicted as he can. They work
with the Boss to find cursed people that cannot afford the
required blessing to cure their ailment and bring them to
Gorespire. They will often hire out services to raise funds to
purchase a blessing from the Sisters of Shar. Vara'kaa allows
them to purchase such a blessing, but insists she choose who
will be cured, often selecting women to join her acolytes.
Residence
The Lost have been "given" access to the older structures that
make up the Stonefall Quarter. These stone homesteads are
cold and worn down, with groups of Lost sleeping on piles of
rags or blankets within each building.
Relations
None of the other houses give much time or attention to the
Lost. Even with Vara'kaa's interest for recruiting purposes,
she hardly regards the group otherwise.
The Misfits do work often with the Lost, where the Boss
bribes Zaroc with coin or favors to side with them on issues
that go to council.
The Lost
The lowest ranked house contains residents that have been
struck by a horrible curse that has ravaged this area for
centuries. Referred to as "the Haze", this curse seems to
travel slowly across the land. At random, several residents
within a given town will be afflicted, causing the creature's
eyes to gloss over with a smoky grey appearance as they fall
into a malaise and stupor. The curse is curable by clerical
magic, but many within the land do not have the coin or
station to acquire such services. Once cured, a slight bit of the
grey smoke remains in the eyes of the creature, a telltale sign.
Aside from Zaroc and a few capable cured who have
remained behind to help, this house consists of humanoids
struck by the Haze.

35
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Adventuring in Gorespire Keep

A
side from the quest modules presented for this
campaign setting, these NPCs can be used to Stand Alone Setting
spawn any concurrently running plot lines as Gorespire Keep can be dropped into any campaign as a new
well as integrating player background stories. regional location for the heroic townsfolk quests.
For instance, Nuthunaol Heed could posses the
remedy for a vicious disease or Profblix
Pagedweller could have happened upon an Get them to Gorespire
ancient relic. GSK allows for amazing racial and cultural The PCs need to go to Gorespire Keep...
clashes with its planar beings and diversity of races.
Additionally, you can uses the five houses to test alignments To follow an assassin or thief that wronged them.
and allegiance of your PCs, pitting compassion for the Lost To search for a relic/item.
against the debauchery of the Sisters of Shar. To gather information about the surrounding area.
Gorespire Keep can act as a great midpoint between two To rest on their long journey.
regions, as you can mold the origin cities and societies of this To gain audience with any of the five houses.
moderate encampment to fit a destination for your party to To search for a planar being.
eventually adventure. However you utilize this setting, it is
meant to remove your party from a more comfortable and Alternative Quest Hooks
safe setting. Your PCs should feel unsettled and vulnerable The Boss is looking to start a feud between the Sisters of
here, with all they meet eager to sap wealth from Shar and the Fated Githyanki. He has a master plan to
unsuspecting visitors. spread lies and rumors throughout the town.
Zaroc is unhappy with his current agreement with
Heroes of Sol'an Vara'kaa when it comes to curing the Lost. He is
stockpiling his funds in an attempt to go behind Vara'kaa
If you are progressing the Heroes of Sol'an campaign, there and cleanse a group of his followers with someone new.
are several ways to direct your party to Gorespire Keep. First Millicent is afflicted by a poison she ingested from berries
and foremost, it is recommended to return the party to Boiler on her road to GSK and needs help. Perhaps Nuthunaol
Bay after their time in Greenhill. The return to Boiler Bay Heed can help.
should allow for primary story progression and a chance to Baroness Briarfell needs a top-notch escort back to her
reunite PCs with lower-level acquaintances. It is home in Pulstram, a trek that would take nearly 10 days
recommended to use their time in Boiler Bay for a major on horseback and filled with dangers of the wild.
event that will point them to the new continent and setting, Kysen has spent much of the year searching for a powerful
such as an assault on their home port by forces of darkness. liche that is wandering the Badlands wreaking havoc
Additionally, This is a prime opportunity to use character among the nomadic tribes.
backstory in order to progress to this new location.
Once Arrived
The adventuring party should realize quickly that their
association with the Last Hope and the Nations of Light hold
no favor here. In fact, should they openly flaunt their northern
titles they may have to deal with some unwanted attention. It
is DM discretion if the party will have a contact in GSK, but it
is recommended they are given Kysen Fatzgoruld's
(Wildspire Heroic Townsfolk) name and description.

36
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Other Locations in Lonellome

T
his southern continent on Sol'an is located Thiren Noss
directly south of Solreem'on under the
constantly roiling dark skies. Although the
nourishing UV rays make it through the clouds
to feed the plants and wildlife of Lonellome, This githyanki seems to have lost his desire to
the unique flora do not contain the vibrancy maintain peak physical form. Although his limbs are
still thin and long, his belly awkwardly pushes against
and vitality as in the north. his dark leather armor. His balding head of short red
In the south, the land breaks apart into shallow bogs used hair is very strange against his sickly green-brown skin,
for farming rice and other regional crops. Traveling further accented by a short chin-strap red beard.
south from this area, the long peninsulas also break apart
into shallow seas and dotted islands before reaching the
continent containing the south pole, Axicos. Thiren has become very comfortable in his new post. With
githyanki respect so closely tied to martial prowess, Thiren
Surnise yard earns his respect through other virtues, such as his amazing
management skills and infamous treatment of slaves. Thiren
Before the Dark Invasion, Sunrise Yard was a pleasant has mastered the art of manipulation and mental warfare
fishing village. When Bel's forces reached the north coast, the which he enjoys practicing on the slaves within Sunrise Yard.
orcs were powerless to oppose his will. Many in the village His antics have caused several of his targets to take their own
were forced to work tirelessly beside the lower fiends to build lives in a horrific and public manner, entertaining the
the massive warships needed to ferry Bel's army north. Once githyanki troops and supporting his authority among the
the last ship set sail, the villagers were left tired and weak, populace.
sapping the tropical atmosphere and jovial energy from the Thiren will interrogate all groups docking at Sunrise Yard
town and leaving the surrounding forest leveled. Now, the and/or traveling further to Gorespire Keep. He is a skilled
Gith protect the village in return for first pick at market, enough interrogator and should be able to sniff out any bad
satisfying their high-brow tastes. lies that the PCs give. Otherwise, he will take down the
Currently, several bands of Githyanki slavers have set up names of the group and take any deposits for overnight stays.
camp, only holding authority over the lowliest and weakest of He will give the group a parchment with his seal to show the
beings left behind by Bel's fleet. Although they do pay the guard at GSK to show they have passed his review.
villagers a pitiful wage for their labor, they have enslaved
several clans of goblins and kobolds to "aid" the villagers.
Pulstram
The capital of Lonellome, Pulstram is a large city containing
a constantly contentious cadre of noble families. The wealth
This port town is in shambles, with scrapped wood and flowing through Pulstram is extravagant at the least, as the
broken boat parts scattered across the sandy beaches
and cluttering the expansive docks. There are very few
nobles flaunt their treasures openly to assert their authority.
ships docked, and one larger warship currently under
There is a wide diversity of races here, and a large population
construction. Several armored githyanki are snapping of planar beings as well. The walled and fortified city lies well
whips and yelling orders to the workers on the large protected by the surrounding Felshrrg Mountains.
boat.
The Chaotic Parlaiment
As Pulstram developed and grew over the centuries, the
The Occupying Gith number of ruling families also increased as greed and deceit
For the most part, the Gith soldiers will mind their own ran rampant. Members of the parliament would appoint new
business and stay out of any adventurer's way. That being members in order to trade favors or bolster your voice among
said, all ships requesting overnight docking must register and the legislative body. Now, there are nearly 150 members in
pay with Thiren Noss, the leader of the Gith forces in this the parliament, most spending their days in the grand
area. chamber arguing and debating.

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Other Locations Mireailin Forest
Elvish for "Gem Lake", this dense forest allows for natural
The Bogs beasts and wildlife to thrive. The lake and island feature
The area of shallow (mostly) slow moving water to the east within the thick forest contains the large temple city of
and south of Pulstram are generally referred to as "The Torchpool (see below). To the north, part of the forest was
Bogs". There are rice fields among other unique produce harvested during the Dark Invasion to build the massive
farms within the first several layers of the complex network. ships at Sunrise Yard used to carry Bel's army across the
Further out, the wide pools become dangerous, with Barrier Sea.
deceptive sink holes, hidden temples, and alpha predators.
For the most part, the water moves in undulating waves from Torchpool
the outer perimeter where it feeds from the ocean. With architecture similar to a jungle temple, Torchpool is run
by two small families of genasi (fire and water) and their
Folly Peak followers. The Cathexis family (fire) focuses on teachings of
A lone volcano, originating from a small fissure of steam both mental and physical fire, with strict rank requirements
from deep below the planet's crust. A dynamic flow of magma and frequent trials of their followers. The Abysna family
has created a peak of porous stone and an extensive network (water) draws inspiration of the deepest, darkest, and calmest
of tunnels. of ocean realms. They award tattoos to trainees that reach a
The ominous volcano is aptly named Folly Peak for two pinnacle of understanding or mastery of calmness of mind
reasons. Originally, it referred to anyone that attempted to dig and body. The population of followers is widely diverse and
into the rock searching for precious gems formed from the mostly peaceful, with the area acting as a shrine to the
pressure and heat. The pumice-like stone easily gives way to elemental planes of fire and water.
heavier weights, causing mining equipment to get stuck and
eventually lost in the soft rock. More recently, the folly refers
to the any that wander too near, as the coven of red dragons,
led by Matriarch Nisara, guard the sole peak.
The Badlands
The wide area on the east coast between Gorespire Keep and
Folly Peak is actually known by several names, including the
Dark Lands and the Outlands. The flat and unforgiving plains
are home to many migratory and tribal clans. Just to name a
few, there are ancestral tiefling Outlander bands that attempt
to claim a serfdom over simpler tribes throughout. Powerful
clans of orcs and khasta battle against minotaur and goliath.
There are few maps of the area in existence with even less of
those trustworthy, as the dynamic political and economic
landscape often redefine the geography.

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Other Locations in Sol'an

W
e would love to have the entire world
developed for you to explore. Alas, we are a Relkath's Throne
small operation and such an endeavor Located on a continent northwest of Solreem'on, the massive
requires months. However, it is our hope to tree contributes to several geographical landmarks. First,
continue adding content to this world, most the roots of the giant tree sprawl out among the
updating locations like the ones listed below. Stoneroot Islands before plunging into the coastal waters.
For now, we offer a brief description to guide The rest of the roots spread out underneath the mainland.
DMs that wish to venture out of the intial content. Several of The canopy of Relkath's Throne sustains the large fey city of
these locations were just briefly mentioned during the Heroic Muireall.
Townsfolk quest modules.
Sunguard Cathedral Stoneroot Islands
As depicted on the cover of this PDF, the Sunguard The Stoneroot Islands are scattered radially out from the
Cathedral is the sacred icon and home base of the Sunguard, base of Relkath's Throne, many formed as the massive roots
nestled high up in the Golden Peak Mountains that occupy burst out of the stone cliffs that line the coast many centuries
the true north pole of Sol'an. The massive cathedral carved ago. Only several of the islands are habitable, while most are
into the mountain stone is a tribute to Pelor's radiance and pure stone and void of flora and fauna. The few towns are
glory, with themes of white and gold in elegant accents. simple trade and fishing towns, with some farming and
ranching as well. The largest island is home to several
Grand Knight Willith Stormspear nomadic tribes as well.
A valiant and stern eladrin with tanned skin and light blond The Dark Crater
hair, the commander of the Sunguard stands as the protector
of Sunguard Cathedral. Revered by his officers, the Grand The southern pole is the antithesis of the glorious Golden
Knight has progressed the Sunguard through the centuries to Peak Mountains in the north. The land is barren and void,
a status of high respect and authority. with biting cold winds whipping across the flat plains that
surround the crater that descends into darkness. The
Golden Peak Mountains powerful denizens below represent the worst this world has
to offer, beings that must hide from Pelor's light.
This expansive mountain range spreads across the north pole
of Sol'an. In an interesting dynamic, the low-lying plains and
foothills are a frozen tundra, yet the peaks of mountains are
warmer and void of snow as the ascend towards the ever-
present sun. Within and beneath the mountains are plenty of
veins rich in valuable ore and gems, as wells as lost
civilizations and deep dungeons.

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The Heroes of Sol'an Campaign Notes

A Looming Threat

T
he setting and NPC quest modules were Bonesun Mergun
meant to progress a central plotline involving
another large threat to the Nations of Light Bonesun, being a hub for information among both
emerging over the first 10 levels of PC professional and black-market groups, has started hearing
advancement. Starting with Lady Atiel's quest rumors of increased Sunguard activity in the town.
and the appearance of the incubus in Boiler Apparently they have had increased activity outside the
Bay, the PCs should begin to suspect a city walls, and have quietly requested reinforcements.
developing large-scale evil operation. Within the quest
modules there are hints and easter eggs that advance such a Jorun Hunuu
storyline, and will be highlighted below. The increased Royal Guard at the imperial garden is
Big Bad another subtle hint that the authorities of Boiler Bay are
There are several options for a BBEG in this campaign arc. ramping up defenses.
SUGGESTED: Jolati, the rakshasa hired by Jarvin to Tangai
obtain the heirloom artifacts, has taken up the mission in During the Tangai quest, the PCs will be given more lore
Jarvin's absence. Jolati is apparently under the about Galfarum and their strict, regimented society. This
employment of a very powerful and convincing evil. is a good place to introduce a potential tension in
A powerful lich, looking to expand his domain is searching relationships with other Nations of Light, such as
for powerful souls to consume. Galfarum or Firefly Grotto.
A fiendish general is trying to impress Bel by preparing
Sol'an for round number 2. Grenda Ironsmith
As the group prepares to leave Boiler Bay, Grenda
Boiler Bay (Levels 1-4) confides in the PCs that one of the other teams has
As the PCs start their campaign, they find themselves in a headed south across the Barrier Sea on a commission
Boiler Bay that is thriving and confident, if not slightly directly from the Sunguard Cathedral. She is worried, the
complacent. The Sunguard and Thornbull family guard do Sunguard is keeping quiet about the reason for the
not face regular threats, making them slightly inept at mission.
responding to evil agents.
Below are several suggestions for furthering the central Greenhill (Levels 4-7)
plot while running the NPC quest modules. Greenhill will offer a good dynamic for the central plot,
Lady Atiel removing the PC from the large port city and placing them in
a small farming town.
The implications of an incubus within Boiler Bay's walls
are severe enough to warrant a meeting of the town NPCs here will not hold the same complacent attitude as
council. This is a great chance to introduce the PCs to the those in Boiler Bay, they are slightly more suspicious and
authority figures and their stories (such as Justicar J'ul's take longer to gain trust.
obsession with Aaron Colter). Evil creatures are more common in these parts, especially
Hopefully the PCs will want to research the other artifacts within the Mistglade and Badlin Mine.
and names discussed in Jarvin's notes. The Rakshasa Introduce another encounter with a fiendish creature with
Jolati and Champion Kolwin will be players later on in this unclear origins to keep the PCs reminded of the overall
campaign. picture. For example, a Marilith could assault the group as
they visit a small druidic tribe just outside of Trinisse.

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Riyaka Choices
The lore behind Lordania's cursed lute provides more The group must decide if they wish to...
insight into the composition of Bel's army and the power
of his generals. Introduce the idea that perhaps certain A) join the main force stopping the evil army pushing up
items were left behind to weaken Sol'an's defenses. the West Hills. The PCs should report to the Imperial
District near the West Hills. Here, they will work with the
Akbas Jethel main force to push the enemy back towards the docks.
B) Work their way down the East Hills helping citizens
Akbas' quest involves more lore and history of the region, flee and eliminating any foul beasts. They will encounter
introducing the defense of Galfarum as a major event. creatures made of shadow and fiendish beasts such as
The PCs may align themselves to Akbas' cause, potentially hell hounds.
making the group have a negative view on the dwarven
empire. Port Defenses
Ovon Oltek As soon as the group can, they should work to activate the
port defenses. Doing such requires turning the large
A chance for the PCs to interact with Galfarum dwarves. wheels on both sides of the harbor. There will be
Gosper was purposefully written to be friendly and Jovial significant resistance from the enemy at these locations.
to throw-off the PCs from Akbas' description. Once the wheels are turned, the large piers rotate and
Ovon can request the group deliver the loaf to the Royal make contact with enemy ships. The weighted structures
Family in Boiler Bay. This is a great way to continue the (from rocks under the water attached) allow the piers to
story by returning the group to the port haven. break through the ships, destroying most to all the enemy
force's fleet.
Assault on Boiler Bay Hero's Recognition
(Level 7) Once the threat has been eliminated, a meeting will be called
This transition is a great chance to have a major central plot by king Geoph and his family involving figures of authority
event. On the journey back to Boiler Bay from Greenhill, they around Solreem'on, including any combination of...
will be making their way through the rolling hills and trees The Entire Thornbull Family
just outside and north of the port town when they begin to The Boiler Bay Town Council
hear the warning bells ringing. They will rush to see Boiler Members of the Last Hope including Aaron, Grenda,
Bay under assault from ships within the harbor. Adrian, and any of the other teams you wish to utilize.
This assault could be any force of evil, from scheming drow Kings and Queens from Firefly Grotto. NOTE: The Grotto
to devils and demons, maybe even another previously is never without the presence of a king or queen. As such,
unknown political entity on this world. Even if you chose a only two of the three royal families would be present, with
main story involving Bel or other fiendish power, this the third sending an emissary.
particular assualt could be unaffiliated if you so choose. A unit of Rallybreaker Dwarves from Galfarum
Should the PCs have been aware enough to send Grand Knight Willith Stormspear from Sunguard
warnings as their suspicions increased, there may be Cathedral
regiments from Firefly Grotto or Galfarum present at
Boiler Bay to aid in the defense. Send them South
The ships of the invading army are in the harbor, yet the During this meeting, it is decided that the PCs (acting as a
intricate port defense system was not activated. A main commission within the Last Hope with the promise of great
goal of the group should be to make it down to the docks rewards) will travel south to the continent of Lonellome.
to activate the port defenses.
One of the teams of the Last Hope (not present in the
Evacuation recent defense of Boiler Bay) was sent to search for
As the PCs reach the gate, citizens are flowing out of the Champion Kolwin, a high-ranking Sunguard that has gone
open gate, organize and protected by the Sunguard and missing. The Last Hope group has been out of contact for
Imperial Guard. several weeks now, and their mission is of the utmost
The PCs are given limited information that the invaders importance.
arrived by boats in the harbor, which was quickly overrun The group was following clues of Champion Kolwin's
before the defenses could be activated. The main force of location to Pulstram, the capital city of Lonellome. They
the invaders has stalled at the top of the West Hills where mentioned following the trail of a rakshasa named Jolati.
the bulk of the city's defenses were set up. Reports from The Sunguard has a contact in Gorespire Keep, a monk
the East Hills state that there are fiendish creatures by the name Kysen Fatzgoruld. If the group does not have
wreaking havoc among the residents. a means to reach Gorespire Keep (such as Captain
Jiyloo), the Sunguard can set something up for them.

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Send them South (Continued) Mid-Campaign Finale
The group should disguise themselves and use false
identities. Any associations with Boiler Bay, the Last (Level 10)
Hope, or any Nations of Light will be met with distrust and The group is ready to travel to Pulstram to follow the clues
resistance. As such, the Sunguard promises substantial and trail left behind by Champion Kolwin and the previous
rewards once the mission is complete. They do offer a mercenary band.
sufficient supply of healing potions (several greater and a
single superior), 25 platinum coins per player, and set of Since Pulstram is not fully developed in this setting, feel
sending stones for communication. free to use a small settlement outside of Pulstram for this
The journey across the Barrier Sea offers a fun chance scenario.
for an amazing aquatic encounter. Personally, I suggest The BBEG owns a structure to use as a residence, but has
introducing the group to Tortra, the ancient dragon turtle accessed some tunnels below the massive city to set up
worshiped by the pirate band in Bonesun Mergun's quest their ritual chambers.
module.
A Sprawling Dungeon
Gorespire Keep (Levels 7- This is a good opportunity to return to a dungeon crawl, as
10) Jolati would have an extensive compound of tunnels and
traps.
This location is meant to provide a stark contrast to the Vicious mechanical traps meant to deter any intruders.
settings up to this point in the campaign, where the group Powerful fiendish guards to actively patrol the tunnels.
must remain mostly inconspicuous or become a target of A large ritual chamber for the final encounter.
greedy eyes or evil schemes.
With the central plot now taking more of a front seat, the Backstory Characters
NPC quest modules might seem as distractions to the party,
yet can be used to slowly reveal information pertinent to If any of the PCs have characters in their backstory that have
Kolwin's disappearance. evil origins, or have succumbed to evil temptations, perhaps
they are now employed to protect Jolati's dungeon from
Kysen Fatzgoruld intruders.
The death knight talks of a master, a powerful lich looking A Collection of Souls
to expand his domain somewhere within the Badlands. If
desired, this COULD be the BBEG responsible for the The BBEG is attempting to collect powerful good-aligned
disappearance of both Champion Kolwin and the missing souls for some dark purpose. As such, Kolwin's soul has
Last Hope team. If so, allow Alderick to reveal more already been transfered to one of the precious gemstones
information about his master, eventually leading the group carried by the BBEG.
to a major encounter. He is also in possession of the soulgem containing
Otherwise, Kysen is very knowledgeable about the region Karshaka, the long-ascended Leonal paladin. This
and its history, providing direction to any major plots. soulgem can be affixed to Karshaka's Crusade, the
Baroness Briarfell legendary greatsword obtained with Ciri Albon.
The PCs arrive just in time to save a member of the Last
Lady Tristi is familiar enough with the nobility and Hope team from the heinous ritual and must defeat the
residents of Pulstram, but not as familiar as she could BBEG.
have been if she would have focused during her time
there. However, she could easily point the PCs in good The Return of Heroes
direction to find more information.
As promised, the PCs will return to Boiler Bay and the
Fenrick Molson Nations of Light to celebration and praise, as well as shower
The leader of the Night Pack can be another resource of of coin and gifts.
information about significant players within the region Reward a PC with the now awakened Karhsaka's
and a potential trail of Champion Kolwin or the Crusade, with Karshaka's soul crystal now mounted to the
mercenary group to Pulstram. famed blade.
Allow the adventurers to relax and maybe take some
much needed time-off, progressing player backstories.

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Avoral
Avoral Traits
The traits described below apply to all avoral, with additional
traits within each subrace.
Ability Score Increase. Your charisma score increases by
2.
Age. Avoral reach adulthood by 18 and live between 65-85
years.
Alignment. Avoral are always good.
Size. Avoral are medium creatures ranging from 5 to 7 feet
tall.
Speed. Your base walking speed is 30 ft.
Languages. Avoral speak both common and celestial.
Vision of the Hawk. The avian ancestry of avorals greatly
enhances their eyesight among natural settings, allowing low-
light vision up to 100 ft. You have advantage on perception
checks while outside and in daylight. Otherwise, you
expertise (Double proficiency) on the perception check
instead.
Sathia's Scouts. Avoral have the ability to talk to all
natural birds in the wild. These birds will flock towards an
avoral if called upon, and then follow simple commands such
as “scout an area” or “patrol”.
Natural Weapons. Avoral can use two claws or one beak
as an attack action. Natural attacks are made with an attack
modifier equal to the player’s DEX/STR modifier plus
proficiency modifier.
Level Natural Weapon Damage
1st Claw (1d4+Mod) Beak (1d6+Mod)
9th Claw (2d4+Mod) Beak (2d6+Mod)

Raven Flock
These avoral resemble the dark feathered intelligent bird
species such as the raven and crow. Their shifty eyes can
Avoral are the bird-like guardinals of Elysium, often found sometimes be off-putting, as are their quirky mannerisms and
within Eronia flying free with their leader Sathia, the Sky lack of concern for social norms. However, they study
Duchess. Migration from the Blessed Fields has grounded diligently to pursue the most advanced knowledge and
these celestial beings (now flightless), yet their keen eyesight mastery of their skill. They favor classes that synergize with
and endless devotion to the dominance of good remain that learned mastery such as arcane spellcasters, bards, and
strong. Avoral of the Raven Flock are studious practitioners artificers.
of magic and science, as well as master tacticians and Ability Score Increase. Your intelligence score increases
military philosophers. The natural desire for flight, however, by 1.
turn the most fanatic avoral back to home to join the ranks of Raven Flock Weapon Training. You are proficient in all
the Sky Lance Acolytes. As a reward for a life devoted to the simple weapons.
fight against evil, these chosen will have their wings reborn in Early Bird. Every morning, you may choose one level of
flight forevermore. spell you can access (Max Level 3). For the day, you have one
additional spell slot of that level.
Names Quick Refresher. Once per day, you can recover one of
Avoral are given a single name at birth, ranging from more your spent spell slots (Max level 3) after a short rest.
animalistic names with a prominence of syllables like “Kra”, However, the time required for a short rest is doubled to
“Kak”, “Coo”, “Curu”, “Oo”, or more fey/elven pronunciations. include time for rest and time for study.

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Sky Lance Acolytes
The Sky Lance Acolyte avoral have physical features more
akin to a pelican or stork. They have agile frames atop long
powerful legs and a needle thin beak. Their heritage involves
a long journey of proving one’s resolve and strength,
rewarded with a heralding return to Eronia to undergo the
Sky Lance initiation. This involves a “leap of faith” in which
the avoral’s wings are restored, and they regain permanent
flight. Once airborne, they will perfect the art of the sky lance,
a specialized weapon/helm that is affixed to the avoral’s beak.
The Sky Lance Acolytes are renowned for their unique battle
tactic that involves a fast dive straight into an enemy followed
by raking claws as the acolyte returns to flight. They prefer
classes that allow them to employ their flight to enhance their
martial battle prowess such as fighter, paladin, barbarian, and
monk.
Ability Score Increase. Your dexterity score increases by
1.
Sky Lance Weapon Training. You are proficient in all
simple and martial weapons, as well as the Sky Lance.
Wings Reborn. Until your wings are blessed and flight is
restored, you may use your wings to glide. While falling, you
move 30 ft. towards the ground and 30 ft. in any direction of
your choice as your base movement. However, due to the
position required for gliding, any attack action will interrupt
the glide and you will begin falling. Gliding can be restored
on the next round, if no attack actions are made.
At level 13, after traveling to Eronia and undergoing the
Sky Lance initiation, you gain fly at 60 ft.
Bird of Prey. At 5th level, instead of the gaining an extra
attack from class, you now have multi-attack to include 2
claws and a beak attack as a full attack action. Any additional
attacks granted by class (i.e. fighter) include 2 claw attacks.
Faithful Fervor. At 6th level, your claws and beak are
considered magical and good for consideration of enemy
resistances.
Initiate. At 15th level, your natural weapons do increased
damage. Claw (2d6+Mod) Beak (2d8+Mod).
Aerial Assault. At 15th level, you master the maneuver
using the sky lance weapon. Starting a turn flying and above
an enemy, you may use your move and attack action to dive at
your foe beak first, making a sky lance attack. If you
successfully hit, you may follow up with two claw attacks and
any additional attacks granted by class and level. You may
then break away from the creature and use the remainder of
your movement.

Sky Lance Weapon


This unique weapon consists of half-head helm welded
to a long needle that covers the top beak of the Sky
Lance Acolyte. Several razor sharp thin blades that run
along the beak provide extra damage and allow for
clean extraction of the beak. When equipped, the
Aerial Assault attack has advantage and does an
additional 1d8 slashing damage.

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Leonal
Leonal Traits
The traits described below apply to all leonal, with additional
traits within each subrace.
Ability Score Increase. Your charisma score increases by
2.
Age. Leonal reach adulthood by 22 and live between 80-
100 years.
Alignment. Leonal are always Neutral Good.
Size. Leonal are medium creatures ranging from 5 to 8
feet tall.
Speed. Your base walking speed is 30 ft.
Languages. Leonal speak both common and celestial.
Darkvision. Your lion ancestry provides you with
darkvision up to 60 ft.
Lion Heart. Leonal are especially resistant to fear, offering
advantage to any saving throw against fear.
Guardians of Elysium. As the leader race of the
Guardinals of Elysium, leonal have gained respect far and
wide. You have a percentage chance (equal to 5 x level) to
gain advantage on persuasion checks involving any good
aligned creature.
Prideful Roar. As a bonus action three times a day, leonal
can invoke a mighty roar that bolsters allies and damages
those closest to the player. All creatures within 15 feet must
make a CON saving throw (DC = 10 + CHA, Damage: 1st =
1d10, 11th = 2d10, 19th = 3d10, Save = half damage).
Additionally, you and your allies within 60 feet may
immediately make a saving throw against fear with
advantage.
Natural Weapons. Leonal can use two claws or one bite as
an attack action. Natural attacks are made with an attack
modifier equal to the player’s DEX/STR modifier plus
These lionfolk originate from within the Blessed Fields of proficiency modifier.
Elysium under the reign of their prince, Talisid the Celestial Level Natural Weapon Damage
Lion. Always neutral good, they tirelessly pursue defending
the tenants of good and defeating the forces of evil. The 1st Claw (1d4+Mod) Bite (1d6+Mod)
highborn have abandoned the savagery of their ancestry, 9th Claw (2d4+Mod) Bite (2d6+Mod)
tending towards nobility and military service as paladins of
many good pantheons. The tribal leonal prioritize family and
faith, rejecting advanced civilization and large crowds.
Overall, this race holds the respect of all within Elysium and
surrounding worlds, often seen as the unofficial leaders of
the angelic guardinal races.
Names
Leonal given names can be varied and distinct, with common
phonetics such as “SH” and “K” and “R” (Examples:
Shakaran, Krashara, Shrankrar, Horshrak). Surnames tend
to reflect the original prides that served ancient leonal
princes (Examples: Pridefoot, Strongheart, Sureclaw).

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Highborn Leonal
These lionfolk have been born into nobility and privilege,
most within the godly realms of Elysium. They tend to fill the
aristocracy and nobility among heavenly empires, as well as
hold the highest ranks among paladins. They were raised
honing skills of faith and honor, while ignoring their savage
instincts. As such, they do not often use their claws and train
in traditional weaponry. They favor classes that combine
intellect, faith, and physical strength including paladin, cleric,
druid (Land), and fighter.
Ability Score Increase. Your wisdom score increases by 1.
Highborn Leonal Weapon Training. You are proficient in
all simple weapons as well as glaive, greatsword, halberd,
lance, longsword, and crossbows.
Noble Roar. The highborn have practiced their natural
ability to further shake the denizens of evil. In addition to the
prideful roar ability, evil creatures within 60 ft. must succeed
a WIS saving throw (DC = 10 + CHA) or be feared for 1
round.
Tribal Leonal
Tribal leonal migrated from Elysium to return to a simpler
life of family, faith, and nature. They still represent the tenets
of good, and often are devote followers of the good deities.
However, their focus is less on global affairs and more about
living full, enriched, and blessed lives (#blessed). Their
ancestors have practiced and honed their natural weapons,
as many tribal leonal prefer their claws over metal blades.
They favor classes that utilize their natural prowess and
savagery such as barbarian, fighter, druid (Moon), and rogue.
Ability Score Increase. Your strength score increases by
1.
Tribal Leonal Weapon Training. You are proficient in all
simple weapons.
Savage Beast. At 5th level, instead of the gaining an extra
attack from class, you now have multi-attack to include 2
claws and a bite attack as a full attack action. Any additional
attacks granted by class (i.e. fighter) include 2 claw attacks.
Faithful Fervor. At 6th level, your claws and bite are
considered magical and good for consideration of enemy
resistances.
Primal Hunter. Your ability to debilitate an enemy with
your bite is overwhelming. As a free action, you may attempt
to grapple enemies that are large or smaller after a
successful bite attack.
Alpha. At 15th level, your natural weapons do increased
damage. Claw (2d6+Mod) Bite (2d8+Mod).

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Lupinal
Lupinal Traits
The traits described below apply to all lupinal, with additional
traits within each subrace.
Ability Score Increase. Your dexterity score increases by
2.
Age. Lupinal reach adulthood by 16 and live between 80-
100 years.
Size. Lupinal are medium creatures ranging from 6 to 8
feet tall.
Speed. Your base walking speed is 30 feet. If both hands
are free and you are not wearing heavy armor, you can run on
your hands and feet at 50 feet.
Languages. Lupinal speak both common and celestial.
Darkvision. Your wolf ancestry provides you with
darkvision up to 60 ft.
Lupinal Weapon Training. You are proficient in all simple
weapons as well as rapier, scimitar, pike, longsword, blowgun,
and crossbows.
Superior Tracking. Lupinal are superior trackers,
integrating their amazing ability of scent. You have advantage
on making skill checks related to tracking or perceiving by
scent.
Bane of the Hunter. Lupinal have a natural knack for
dodging missiles. You have +2 racial bonus to your AC when
targeted by projectile weapons.
Natural Weapons. Lupinal can use two claws or one bite
as an attack action. Natural attacks are made with an attack
modifier equal to the player’s DEX/STR modifier plus
proficiency modifier.
Level Natural Weapon Damage
1st Claw (1d4+Mod) Bite (1d6+Mod)
The wolf-like guardinals of Elysium have maintained a long- 9th Claw (2d4+Mod) Bite (2d6+Mod)
standing presence within the armies of angels that fight the 15th Claw (2d6+Mod) Bite (2d8+Mod)
hordes of evil. Their wolf ancestry and pack mentality make
them the preferred forward scouts for good, as well as Faithful Fervor. At 6th level, your claws and bite are
tracking down lingering malevolent agents. Originally led by considered magical and good for consideration of enemy
Duke Lucan, Kharash the Stalker now holds the prestigious resistances.
position among the Five Companions of Talisid. Light-Bringer
wolfkin work within the societies and armies of good, and Savage Beast. At 5th level, instead of the gaining an extra
actively hunt evil to protect those in the light. However, the attack from class, you now have multi-attack to include 2
lupinal’s fervent pursuit of evil has caused several packs to claws and a bite attack as a full attack action. Any additional
delve deep into evil lands. Although their mind and faith are attacks granted by class (i.e. fighter) include 2 claw attacks.
untainted, their time away from the light has undoubtedly
changed them. Lupinal are touted for their agility and finesse,
as well as their powerful tracking ability through scent.
Names
Lupinal names are similar to humans due to their attempt to
fit into civilized society and fight discrimination. Light-
Bringer Lupinal tend to enjoy titles (such as ____ the
deadeye, Adjudicator ____, or _____ the Fang).
47
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Light-Bringer Lupinal
All the lupinal that remain in the light of their faith dedicate
their lives to the maintenance and protection of good people.
If not service as the forward scouts in the angelic armies,
their packs can be found across all realms in which there is
evil to track down and destroy. They prefer classes that fill
the ranks of the heavenly forces such as fighter, paladin,
rogue, and cleric.
Ability Score Increase. Your charisma score is increased
by 1.
Alignment. Light-Bringer lupinal are neutral or lawful
good.
Respect of the Guardinals. Light-Bringer lupinal hold the
highest respect from all the guardinal races as they are the
first line of defense, and often suffer heavy losses in the most
dire of battles. You have a percentage chance (equal to 5 x
level) to gain advantage on persuasion checks involving any
good aligned creature.
Bathed in the Light. You gain the following cleric spells to
be used once per long rest with CHA as your spellcasting
ability modifier.
Level Spell
1st Light (Cantrip)
3rd Warding Bond
5th Prayer of Healing

Dark-Touched Lupinal
After the first great war, the pack led by Duke Lucan
volunteered to venture into the darkness, servicing as agents
for good in territories claimed by evil. For many years, their
devout faith kept their minds sane, as they were cutoff from
the warming light they were sacrificing their lives to protect.
However, the blight eventually started to win out, altering the
lupinal both physically and mentally. Although their faith in
good still prevails, they have lost the control and order
common to the other guardinal races. Their skin and fur both
are deep black, and their magical characteristics focus more
on stealth and evasion. Although not feared, their presence
among goodly realms is oft met with avoidance and
confusion. They prefer classes that are suitable for covert
operations such as rogue, fighter, or arcane magic users.
Ability Score Increase. Your constitution score is
increased by 1.
Alignment. Dark-Touched lupinal are chaotic good.
Working in the Dark. A life dedicated to eradicating the
most entrenched evil has given your people the ability to
disappear within the shadows. You have advantage on stealth
checks in low-light and dark environments. Additionally, your
darkvision extends to 100 feet.
Faith guide my hand. You gain the following spells to be
used once per long rest with CHA as your spellcasting ability
modifier.
Level Spell
1st Minor Illusion (Cantrip)
3rd Darkness
5th Misty Step

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Oath of the Guardinal

T
he oath of the guardinal is an ancient lineage Oath Spells
of celestial knights within Elysium. Guardinals
fill the armies of goodly deities in their never- You gain oath spells at the paladin levels listed.
ending conflict with the forces of evil. These
paladins worship the good pantheons of Paladin Level Spells
Elysium and ascend to command the legions 3rd guiding bolt, unseen servant
of celestial warriors. They believe that good
must always prevail over evil in all realms, and look to 5th flaming sphere, spiritual weapon
transform into angelic sentinels of holy justice. 9th tongues, spirit guardians
Specializing in the radiant magic of celestials, they desire 13th guardian of faith, divination
to be blessed fully by their god and reach their ultimate
potential. 17th flame strike, planar binding

Tenets of the Guardinals Channel Divinity


The guardinals devote their lives to serving in the angelic When you take this oath at 3rd level, you gain the following
armies of the good pantheons. Their tenants represent their two Channel Divinity options.
goodly nature as well as their celestial wrath. Essence of Angels. As a bonus action, you close your eyes
All for Good. This tenant is quite simply, good must always and briefly unfurl a glorious set of divine radiant wings that
prevail in all corners of existence. The infinite battle is spread out and quickly dissipate. Allies within 30 ft. are left
exhausting and persistent, yet the guardinals stand strong with a shimmering radiance, granting them maximum
and proud. healing provided by the next healing spell they receive OR
advantage on their next attack, skill check, or saving throw.
Angelic Wrath. To achieve your ideals, you must be able to This boon lasts 1 minute or until an effect is used.
harness the full divine wrath of the celestial legions. Burning Light. As an action, you raise your holy symbol
high in the air and call forth the blinding light of your deity.
Divine Connection. You put a lot of effort and attention into All evil creatures of your choice within a 10 ft. radius must
your communion with your deity. Among all their followers, succeed a DEX saving throw to shield themselves from the
you must stand out, you must be chosen. light, with a success causing no effect. A failed DEX save
Ascension. You will be rewarded for fervent devotion by results in 2d8 radiant damage and the creature is blinded
ascension into the leading ranks of the celestial armies. until the end of its next turn.
This damage increases to 4d8 at level 11.

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Aura of Celestial Blades
Starting at 7th level, as a reaction you may choose an ally
within 10 ft. that is targeted by a physical attack. You conjure
a quick flash of celestial blades around the ally that attempt
to deflect the attack, imposing disadvantage. At 18th level,
this aura increases to 30 ft.
Radiant Crusader
Starting at 15th level, when you make an attack you shimmer
with a soft glow of radiant light, offering 10 ft. of low-light
(can be suppressed at will). Additionally, you and any allies
within 10 ft. of you temporary HP equal to your CHA
modifier.
Once per long rest you may chose to surge this effect,
expending up to 25 points of healing in your Lay on Hands
pool to heal all allies within 10 ft. of you by that amount.
Aspect of the Solar
At 20th level, you can summon the unbridled vengeance of
the celestial champions. You swell in physical size and
presence, with your radiant wings sprouting forth again. For
1 minute, you gain the following benefits:
Your size increases to large if not already.
You gain flying at a speed of 60 ft.
The radius of any auras is doubled, as well as the
temporary HP granted by your radiant crusader.
Your Aura of Celestial Blades is enhanced, now a free
action whenever an ally within the aura is attacked and
causing 2d10 slashing damage on failed DEX saving
throw (success = half damage). This effect can only
happen on the first attack from an enemy making multiple
attacks.
All weapon attacks grant an additional 2d8 radiant
damage.

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Ratmen in the Sewers! Level 1 Adventure

Introduction

W
elcome to the opening adventure of the
Heroes of Sol’an campaign setting. This How to Use This Module
adventure introduces your group of newly This quest can also be inserted into any campaign as a
created adventurers to The Last Hope, the starting adventure or side quest chain.
mercenary guild within the port town of
Boiler Bay. NPCs within this adventure can Please reference the Boiler Bay Setting document for
be used as guides throughout your group's information about Boiler Bay and the NPCs within.
time in this city, as well as an early antagonist in Count Text in italics is meant to be read directly to the PCs.
Vermillion, the ratman vampire. Text in bold are suggestions and can be easily changed to
Your party has been commissioned to investigate reports of fit your campaign environment.
ratmen in the sewers, as the Sunguard do not have the time Skill check DCs are general and meant to reward higher
to waste searching every crack and crevice within the rolls with more information. Higher skill check rolls gain
expansive sewer system. The group will initially engage the the knowledge from lower DCs. Feel free to adjust DCs
forward scouts of the small ratman clan, followed by the based on your preference.
wicked ratmancer and the chieftan. Will the group uncover Remember, everything in this guide is merely a
the true puppet master in this scheme? suggestion, and we encourage DMs to change any
details to best make it fit into their campaign.
You can change the monster’s stats or choose new
monsters to apply this story to PCs of a different level.

Ch.1 Introductions
As you arrive, you are greeted by a young elven male
You have finally been notified that the Last Hope, the with blue skin and an elaborate hairstyle consisting of
adventurer’s guild in this town sanctioned to handle most of the hair being long and black held off to the
some of the more medial tasks in protecting and right side of his face and shoulders, with a thin line of
aiding Boiler Bay residents by the royal family, is braids containing pearls interlaced looking like stars.
inviting you to join the newest team. The Last Hope is He has multiple piercings along his pointed ears as
run out of a modest storefront just outside the main well as hints of tattoos under his clean cut, fashionable
circle of the market. Since its inception several clothing. You are led a small room with chairs
decades ago, the Last Hope has established itself a organized in three rows and a table at the front of the
truly humanitarian and charitable organization, with room. As more people filter in, you take a look around
four (now five) groups of adventurers completing and notice that one wall in this room is decorated with
quests and tasks assigned by either imperial decree or a large score-board containing 4 teams. Next to
private commission. legionnaires, there is small sun pendant and several
fresh cut flowers.

This would be a good time to have the players describe


themselves as the adventurers gathering for their first day
within The Last Hope.

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The Good Lieutenant
“Alrighty! For your first assignment we have…. rat men!
Yes, the port authority have complained about backed
A female dwarf with long, curly red hair flowing freely up sewage and theft of food and supplies from
behind her, kept out of her face by a thin headband of storehouses. An initial expedition by the sunguard
polished iron enters the room. Her heavy plate armor revealed a pack of ratmen. However, the extensive
clanks as she takes her seat at the desk facing the sewer and tunnel systems under our city have allowed
group. Her soft green eyes are accented by the light, the filth to evade their pursuit. Luckily, you guys can
uneven freckles on her beard-free face. Her armor is take however long it needs to track and eliminate
uniquely dark, with a near black matte finish outlined these vermin. Your pay will be 60 gold for this task. Oh
by accents of silver, platinum, and even a few hints of yeah, I forgot to mention that as long as you are on
mithril around the neck and shoulders. contract, you are permitted to stay in our rooms free of
charge. Hot meals as well! Do you accept this
“Welcome adventurers, my name is Grenda Ironsmith contract?”
and I am the director of this organization. Although I
do hold a rank of lieutenant within the sunguard, I have
fully embraced this position, and the Last Hope has
garnered a strong and positive reputation under my
direction. I trust that you will continue this tradition,
for when you dawn your team insignia, you represent
this organization and MY interests.” She scans the
room and pauses to emphasize the point. “Some of
you may have had some trouble… integrating into
Boiler Bay. I promise you this will fade as you earn
reputation and respect. I am genuinely excited for you,
you will make the fifth team in our organization’s
history, if you still count the Legionnaires that is. A few
notes about our guild… this relationship is mutually
beneficial. We give you work, you perform work, we
pay you for work. Obligation and liability are present
only for the current contract, meaning you can walk
away after completing a job, and we can decide to stop
offering you jobs. However, it looks good for our
community if groups stick around. Jobs are either
funded through decree from the city council, directly
from the royal family, or from private commission. As
you complete more tasks, your opportunities and pay
will increase. Are there any questions?”

Ch.2 Into the Sewers

T
he status of the streets and markets will
depend on the time of day the group decides to
embark. Generally, if they wish Adrian to lead After unlocking the gate, he says “The sewer system is
them to the sewer entrance it would be during quite extensive spanning all across the harbor.” He
the day unless they plan to meet with him at points to the large cliffs that mostly encircle the cove,
night (which Adrian is hesitant). During the “Over the years, natural caves and dugouts have
day, the streets are packed, and the sounds of emerged within the cliffs on opposite sides.” Next, he
the market fill the air. At night, the streets are less busy, and points towards the hills, “The shit that runs down from
music filters out of taverns that center the main streets. those wealthy folks also goes through here, you will
know when you have found it. Now, if there aren’t
anymore questions, I’m heading back. Good luck!”

Staying quiet unless questioned, Adrian leads you


through the market streets of the harbor district At this point, you can decide how long it takes your party to
towards the piers on the south side of the cove. He reach the section of the sewers below. Feel free to add more
leads you to a small building, just about a 5-foot square encounters if you wish to draw out this adventure, giving the
near the edge of the dock and unlocks the door. Inside group plenty of time to heal up and/or rest if needed.
is a simple staircase leading down to the natural rocky
shoreline and a gated entrance into the sewers.

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CH.3 Vermin Sentries
Perception Check
Finally, you notice that one of the storm drain grates is DC Outcome
damaged, with a hole large enough for humanoids to You hold up your hand quickly, as you hear chattering
fit. Orienting yourself, you realize you are near the high 10
down the tunnel ahead.
coastal cliffs and there may potentially be natural
caverns that have eroded into the sewer system in this You stop the group and focus, hearing several bestial
13
area. As your party squeezes through the grate, you voices.
notice that sunlight does not penetrate throughout
these tunnels, and you may need to strike a torch. Suddenly, a fury head with pointed ears peeks from
18
behind a corner and scans the sewer.

Soon after they begin down these sewers, have the party roll Encounter: The Scouts
stealth checks against the passive perception of each of the
six sentries and the captain (Passive Perception 12). Sentry Ratman (x4) and Captain Ratman
If either a single PC or majority fail the stealth check (GM (x1)
preference), the sentries will be focused and quiet. If the The ratmen have set up a forward scouting position, with the
PCs are not actively searching, they will run straight into sentries guarding all passage ways around the captain in the
the sentry pack. If they are searching, a perception check center.
against the ratmen’s stealth (or DC 17) to detect their
presence. Combat Notes
If all PCs or a majority succeed in stealth checks, have Sentry ratmen will throw their javelin in hand, and then
them roll a perception check. A failure (≤ 9) results in lack attempt to swarm a combatant. The captain will use his
of detection. Stand Your Ground! ability as soon as possible.
The captain will run if either his HP is reduced to less
than half, or two sentries die. He flees to the chief
ratman’s side.

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Sentry Ratman Captain Ratman
Small humanoid, neutral evil Small humanoid, neutral evil
Roughly the size of a human 10-year-old, these This vermin has rags patchworked to resemble a naval
disgusting vermin are the lowest rank among ratmen. officer or pirate captain. They often don eye-patches,
even though their vision is just fine. They are, however,
"Good scouts, great fodder" - Chief Chichat
trained in swordplay and command.
Armor Class 12 (Natural Armor)
Armor Class 13 (Natural Armor)
Hit Points 12 (3d6+3)
Hit Points 22 (5d8+4)
Speed 30 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
10 (0) 13 (+1) 13 (+1) 7 (-2) 9 (-1) 7 (-2)
12 (+1) 14 (+2) 13 (+1) 9 (-1) 11 (0) 10 (0)
Skills Perception +2, Stealth +2
Skills Perception +2, Stealth +2
Senses Darkvision 60 ft., Passive Perception 12
Senses Darkvision 60 ft., Passive Perception 12
Languages Common
Languages Common
Challenge 1/2 (100 XP)
Challenge 3/4 (150 XP)
Good Scouts. Sentry ratmen are trained for one
Stand Your Ground. Captain ratmen can rouse their
thing, scouting and warning. They have advantage
sentries to fall in line and fight till the death.
on perception checks when focused.
Turn and Run! If the captain looses half of his
Great Fodder. If commanded so by a captain or chief,
sentries or half of his HP, he will turn and run.
sentry ratmen will stay and fight till the death, even
if their leadership flees. Actions
Actions Shortsword. Melee Weapon Attack: +4 to hit, Reach
5 ft., one target. Hit: 4 (1d4+2) slashing damage.
Dagger. Melee Weapon Attack: +3 to hit, Reach 5 ft.,
one target. Hit: 3 (1d4+1) slashing damage. Light Crossbow. Ranged Weapon Attack: +2 to hit,
Range 80/320 ft., one target. Hit: 5 (1d6+2)
Javelin. Ranged Weapon Attack: +3 to hit, Range
piercing damage. Reload
30/120 ft., one target. Hit: 3 (1d4+1) piercing
damage. Ammo (2)

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Rewards
Investigation check
DC Outcome
10 Shiny stones, smooth pebbles, and some raw fish
13 Captain was holding out (1g 3s 4c)
One sentry had a silver bracelet around its ankle worth
18
26 gold

Ch.4 The Ratmancer

T
he group may need to rest, depending on how
they handled the sentry pack. Once they are
ready to continue, they will encounter the
ratmancer. Have the party roll stealth checks
against the passive perception of the Ratmancer
ratmancer (Passive Perception 14). If the Small humanoid, chaotic evil
captain escaped the first encounter, the A truly horrendous sight, at first it appears that this
ratmancer is aware of danger, and will instead roll a ratman is missing patches of fur across his exposed
perception check at advantage. torso. Upon closer examination, movement reveals rats
If one or majority of PCs fail their stealth check, the huddled in groups clinging on to this shamanistic
ratmancer will send his swarm down the tunnel at the caster.
group.
If all PCs or majority succeed in stealth checks, have them Armor Class 15 (Natural Armor)
roll a perception check. A failure results in lack of Hit Points 26 (5d8+5)
Speed 30 ft.
detection.
Perception Check STR DEX CON INT WIS CHA
DC Outcome
9 (-1) 14 (+2) 12 (+1) 11 (0) 14 (+2) 7 (-2)
You see a single ratman, scurrying to and from mounds
10 of trash and supplies. His fur appears patchy, and his Skills Perception +4, Stealth +2
ragged form seems quite sickly. Senses Darkvision 60 ft., Passive Perception 14
As you look closer, you notice the patches of fur are Languages Common, vermin
13 moving, and are in fact clumps of rats bundled over the Challenge 1 (200 XP)
ratman’s body.
Swarm! Once a day as a bonus action, the ratmancer
Also, you notice a necklace of small bones and skulls, can command the rats on its body to swarm its
18
with an insignia you do not recognize. enemies (Swarm of Rats). Otherwise, the rats that
run about his body provide additional natural armor.
Encounter: Ratmancer Swarm Again! If the Swarm of Rats is killed, the
ratmancer can spend an action to raise the dead rats
Combat Notes for round two with the Swarm of Rats considered
Given the chance, the ratmancer will cast false life as undead. This undead swarm of rats only moves at
early as possible. 20 ft. base movement, and only has 12 HP.
At range, the ratmancer will control the swarm and use Actions
acid splash, as well as attempt to disable the most
threatening PC. He will avoid melee at all cost. Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft.,
When the swarm of rats is resurrected, it is significantly one target. Hit: 2 (1d4-1) piercing damage.
weakened both in movement and HP. Also, it is no longer Spellcasting. WIS spellcasting ability (Spell DC: 12)
resistant to bludgeoning weapons.
Acid Splash (Cantrip)
1/day: false life, blindness deafness

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Rewards The Path Forward
The group will find an entrance to the natural cavern that has
Investigation check (corpse and supplies) eroded into the sewers.
DC Outcome
A fancy dagger with beautiful elven designs depicting
10 You notice a section of the fine crafted sewer walls is
sun and moon motifs
broken and collapsed out into the sewage. Although a
13 The ratmancer has several gems (28 g) tight squeeze, you make your way one by one through
A small trunk (1.5 ft x 1 ft, 10 lbs) locked (DC 23) the opening. The room before you is a natural cavern,
18 about 50 sq. feet with small nooks and crevices. Light
containing pirate maps
is filtering through holes high up in the ceiling, and the
sounds of waves crashing echo across the walls.
The moon dagger initiates the Lady Atiel (Wildspire
Heroic Townsfolk miniatures) quest module within the
Boiler Bay setting.
The trunk will initiate the Captain Jiyloo (Wildspire
Heroic Townsfolk miniatures) quest module within the
Boiler Bay setting.

Ch.5 Something's Not Right

A
fter the ratmancer encounter, the group will not
be allowed rest, though the chief and captain Persuasion Check
are hesitant to leave their cave. This final DC Outcome
encounter will be slightly more dynamic, as “You take all you can carry” as he points out towards the
there is a roleplaying component. The chief, in 10
stolen supplies.
this instance, is under the control of Count
Vermillion, the rat vampire. This NPC is 13 The chief had a small cache to offer (21g 11s 43 c)
designed to allow for a repeating villain, an archenemy mad The chief adds “We stop being thief, we no hurt people,
that the party disrupted his empire. At this time, it is not 18
we stop!”
intended that the group engages the count. Instead, should
they learn of his presence, they must decide how to handle During this bartering, PCs may make either a perception
the ratmen who are merely pawns to a greater evil. Also, you check to scan the room, or an insight check into the
may choose to add one or several sentries if you feel your chieftain’s intentions.
group needs more of a challenge.
Perception Check
DC Outcome
Before you, standing rather confidently, is a much The room is cluttered, with several rag-pile beds, rotting
larger rat person at an impressive four and a half feet 10
food, and a corner for the poop.
tall. His collared white shirt is stained and damaged,
especially around the collar revealing a scar of a nasty Glimmers of metal can be seen under one of the piles
13
neck wound. In slightly broken common, he asks near the nicest bed.
“What we give, make you leave?” As you scan up the walls, you see several small drains
18 that end in the natural stone with trickling water. And
then, little beady red eyes!
The Chieftain will attempt to bribe the group to leave, first
offering the supplies in the previous room with the If a PC notices Count Vermillion (DC 18),
ratmancer. If the group engages in bartering, have a PC roll a combat is immediately engaged and the
persuasion check, in which failure results in the chieftain to count flees.
change stance and threaten them.

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Encounter
Chief Ratman (x1), Captain Ratman (x1 if Chief Ratman
Medium humanoid, lawful evil
applicable), Sentry Ratman (DM
Discretion) It is quickly obvious how this specimen rose the ranks
to become chief. Much larger and human-like than
Combat Notes lower vermin, chief ratmen display more advanced
intelligence and can even participate in productive
The captain has regained HP (perhaps healed by Count conversation.
Vermillion). He will attempt to flee again when below half
HP. Armor Class 13 (Natural Armor)
The Chief will fight till the death. If a PC is able to attempt Hit Points 21 (5d8+4)
to remove the charm effect, they must succeed against a Speed 30 ft.
DC 17 in order to do so.
Sewer Plague
1d4 days to symptoms to manifest (fatigue, cramps) STR DEX CON INT WIS CHA
1 level of exhaustion
Cannot naturally regain hit points 13 (+1) 14 (+2) 12 (+1) 10 (0) 11 (0) 12 (+1)
At the end of each day, CON saving throw (DC 11,
fail = increase exhaustion by 1 level) to reduce Skills Perception +2, Stealth +2
exhaustion by 1 level. Senses Darkvision 60 ft., Passive Perception 12
If exhaustion is ever below level 1, creature Languages Common
Challenge 1 (200 XP)
recovers.
Rewards Stand Your Ground. Chief Ratmen can rouse their
sentries to fall in line and fight till the death.
Captains will still flee in the presence of their chief.
Investigation check (corpse and cavern)
DC Outcome Filthy Blade. The chieftain's blade is bathed in dried
gore, filth, and is that… poop! Any player that is
10 A fancy suit for a 10 yr old human child (worth ~20 s). damaged by the chief’s scimitar must succeed on a
13 The chief had a small cache (21g 11s 43 c) CON saving throw (DC 11) or be infected with the
sewer plague.
A journal detailing the plans of Count Vermillion to
18 establish and expand a new thieves guild within the Actions
sewers of Boiler Bay. Scimitar. Melee Weapon Attack: +4 to hit, Reach 5
ft., one target. Hit: 5 (1d6+2) slashing damage.
Light Crossbow. Ranged Weapon Attack: +2 to hit,
Range 80/320 ft., one target. Hit: 6 (1d8+2)
piercing damage. Reload

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Ch.6 Welcome to the Board of Hope
You are able to retrace your steps through the sewers
of Boiler Bay, with only a few dead ends and wrong
turns. The shouts and whistles of the busy harbor are a
welcome sound as you emerge from the tunnels
below.

Unless planned, Adrian is not there to guide the group back


to the Last Hope. Also, the group is not required to return
immediately to the guild and may visit any merchants or
locations around town. Once they return to the Last Hope
(during business hours that is), they will receive their reward
(60 g).

Grenda is sitting at the large desk in the conference


style room within the Last Hope. As she counts the
last coins, she looks up and smiles “Ah, perfect timing.
I have your compensation right here.” She walks over
to the large bard and grabs a strip of parchment. “Ok
now, I need a name for your group.” Once you have
chosen a name, she places the parchment at the
bottom of the board, writing a “1” in the column to
the right. “Well, congrats! You deserve some frosty ale
and a good night’s rest, on the house. Come back
tomorrow and we will see what is next on your slate.”

If the group inquires with Grenda about the dagger, have a


PC make an investigation check.
Investigation check about the dagger
DC Outcome
Has no insight, she suggests inquiring at Ciri’s
10
Wizarding Supplies.
Recognizes it as moon elf, and it looks pretty dang
13
fancy.
Recalls a very pretty moon elf that can often be found
18
scouring the markets.

58
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Heroic Townsfolk of Boiler Bay
The following short quest modules are Bonesun and those Pirate Bastards!
designed to be run in sequence, or as (Levels 2 – 4)
stand-alone encounters incorporating One of Bonesun's associates has been wronged by a rogue
the Heroic Townsfolk miniatures from group of pirates, and Bonesun wishes to impart a stern
Wildspire. retribution. Bring your group back to the coast, as they scout
Lady Atiel and the Moon Crown out Bottleneck Cove, a prime pirate hide-out currently
occupied by the Tortra's Hand pirate band. Your PCs must
(Levels 2 – 3) decide if they will be judge and jury, or if they will take the
Lady Atiel, the moon elf princess, is in search for stolen pirates back to Boiler Bay for justice.
family heirlooms. She introduces the party to Bonesun
Mergun, a harbor district businessman and leader of the Jorun and the Heinous Hedge Heist
Bone Pit, an underground fighting ring. Guide your PCs as (Levels 3 – 4)
they follow the trail to Jarvin, the incubus attempting to steal Jorun is a master thief, with a closet full of utilitarian and
high-value relics. slightly ridiculous outfits. One such outfit will finally come in
Captain Jiyloo and Siren Point use, as he has been hired to retrieve a prized golden rose
from the imperial garden. Engage your party in a one-of-a-
(Levels 2 – 3) kind skill challenge as they attempt to distract garden visitors
Join the spunky halfling captain of the keelboat "The Darling and guards, while Jorun makes his way to pick his prize using
Dagger" as she fulfills her dreams of following one of the his bushy disguise.
fabled treasure maps in her possession. Guide your party
through a difficult skill challenge to guide the boat into Tangai and the Great Hunt (Levels
Siren's Cove to face off with a coastal siren. 3 – 4)
Ciri Albon and the Hermit Wizard Tangai, the tabaxi trapper, is always looking for help to
conquer the top of his list of prized hunts. Take your party on
(Levels 2 – 4) a hunt for the elusive and poisonous Deepscout Vorpa. The
Ciri is worried about her wizard friend, Clement, who she vorpa have several collectibles for harvesting, with the
hasn't seen for nearly a week. He was working on creating a exoskeleton a material for making Vorpa Chitin armor. With
magical item that could help keep food cold and viable for the help of the unique moonglass silk items, capture and
long periods of time. Lead your party as they investigate harvest a vorpa in a challenging encounter.
Clement's abode and find his 'Permafrost Chamber', which is
currently occupied by ice mephits as they assemble the
formidable ice gargoyle.

59
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Heroic Townsfolk of Greenhill
The following short quest modules are Captain Druko and the Search for
designed to be run in sequence, or as Kalista (Levels 5 – 6)
stand-alone encounters incorporating Druko is the captain of the town guard in Greenhill. Guide
the Heroic Townsfolk miniatures from your party as they aid Captain Druko in searching for Kalista,
Wildspire. daughter of Katherine (barmaid at The Rusty Maul), who
Balurt Bazack and the Immovable went missing just 2 days ago. Follow the clues into the
Mistglade forest where they will encounter a nasty hagraven
Rod (Levels 4 – 5) and her green hag sisters.
Balurt Bazack, the hoggoblin proprietor of Bazack Oddities
and a well-known inventor, is in need of help! Guide your Akbas Jethel and the Dingonek
adventurers through an encounter with a unique undead Hide (Levels 5 – 7)
swordtree, spawned from the dead wife of a simple farmer. Akbas is a Dwarven refugee from the major empire of
Lokechar and the Barley Bog Galfarum. Akbas has just received her tag for the famed
Dingonek hunt but hasn’t even begun forming her hunting
(Levels 4 – 6) party. Take your party on an exciting LARGE SCALE
Lokechar is the teifling fighter and owner of the Rusty Maul encounter, with a custom set of Dingonek Hide armor as a
tavern. The players will aid Lokechar as he searches for the potential reward.
source of corruption that is ruining the barley crop for his
prized ale. The group will accompany Lokechar to his farm in Ovon Oltek and the Devil Tongue
order to defeat the blight, a bog troll and his goblin shaman Loaf (Levels 6 – 7)
buddy. The baker of Greenhill, Ovon, has received an order for a very
Riyaka and the Heroes Song (Levels special loaf of bread used for high-brow events. The recipe
requires Devil's Tongue, a rare herb that grows among the
4 – 6) peaks of Galfarum. Guide the group as they search for the
Riyaka, the kitsune bard, quests for the ultimate hero's ballad. herb, coming across the nest of manticores, with their
Unbeknownst to Riyaka, she is the victim of a cursed item Chimera patriarch.
created by an evil trickster that influences her to seek out
heroes. Guide your adventurers through what seems to be a
typical goblin extermination followed by a harrowing
encounter with the Cursed Lute of Loradania.

60
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Heroic Townsfolk of Gorespire
Keep
The following short quest modules are Nuthunaol Heed and the Firetrap
designed to be run in sequence, or as Bloom (Levels 8 – 9)
stand-alone encounters incorporating Through a text translated by Kysen, Nuthunaol has found a
the Heroic Townsfolk miniatures from potential cure for "The Haze" that afflicts the Lost. But,
Wildspire. extracting the precious component will be extremely
Kysen and the Death Knight dangerous, as it comes from the Firetrap Bloom, a creature
that finds its way from the fire elemental plane near the
(Levels 7 – 8) elemental rift at Torchpool. Lead your group to combat the
Kysen Fatzgoruld is the group's contact in Gorespire Keep, dangerous creature.
with indirect connections to the Nations of Light. Guide the
group as they help him remove the death knight that has set Profblix Pagedweller and the
up shop at a coastal cemetery. Badlands Bullies (Levels 9 – 10)
Gal & Gol and the Ironmuck The diminutive goblin scholar usually can evade threats as he
crosses the badlands in search for artifacts and trinkets, but
Incident (Levels 7 – 8) was recently robbed in the Outlands. Guide your party as they
The Goblin siblings have a plan to free their tribe from seek retribution on the Outlanders and their Warchief to
enslavement by a githyanki lord. Guide your adventurers as recover Profblix's stolen goods.
they negotiate with the githyanki slavers for the goblins'
freedom. Millicent and the Abandoned Elder
(Levels 9 – 10)
Baroness Briarfell and the Trial of Millicent has finally found the last piece of the puzzle that has
Shar (Levels 8 – 9) encompassed her entire year. Little does she know that
Lady Tristi Briarfell has traveled to Gorespire Keep to earn behind the door is the long sealed chamber of an abandoned
membership to the Sisters of Shar under Vara'kaa, yet a rival elder brain! Take your group down into the tunnels and ruins
noble who has already established herself is keeping her out. deep below GSK to face the abandoned elder brain and his
Direct your group as they aid Trista in her trial, where they ancient defender, the Brain Golem.
end up facing off against several shadow elementals.

61
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Index

Monsters Stat Blocks Items


Dingonek (Wildspire Homebrew) ..................................... 25 Sky Lance Weapon (Wildspire Homebrew) ....................44
Sentry Ratman (Wildspire Homebrew) ...........................54
Captain Ratman (Wildspire Homebrew) .........................54
Ratmancer (Wildspire Homebrew) .................................. 55
Chief Ratman (Wildspire Homebrew) ............................. 57
Art
Sunguard Cathedral (Son Nguyen) ................... Front/Back
Map of Solreem'on (Inkarnate) ..............................................3
Map of Solreem'on (Inkarnate) ..............................................4
Map of Boiler Bay (Inkarnate) ............................................... 6
Dean Kruu'Karuku (Idraelys Art) .......................................10
Thornbull Family Insignia (Wildspire) .............................. 12
Thornbull Family (Jordan Cardenas) ................................ 12
The Last Hope Insignia (Wildspire) ...................................13
Map of Greenhill (Inkarnate) ...............................................15
Greenhill Insignia (Wildspire) .............................................15
Dwarven Guard Station (Inkarnate) ..................................21
Map of Trinisse (Inkarnate) ................................................. 22
Dingonek (Iron Tofu) .............................................................25
Map of Gorespire Keep (Inkarnate) ................................... 27
Map of Gorespire Keep Tunnels (Bethany Golden) ....... 31
The Boss (Sibilla Pepi) .........................................................35
Raven Flock Avoral (Idraelys Art) ...................................... 43
Sky Lance Acolytes (Lodovico Sartirana) ....................... 44
Highborn Leonal (Ja Zirebiec) ............................................ 45
Tribal Leonal (Wildspire) ..................................................... 46
Light-Bringer Lupinal (Ja Zirebiec) ....................................47
Dark-Touched Lupinal (Wildspire) .....................................48
Oath of the Guardinals (Lodovico Sartirana) ................. 49
Grenda Ironsmith (Sophie Tonkin) ................................... 52
Map of the Sewers of Boiler Bay (Inkarnate) .................. 53
Ratman (Alexander Trufanov) ............................................54
Ratmancer (Ja Zirebiec) ....................................................... 55
Chief Ratman (Alexander Trufanov) .................................57
Map of Boiler Bay (Inkarnate) .............................................59
Map of Greenhill (Inkarnate) ...............................................60
Gorespire Keep (Son Nguyen) ............................................ 61

62
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
References
The World of Sol'an Art
Sol'an was created under the Fan Content Policy by Wizards of the Coast
Wizards of the Coast. The lore and history pull from Under the Fan Content Policy, artwork may be included from
multiple sources and editions of The Forgotten Realms, as the source books such as the Monster Manual (MM) and
well as Planescape. Dungeon Master's Guide (DMG).
The Hypertext d20 SRD Copyright 2004, Jans W Carton; Inkarnate
transferred to BoLS Interactive, 2016. The authors have purchased a premium membership which
Creative Commons Sharealike 1.0 by Wordpress.com allows for the inclusion of maps generated from Inkarnate's
and ObsidianPortal.com website in this document. For more information , please
check out www.inkarnate.com.
Editing Ja Zirebiec
Freelance Artist. Facebook: MizuShiba
Danette Schardt-Cordova
Son Nguyen
Freelance Artist. Instagram: @Sonno5
Idraelys Art
Freelance Artist. https://www.artstation.com/idraelysart
Jordan Cardenas
Freelance artist. Instagram: @sucworf
Sophie Tonkin
Freelance Artist. Instagram: @ArtLovesPaper
Iron Tofu
Freelance Artist. Instagram: @irontofu42
Lodovico Sartirana
Freelance Artist. Instagram: @lodovicosartirana
Alexander Trufanov
Freelance Artist. Instagram: @Art_trufanov
Bethany Golden
Assets/Software Used: Dungeondraft, Forgotten Adventures
Freelance Map Maker. Instagram: @the.golden.wife
Sibilla Pepi
Freelance Artist. Instagram: @sibillapepiart

63
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Heroes
of
Sol'an
Sol’an, a world caught halfway between the
Blessed Fields of Elysium, the idyllic plane of
absolute neutral good, and the dark void
beyond, has fallen into constant turmoil. The
forces for good, led by the Sunguard Paladins
of Pelor, must be ever ready to defend the
Nations of Light from the darkness that
encroaches across the Barrier Sea to the
south.

In the north, the empires of goodly races are


bathed in the warming light of Pelor, with the
Sunguard Cathedral centrally resting atop the
Golden Peak Mountains. In the south,
monster cities led by evil denizens outlie the
massive crater that swallows the southern
pole.

Download the Heroic


Townsfolk Quest Modules
from Wildspire

WWW.GMBINDER.COM

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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