Professional Documents
Culture Documents
The City
Bio
As a scholar of history and languages, Brakav
understands the power of words and learning
from the past. Unlike many of his peers he
believes such knowledge should be shared with
the people and not confined to the lecture halls
of dusty old universities, so he holds open
symposiums in squares, parks, and auditoriums
across the land. Brakav’s self-educated mother
worked hard to earn her university credentials,
despite the naysayer who doubted an orc’s
chances. Her many accolades and degrees
changed their minds and left Brakav to grow
up in the shadow of one of the foremost
city 6
Brakav’s Translation and Brakav a question pertaining to history, roll
Tutoring Services 1d6 x 10. The result is how many minutes it
takes Brakav to answer. No check on Brakav’s
Prof. Hargrok is a polyglot’s polyglot. He reads behalf is needed, and he never charges for his
and speaks more languages than anyone this services, but at the storyteller’s discretion, the
side of the Material Plane. The question isn’t adventurer who asks may need to roll a save
whether Brakav can translate the glyphs you against falling asleep, becoming distracted, or
found on a fallen star or the words wailed by a losing the thread.
captured spirit, but rather how much time he
has to conduct a thorough examination. A Quality Education
Prof. Hargrok’s knowledge is unparalleled, Use the below table to determine some of the
but when class is in session, he is not to be classes currently being taught by Brakav or
interrupted. Whenever an adventurer asks other professors at the institution.
city 24
Conducting Book Research A player with an INT modifier equal to or
greater than a book's Esoteric Score may
Libraries, ancient temples, and modern research an answer in a book to get a bonus to
bookshops hold a variety of tomes. While their role on a related INT check.
some are journals, some for pleasure reading, Someone trained in/skilled in the same
player may come across books containing subject, can determine the Quality and Esoteric
useful knowledge and secrets. Consider this Score of a book using 1 hour of study.
variant rule when players secure access to a
tome of knowledge. Using the Book
A player may use a Tome to assist in an
appropriate INT Knowledge check. Study time description
Appropriate subjects might include: Arcana, 1 min of Roll a d20 on a 20, add half the
History, Medicine, Religion, Nature, or any study* quality of the book to the INT
subjects the game master feels are appropriate. Skill check. If the quality is
Books have 2 values which effect their negative, add the negative
usefulness: Esoteric Score and Quality Score. amount to the roll on anything
The Esoteric Score refers to how easy the other than a 20.
writing is to understand and how practical the 1 hour of Add half the quality of the book
information contained. The Quality Score study to the INT Skill Check. If the
refers to how comprehensive or accurate the quality is negative, add the
author covers the subject. negative amount to the roll.
Esoteric ranges from -1 to +4. In order to 4 hours of Add the full quality of the book
use a book a player's INT bonus must be equal study to the INT Skill Check.
to or greater than the book's Esoteric Score.
Similarly, Quality ranges from -1 to +4. *The 1 min is represents using the book on the fly,
Note, that the quality of a book cannot and is meant to support cinematic fiction.
exceed its Esoteric Score of +2. For example, a
book with an Esoteric Score of -1, has a max Rules Light Version
Quality of +1. A book with an Esoteric Score of Don’t want all the crunch? Drop the Esoteric
+2 has a max Quality Score of +4. A book can Score and allow books to provide a bonus to
have a high Esoteric Score and a low Quality roles based on the quality, after 1 hour of study
Score. It is completely reasonable that a book or on a short rest.
can be both incomprehensible and uneducated.
Roll Twice on the following table to
determine first the Esoteric Score and second
the Quality Score. Or select the values.
d6 Esoteric Quality
score score
1 -1 -1
2 0 0
3 1 1
4 2 2
5 3 3
6 4 4
Bio
Back before she was known as Old Greta,
Vivian was employed in a royal court. She was
so skilled with potions, that she quickly gained
the queen’s favor. Her meteoric rise made the
court’s chief alchemist jealous, so he plotted to
disgrace Vivian. He tampered with one of her
potions, turning it into poison. The queen’s
youngest daughter, Vivian’s favorite, drank the
potion and died. Vivian was disgraced and
thrown into the dungeon, but escaped by using
city 26
Personality Commissioning Greta for
After the princess’s death, Greta has become Potions
extremely cautious and meticulous. She double Adventurers can hire Greta to produce any
checks every potion she sells, keeps her common potion (50 gold pieces) or uncommon
laboratory and shop perfectly clean, and potion (250 gold pieces), including standard
measures every ingredient with only the most healing potions (50 gold pieces). It’s impossible
precise instruments. for Greta to hide her mastery of potioncraft;
Greta prefers to keep everyone at arm’s potions with magical effects last twice as long,
length; she refuses to hire apprentices or teach and her healing potions heal the maximum
adventurers, and she never leaves her shop amount. Though she will never acknowledge
other than to gather herbs or buy alchemical the difference in effect, she would also never
reagents. dilute her handiwork.
Driving Goal If a customer asks for a potion designed to
hurt or destroy, such as poison or alchemist’s
Greta wants to live a quiet life helping as many fire, Greta will turn them away angrily and
people as she can in hopes she can atone for vow never to sell to them again. And she’ll
her “mistake.” She keeps her royal alchemist keep her word. She still harbors guilt over the
medallion hidden in a locked chest rigged with death of the princess, a crime she didn’t
alchemist fire upstairs in her bedroom. Greta is commit. Only solving the mystery of how the
worried royal spies will find it, but cannot princess died can win her favor back.
bring herself to destroy it. If compelled by violence, she will create
Quirk either an inert liquid lookalike of the requested
potion or a potion of polymorph (no
Greta’s shop is sparklingly clean and perfectly concentration checks required)—it depends on
organized. She demands that every customer whether she thinks her captors will force her
wash their hands and wipe off their boots to prove the lethality of the poison herself. Old
before entering the shop. She will refuse to Greta’s not going down without a fight!
serve dirty customers and tell them to come
back after they have bathed. Greta’s Potions
Greta is likely to have an array of alchemical
supplies (beakers, bottles, reagents) and a few
common or uncommon potions in stock, such
as potions of animal friendship, resistance, and
water breathing.
In addition to the potions listed below, at
the storyteller’s discretion, Greta may also have
an elixir of health, a potion of longevity, and a
potion of vitality, which she took with her when
she fled the castle.
city 28
Town & Village
town
city 38
Belram Wildboot, fine for a visit, but he never imagined he’d
stay—that is, until he met the street children.
Blacksmith and Baker It’s no secret that children are precious to
dwarves. They have fewer of them than the
Dwarf, Cis Man (He/Him) shorter-lived races, and they take longer to
ween and raise. The town had survived orc
and goblin raids in the past, and some families
had been devastated, but how could the
community not take the wee babes into their
homes? An unexpected softness and paternal
need welled up in him.
Belram purchased the local outdoor
smithy. He thought he could earn some coin
and maybe feed the urchins while he bullied
the populace into finding them homes. After
all, the idea of a dwarf raising scurrying bands
of grubby human children was somewhat
horrifying to him. But as days turned into
Bio
Belram Wildfoot’s father got his surname from
all the wandering he did from the mountains of
the homeland, as he sought adventure during
the fires of his youth. So it wasn’t unexpected
when Belram followed in his father’s proverbial
footsteps. What was unexpected was that he’d
settle in a town leagues upon leagues away
from his clan. It was unexpected to Belram as
well. The bustling town of mostly humans was
Belram’s Pies
d6 flavor filling Crust type
1 Sweet Apple Single crust (no top)
2 Tart Rhubarb Lattice crust
3 Mixed (roll two fillings) Peach Whole crust (full top)
4 Sweet Blueberry Crumbly crust
5 Tart Cherry Meringue
6 Mixed (roll two fillings) Strawberry Partially eaten (“Darn kids! Half price?”)
town 40
Marash Grigoryan, Bio
Town Guard Nothing could keep Marash from joining the
war effort. It was his homeland that the
Human, Cis Man (He/Him) Empire so unrightfully occupied. Retired or
not, Marash could not sit idly by and watch as
the land of his youth was ravaged and razed. At
the end of this five-year war, he was already
promoted to general. If not for him, his
homeland would have fallen before the first
year of the conflict was out. Marash managed
to forge a new and unexpected alliance with
the orcs of the Copper Wastes in the south.
Now those allies seem to be threatening the
bordering lands, and the old man can do
nothing but wonder—is bringing the war to
the peaceful rural communities on the fringes
of the empire the right thing to do?
Personality
Spending much of his life in war and seeing
little improvement in the lives of the common
people has turned Marash into a somewhat
bitter man. While he speaks confidently and
with authority, he often second-guesses his
ideas and orders.
Driving Goal
Marash desires the Empire to feel the wrath of
Elandia’s people. The emperor must pay for the
occupation of his homeland and the travesties
inflicted on his people.
Quirk
When he’s unsure of a decision or weighing
options, Marash absentmindedly twirls his
mustache.
town 46
Marash Grigoryan Not One Step Back. Marash has advantage on any
Medium humanoid (human), chaotic good saving throw he would be forced to make as the
result of an attack or spell that would move him
Armor Class 16 (scale mail) against his will.
Hit Points 45 (7d8 + 14) On Your Feet. Allies of Marash have advantage on
Speed 30 ft. death saving throws made within 5 feet of him.
STR DEX CON INT WIS CHA Special Equipment. Marash wields the crusader’s
14 (+2) 12 (+1) 14 (+2) 10 (+0) 13 (+1) 11 (+0) greatsword which grants him additional benefits. You
can find out more about this magic item by reading
Skills Perception +3 the item description for the crusader's greatsword.
Senses passive Perception 13 Survivor. Any time Marash starts his turn in combat
Languages Common, Elvish, Orcish with at least 1 hit point, he recovers an amount of hit
Challenge 1 (200 XP) Prof. +2 points equal to his Constitution modifier.
Actions
Horrors of War. Any time an allied creature falls
unconscious as the result of an attack or spell from a Crusader’s Greatsword (+2). Melee Weapon Attack: +6
hostile creature, Marash must make a DC 14 Wisdom to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
saving throw. On a failure, his speed is halved and he slashing damage.
can take no reactions until the end of his next turn.
Marash Grigoryan enemy creature, all allies within 30 feet that can see
Medium humanoid (human), chaotic good the attack have a +1 bonus on all attack and damage
rolls they would make against the same creature
Armor Class 16 (armored regalia) until the end of Marash's next turn.
Hit Points 90 (12d8 + 36) Not One Step Back. Marash has advantage on any
Speed 30 ft. saving throw he would be forced to make as the
result of an attack or spell that would move him
STR DEX CON INT WIS CHA against his will.
15 (+2) 12 (+1) 16 (+3) 12 (+1) 15 (+2) 12 (+1)
On Your Feet. Allies of Marash have advantage on
Saving Throws Con +6 death saving throws made within 5 feet of him.
Skills Perception +5, Survival +5 Special Equipment. Marash wields the crusader’s
Condition Immunities frightened greatsword and the armored regalia, which grant him
Senses passive Perception 15 additional benefits.
Languages Common, Elvish, Orcish Survivor. Any time Marash starts his turn in combat
Challenge 5 (1,700 XP) Prof. +3 with at least 1 hit point, he recovers an amount of hit
points equal to his Constitution modifier.
Horrors of War. Any time an allied creature falls
unconscious as the result of an attack or spell from a Actions
hostile creature, Marash must make a DC 13 Wisdom Multiattack. Marash makes two greatsword attacks.
saving throw. On a failure, his speed is halved and he Crusader’s Greatsword (+2). Melee Weapon Attack: +7
can take no reactions until the end of his next turn. to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
Inspiring Leader. If Marash deals damage to an slashing damage.
town 48
Marash Grigoryan Not One Step Back. Marash is immune to any effect
Medium humanoid (human), chaotic good that would move him against his will.
On Your Feet. Allies of Marash have advantage on
Armor Class 17 (armored regalia) death saving throws made within 5 feet of him.
Hit Points 127 (17d8 + 51)
Speed 30 ft. Prepare for War (1/Day). While in combat, Marash
can give himself advantage on an attack roll. This
STR DEX CON INT WIS CHA attack scores a critical hit on a rolled result of 17-20.
16 (+3) 14 (+2) 17 (+3) 13 (+1) 17 (+3) 14 (+2) Special Equipment. Marash wields the crusader’s
greatsword and the armored regalia, which grant him
Saving Throws Str +7, Con +7 additional benefits.
Skills Perception +7, Persuasion +6, Survival +7 Survivor. Any time Marash starts his turn in combat
Condition Immunities frightened with at least 1 hit point, he recovers an amount of hit
Senses passive Perception 17 points equal to his Constitution modifier.
Languages Common, Elvish, Orcish
Challenge 9 (5,000 XP) Prof. +4 Actions
Multiattack. Marash makes two greatsword attacks.
Horrors of War. Any time an allied creature falls Crusader’s Greatsword (+2). Melee Weapon Attack: +7
unconscious as the result of an attack or spell from a to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
hostile creature, Marash must make a DC 12 Wisdom slashing damage.
saving throw. On a failure, his speed is halved and he
can take no reactions until the end of his next turn. Bonus Actions
Inspiring Leader. If Marash deals damage to an Copper and Steel (8d6/Day). Marash can choose one
enemy creature, all allies within 30 feet that can see allied creature he can see within 120 feet of them and
the attack have a +2 bonus on all attack and damage spend up to 4d6 of his die pool to compel the
rolls they would make against the same creature creature to use its reaction to make a melee weapon
until the end of Marash's next turn. attack against a creature within range. If the attack
In Times of Peace. While not in combat, Marash has hits, the attack deals an amount of additional damage
advantage on Wisdom (perception) checks and equal to the rolled result of the expended dice. The
cannot be surprised as long as he is conscious. ally also gains 1 temporary hit point per die spent.
(Unofficial)
wanders into one.
Months ago, while Talia was racing down
Half-elf, Cis Woman (She/Her) back alleys, she ran into a burly opportunist
who tried to steal her amulet. Immediately, it
activated, and Talia’s invisible bodyguard
sprang into action, roughing up the ruffian,
whisking him off the ground, and hanging him
by his belt loops from a nearby church steeple -
where almost the entire populace could hear
his cries for help and forgiveness. It was Talia’s
first time experiencing her bodyguard, and has
assumed it is her imaginary friend come to life,
“Mr. Rictor.”
Since the incident with the (now vocally
reformed) ruffian, the townspeople tend to
stay out of Talia’s way. She doesn’t use her
Bio
As wealthy as the Thibodeaux family is, no
amount of money was worth the trouble of
keeping an eye on the slippery and danger-
prone Talia Thibodeaux.
Talia has an affinity for sneaking into
places where no child should venture: the
sewers beneath the city, the rooftops over the
merchant’s district, and even the coffers of the
thieves’ guild. By eight years old, she had
burned through twenty-two chaperones, seven
of whom suffered serious injury because of
Talia’s wanderlust. No deaths (at least not yet).
After the applicant pool dried up, her
parents tried more drastic measures. They
spent a mountain of gold on an enchanted
amulet and had it bound to Talia’s soul. The
town 56
bodyguard to strongarm anyone. She doesn’t friend whom she hasn’t met quite yet.
have to; their reputation precedes them. But
the criminal underbelly hasn’t given up its quest Driving Goal
to relieve her of her amulet anyway they can. More than anything else, Talia wants to
explore her hometown from every angle and
Personality show the best spots to her newest friends.
Talia has an unquenchable curiosity, a child’s Some would call it trespassing, but that’s not a
naivete, overflowing exuberant optimism, and word in Talia’s vocabulary.
an endless supply of questions about every
little thing. What she lacks in impulse control Quirk
Talia makes up for in fearlessness, throwing The invisible bodyguard in Talia’s amulet is
herself headlong into situations no child should assumed to be a mindless elemental entity
find themselves in. With a hunger for adventure bound to the will and life of the wearer, but
and irrepressible friendliness, no place and no Talia speaks about it like it’s a friend. She calls
one is safe from Talia’s well-meaning exploration. it Mr. Rictor, and her friendship seems to give
You see, it isn’t that Talia intends to break the its strange existence meaning.
rules. She just doesn’t consider the consequences,
or why someone might not want her to know…
well... everything. And while she’s been cautioned
about strangers, she just can’t understand why,
when everyone is simply a possible bestest
farmland
town 58
Kathereene Minolta, Personality
Squash Farmer Cold and serious, Kathereene does not mince
words. Once more joyous and fun loving, the
Human, Cis Woman (she/her) traumas of war have her jumpy around people
she doesn’t know. She is curt, but (relatively)
polite to her neighbors, which has left her few
friends. She worries that those around her can
tell that she’s a “monster” because of the
atrocities she’s committed, so tends to push
them away. She is sometimes more irritable
than normal, because of nightmares the
evening before. Although her temper can be
explosive, she abhors violence. Kathereene has
long since gotten rid of her sword, armor, and
any military paraphernalia from the War. That
said, she will use her muscular, intimidating
appearance, and even wield weapons again, if
necessary to defend herself, her land, or those
around her.
Bio
The life of a farmer is not as exciting as that of
a soldier, and Kathereene prefers it that way.
Tilling and harvesting affords her a serenity
that (almost) quells the memories of battle.
Many adversaries fell to her sword during the
War, and though she long washed their blood
from her leathers, she cannot escape the
remorse and regret. She was complicit in the
deaths of commonfolk no different than her.
Why should she live when so many would die?
After seeking counsel from a local priest,
Kathereene has vowed a life of charity. What
she does not sell on her farm, or from her
vegetable stand in town, she gives to the poor
and hungry, as well as a local orphanage that
houses the children of those lost during the War.
farmland 66
Kathereene Minolta Old Crossbow. Ranged Weapon Attack: +2 to hit, range
Medium Humanoid (Human), Neutral 80/320 ft., one target. Hit: 3 (1d6) piercing damage.
By Own Blade (Recharge 5-6). Kathereene attempts to
Armor Class 12 disarm a creature within 5 feet of her holding a
Hit Points 32 (5d8 + 10) melee weapon. The creature must make a Strength
Speed 30 ft. (Athletics) check or Dexterity (Acrobatics) check
contested by Kathereene’s Hoe attack roll. If
STR DEX CON INT WIS CHA Kathereene wins, she automatically hits the creature
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) with its own weapon (dealing its damage and
applying its effects, if any) and drops the weapon. If
Skills Athletics +4, Nature +2, Perception +2 the creature’s weapon is a magic item and the
Senses passive Perception 12 creature is attuned to it, By Own Blade fails.
Languages Common
Challenge 1 (200 XP) Prof. +2 Bonus Actions
Focused Stance (2/Day). Kathereene enters a military
Special Equipment. Kathereene wears a sash of defense, stance. Until the start of her next turn, her attacks
increasing her AC by 1. score a critical hit on a roll of 19 and 20.
Flashes of War. When a Humanoid within 90 feet of Grim Determination (2/Day). Kathereene movement
Kathereene is reduced to 0 hit points, she becomes speed increases by 5 x 1d6 feet until the start of her
poisoned. At the end of each of her turns, Kathereene next turn. For the duration, all creatures make
can make a DC 10 Wisdom saving throw, ending the opportunity attack rolls with disadvantage.
effect on herself on a success.
Veteran’s Ploy (2/Day). After hitting with a melee
Actions attack, Kathereene can deal an extra 3 (1d6) damage.
Multiattack. Kathereene makes two Hoe attacks.
Hoe. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage damage.
farmland 68
spot several sets of small footprints going from Conclusion
the farm towards the nearby forest with a DC
12 Wisdom (Perception) check. Identifying the Depending on what happens during the
goblin tracks requires a successful DC 14 encounter with the goblins, the side quest
Intelligence (Investigation) or Wisdom concludes in one of the following ways:
(Survival) check. Otherwise, it may indeed • After taking the goblins in, Kathereene
seem that these are children’s footprints. provides them with food and a fair wage for
Whether the party enters the forest to their work. In the span of the next tenday,
follow the tracks or decides to stake it out near she renovates an old dilapidated barn on the
the pumpkins, Kathereen remains with them. property, giving them a new and delightful
home. By providing leadership and protection
Ragtag Goblins to the goblins, Kathereene regains some
The band consists of 7 goblins with two levels meaning again, in addition to making her
of exhaustion each (the goblins suffer farm more prosperous. She begins to let go
disadvantage on all ability checks and have of her guilt and trauma. The goblins’ lives
their movement speed halved). They are too improve as they thrive in the new setting.
weak and preoccupied with their growling Kathereene rewards the characters with 40
bellies to notice the party and Kathereene if gp and becomes a friendly contact. She will
they attempted to hide. The characters can notice provide food and shelter for them for free
the goblins are famished with a successful DC anytime they visit.
12 Wisdom (Perception) check. Seeing this, • Kathereene abandons her farm if she fought
the woman becomes more stern than usual and the goblins side by side with the party. She is
a successful DC 12 Wisdom (Insight) check unable to live and work in the field of blood
reveals that the sight has reminded her of the and attempts to start anew somewhere else.
horrors of war she has seen. Unfortunately, the bloodshed becomes a living
Lay Down Your Weapons remainder of the atrocities she committed
during the war and Katheerene can’t find
If the party does not attack the goblins out
peace. If any goblins survived, they regroup
right, they are scared but ready to be reasoned
after several days and start attacking farmers
with or negotiated with. Offering them food
and setting fires to fields and houses.
grants the characters advantage on Charisma
(Persuasion) checks they make while talking • If the party manages to kill or drive away the
with the starving band. Kathereene, after some goblins without Kathereene’s involvement,
contemplation, says she can take the goblins in she thanks them for solving the problem and
and hire them as farm hands. A successful DC offers them a reward of 25 gp. The fate of
11 Charisma (Persuasion) check is enough to the goblins does not sit well with her, but as
convince the band that they will have safety long as she does not witness it, she continues
and plenty of food. on with her bitter life.
Flames of War Still Burn
In the case the characters attack the starving
goblins, Kathereene’s warrior instincts take
over. She immediately joins the fight with no
remorse, at least at the moment, for the little
invaders’ lives. If half of the goblins are
reduced to 0 hit points, the rest starts fleeing in
terror and scatter.
farmland
coast 70
Phirth Guntherson, Bio
Fishmonger Phirth Guntherson or Captain as most the
locals call him. Used to be a fisherman from a
Human, Cis Man (He/Him) long line of sailors - before his boat went up in
flames. He owned his own fishing vessel, the
Bouncing Bass, that was quite successful, in no
small part because of how hard he pushed
himself and his crew. After directing his crew
far out to “less crowded waters” the ship was
stuck in a terrible storm. Lightning struck the
main mast, and set the boat ablaze. Captain
was the sole survivor, swimming and floating
back to the docs using the ship’s figurehead as a
makeshift raft. Phirth’s his heart remained on
the water, so he used his knowledge and keen
negotiation skills to become a successful
coast 80