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Zealot (found in Xanathar's Guide to Everything), and

a cleric of the Light or War domain all represent a log­


ical path for a Ghaash'kala character. Outlander and
hermit are appropriate backgrounds, reflecting your
harsh upbringing or religious devotion.

CARRION TRIBES
The Carrion Tribes descend from explorers and refu­
gees twisted by the evil in this realm. Explorers usually
encounter these savage folk as enemies, but occasion­
ally a hero emerges from the shadows. When creating
a character from the Carrion Tribes, consider the
following:
Sworn to an Overlord. Your tribe is devoted to an arch­
fiend. This can serve as the roots of a warlock's pact
or the inspiration for a barbarian's rage. Are you still
loyal to your dark lord, or did you break free from its
influence? Either way, work with the DM to develop
the details of your overlord.
Child of a Savage Land. You were born into a lawless
realm where violence was the only constant. How
have you adapted to life on the other side of the Laby­
rinth? Are you superstitious, refusing to adapt to this
new world, or are you doing your best to learn the
ways of this strange realm?
Why Did You Leave? You began your life as a servant
of darkness. Have you embraced the light? Are you
fighting the servants of your former master? Or are
you a pawn in a conflict between overlords? You might
serve an evil force, but the cultists you fight serve even
darker powers.

CITIES AND SITES


Settlements are few and far between i n the Demon
Wastes. The Carrion Tribes are semi-nomadic, assem­
bling camps in the crumbling ruins of long-forgotten
cities built by demons in the first days of the world.

ASHTAKALA
Legends say that a single city of fiends remains intact.
Stories describe Ashtakala as a city of basalt and brass,
filled with rakshasas and demons. If it exists, it is
shielded by powerful wards. Who knows what ancient
artifacts and treasures it might contain?

BLOOD C RESCENT
House Tharashk established this tiny port at the end
of the Last War. The house hopes to gain access to the
dragonshard deposits buried in the Wastes. To date, it
has survived the Carrion Tribes and the malefic horrors
of the Wastes, but few believe it will last.

DESOLATE
Known at various times as Greenholt, Newholt, or
Kymar's Folly, this outpost has served as an Aundair­
ian settlement, a Thrane hermitage, and an outpost
of House Lyrandar. It's fallen three times, and no one
knows exactly how. Each time, its inhabitants have
vanished in a single night, leaving all their possessions
behind. Today it's known as Desolate, and it awaits the
next band of settlers willing to stake their claim.

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