The Adventurer's Guide To Theria Volume 1 Ellara
The Adventurer's Guide To Theria Volume 1 Ellara
dandrpodcast.com
ISBN 978-0-578-67299-1
First Printing: May 2020
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The Adventurer’s Guide to Theria, Volume 1: Ellara is @2020 D&R LLC (Dungeons & Randomness). All rights reserved. No part of this publication may
be reproduced, distributed, or transmitted in any form or by any means, including photocopying, recording, or other electronic or mechanical methods,
without the prior written permission of the authors, except in the case of brief quotations embodied in critical reviews and certain other noncommercial
uses permitted by copyright law or any pre-existing contracts with demons. For permission requests, contact the publishers ([email protected]).
Portions of this book are works of fiction. Any references to historical events, real people, real places, real planets called Theria, or real places found on
any other planets are used fictitiously. Other names, places, events, characters, non-player characters, beasts, gods, demons, or cryptids, are products of
the authors’ imagination except for Darmock, and any resemblances to actual events or places or persons—living, dead, undead, or immortal—is entirely
coincidental unless otherwise noted.
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I had lived within the same tri-city area of New Jersey my whole life and had really gotten
into podcasting a few years prior. I had become a bit bored chatting about pro wrestling and I
had always wanted to try something that had been on my periphery for many years: tabletop
roleplaying games.
A few friends from my pro-wrestling podcast and I did a few episodes and it turned out to be a lot of fun
creating a world to explore. Then a funny thing happened—people started listening. We started getting
emails and letters. More people joined the show and soon we had multiple groups all running around in
the world we created together: Theria. I got to know listeners by name and spoke with them all the time.
In 2014 I launched my first Kickstarter to help me move
to California and make Dungeons and Randomness
(“D&R”) my full-time job. It was surprisingly successful.
6 Welcome to Ellara
Team Effort
It takes everyone to create a thrilling adventure. A game master
(“GM”) is only as good as the players that surround them, and
you will all be working together to build a story and flesh out the
world. Don’t be afraid to explore new avenues or go off the beaten
path. You can use as many elements from this book as you like and
chain them together in a nearly infinite amount of ways.
Welcome to Ellara 7
969 AEC
2032 BEC 925 AEC A group of high elves venture to Ki’an to begin
The first successful voyage from Ellara to Ta’lor and Solus armies raid villages and enslave many, including construction of The Seal.
back by elven sailors. a young boy who is renamed Drock.
974AEC
1959 BEC 922 AEC Construction finishes on The Seal, and it is used to
A bandit uprising occurs in the northeast of Ellara. The kingdoms of Rancor and Solus go to war. imprison the gods.
10 Welcome to Ellara
1151 AEC
The first known werewolf appears in Heroes’ March.
Welcome to Ellara 11
1228 BEC put their incredible intelligence and skill with magic to a new use:
trapping the gods themselves. Through a painstaking process of
An order of highly motivated and devout paladins, the El’enza, concealment and years of research, the high elves put a plan into
were utterly convinced of a link between demons and tieflings. action and sent an expedition team to the frozen continent of Ki’an in
Settling in The Hazaan Mountains and building a base they called the north to begin construction of a large stone dais called The Seal.
Da’Sari Gradd, they waged a decades-long war against tielfingkind.
They committed countless acts of terror and torture on tieflings
in that time. Although they did eventually learn that there was no 974 AEC
direct link to tieflings and demons through race, the damage had After construction was finished, the high elves went to work
been done and word had spread about their mission. Many still performing the very lengthy ritual that was needed to complete
think that tieflings are the spawn of devils or simply inherently evil their plan. With a blinding flash, the deed was done and the gods
through birth. The order simply withdrew into their compound at were shackled to mortal forms, forced to live life after life on
the end of their crusade to study other demonic connections. Theria with no knowledge of their previous existence. The high
elves saw this as their time to finally live without restrictions and
913 BEC govern themselves as they saw fit.
12 Welcome to Ellara
1258 AEC
Over a full decade after The Treaty of Winterhaven was signed,
the city of Overwatch attacked the northern city of Winterhaven
without provocation. Using the research of Uman’Yiro, King
Carter of Overwatch produced an army of new essai that were
completely subservient to him. Though the original essai were
created using souls of the recently deceased, this new batch was
created by murdering thousands of non-humans and harvesting
their souls afterward.
1263 AEC
After hearing tales of, and witnessing, the countless atrocities
committed by the Overwatch, the people of Ellara finally had
enough. The group of adventurers that had first signed The
Treaty of Winterhaven helped to gather an army of towns, cities,
and various races to put a stop to Carter once and for all. The
army struggled to get to the city of Overwatch, as thousands
of essai soldiers stood in the way. However, Malchus Grimnas
used an artifact which infected the metal army of essai with a
magical virus that destroyed 95% of their forces. However, this
virus also spread to the members of essai that were fighting with
Winterhaven, and those who weren’t fighting at all.
After the Battle of White Wolf Valley, the northern army pushed
through to the city of Overwatch and forced their way through
the walls of the city. There was fighting in the streets as a smaller
contingent raided Castle Overwatch to reach Carter himself. After
a short battle, the King was kicked out of the stained-glass window
in his throne room and tumbled to the streets below. The fighting
stopped soon after and quarter was given to almost all Overwatch
citizens with a chance to rebuild their lives under a new regime.
Some simply couldn’t stand the idea of living with non-humans
and chose to leave. Many, however, decided to rebuild and forge
a new future in the city. Overwatch eventually reverted to its
original name of Overdale and Liara Bryos was installed as queen,
who rules Overdale to this day.
That same year, after discovering that the gods had been trapped for
centuries, two groups of adventurers took it upon themselves to free
them. Sailing to Ki’an and braving the terrible cold, they did battle
with Kaltos, who wished to free all demonkind instead of the gods.
Kaltos lost in the end and the groups worked together to open The
Seal. A column of light shot into the sky as all mortals housing a god
vanished. Briahna Ebelmare sacrificed her life to open The Seal.
Welcome to Ellara 13
THE EVERGREEN retreating closer to Cal Cas. When a rebel militia, The White
Ravens, reached out to the elves to help in the fight against The
Overwatch, the elves’ leader Brettana Moonshadow was eager to
accept the offer and provide assistance by her and her people.
There are no “towns” within The Evergreen in any traditional When there is a serious threat to the way of life in The Evergreen,
sense. The elves in the woodland incorporate what nature has dire decisions need to be made. Death is used as a punishment in
gifted them into their construction. While freestanding structures only the most extreme cases when lives are lost or tracts of land
exist, many of the populace reside within hollow trees or in homes are destroyed. If a compromise cannot be reached and the issue
among the large branches above, which help them avoid ambush. is important enough, then Brettana may allow for Quen Fei: a
There are also no traditional roads; natural paths have formed here traditional duel which is believed to allow the gods to decide the
and there, and some are lined with rocks as one moves closer to outcome of a dispute. To be official, this ritual requires Brettana’s
Cal Cas, but the elves strive to leave a minimal impression on the blessing. It needn’t end with death, though it sometimes does.
land. Many who wander into the woods find themselves greeted by Other times it ends with first blood or until one combatant is
guards long before they notice any signs of civilization, even when rendered incapacitated. The outcome of the dispute is settled in
they are among residences. This is aided by the lookouts the elves the victor’s favor. Quen Fei is rarely used but has been found to be
have placed all around the forest at all times. very effective.
In the dead of night, they struck out on their own to the southwest
Introduction toward Winterhaven. However, as they were breaking ground,
representatives from the city managed to convince them to settle
Though the Bru’Gal and Moz’zogg have recently parted ways, and
further out toward The Evergreen instead, where there they would
much of the day-to-day life of the Moz’zogg has remained unchanged
find more resources. With those, the orcs could begin expanding
from orcish traditions, there have been a few progressive nudges
once more, as they were always meant to.
from their new neighbors in The Evergreen and Winterhaven.
In the short time since the defection, some have come to question
Compared to the Bru’Gal, the Moz’zogg are attempting to be
Gork-Al’s leadership. Letting outsiders enter their encampment to
diplomatic with the inhabitants of nearby towns and forests,
share language and culture, rather than spreading through brute
though some of the orcs insist they are only learning the local
force, was not a popular decision. Due to this, the future of the
languages so that they can one day tell the elves in The Evergreen
Moz’zogg is uncertain, but for the majority, their ambition remains
to leave their land. This has led to some civil unrest within the
the same: destroy, spread, and claim The Mainland for the orcs,
clan, but the current leadership has deemed it the correct action.
and only the orcs.
In their pursuit of expansion by means of socialization, the
Moz’zogg have left some of the notable parts of their previous lives
in the past. For instance, they no longer eat humanoid creatures, Government
nor do they throw their dead into an open pit as they do in the The hierarchical dealings within the Moz’zogg Encampment are a
Bru’Gal Encampment. mirror image of the ones within the Bru’Gal, though on a smaller
scale. The clan is made up of tribes, and each tribe has a leader as
Despite this, the culture within the encampment is still thoroughly
well as one chosen from that group to act as leader of the clan as
orcish: breed, fight, conquer, expand—just as orcs have always done.
a whole. In the Moz’zogg, the clan leader is Gork-Al, as he was the
The Moz’zogg just so happen to currently agree to diplomatic means.
orc who lead the separation from the Bru’Gal clan.
History As with the Bru’Gal, no official laws exist, partially due to the
lack of written language. The murdering of fellow orcs or visiting
The Moz’zogg split from the Bru’Gal Encampment only two years
dignitaries is not taken lightly, and most conflicts are worked out
ago, and as such, their history is rather short. It begins with a
through aggressive means. Children and pregnant women are
stalemate. Two fighters: the orcs and the dwarves. The Bru’Gal had
protected by the tribes and are seen as resources for continuing
been fighting against the dwarven kingdom of Stonesunder for
their mission of conquering the continent. With the introduction
generations and had yet to take even a foothold on the mountain.
of outsiders into their encampment, the Moz’zogg find themselves
For years, Gork-Al pushed forward in battle with the other orcs,
having to learn and adapt to new ideologies, something many
and for years, he saw no momentum gained. He looked at their
within the clan find frustrating.
stagnant growth and knew their leadership had failed them. If
they were not expanding, they may as well be dying.
Gork-Al’s Hut
As the leader of the clan, Gork-Al’s hut is at the strategic center
of the encampment. This tent is slightly bigger than the rest and
is where visitors are often taken to negotiate anything to do with
the future of the Moz’zogg. This is also where primary strategies
for the orcs are conceived and conveyed to other tribe leaders and
commanders.
Childrens’ Station
Orc children are viewed as a precious commodity to the race,
trained to be the next generation of warriors and conquerors from
the moment they can lift a spear. As such, the orc children within
the encampment are gathered together and taught basic survival
skills and combat. This area is in the center of the encampment to
help keep the future warriors safe.
Visitors’ Tents
Given they are not official members of the clan, any visitors that
the Moz’zogg allow in their midst reside at the far edges of the
encampment, so far that one could argue that they are not a part
of the encampment at all. The further out the tents are from the
Moz’zogg, the less sturdy they become, and it is known that well-
liked visitors will be permitted to stay in the nicer tents while the
rest may as well be sleeping outdoors.
Notable NPCs
Gork-Al
Leader of the Moz’zogg (page 337)
Or’agg Bloodrinker
Firm believer in the orcish ways of life (page 360)
Uu’lak
Commander of the Moz’zogg battle units (page 378)
2d8 elves surround the party to question them. They wish to escort the group back to their camp. If the party refuses, the elves will attempt
4–6
to arrest them.
7–8 The group finds several statues in a clearing. All of them are in various states of distress. It’s as if they were trying to escape something.
9–10 1d4 dire bears are in the path just up ahead. A bit of stealth might help the party avoid them.
11–12 The hunter Eada Arafiel stops the party and warns them of dangerous wild animals up ahead (see Eada Arafiel, page 329).
The party has been offered an escort through the more dangerous portions of The Evergreen by a hermit. While this person looks rough
13–14
around the edges, they do seem to know the area well.
A group of Moz’zogg orcs are stalking their way through the forest. It looks like the party has the drop on them. Attacking them could start a
15–16
much larger war, but should the party allow them to roam free where they don’t belong?
17–18 A large group of druids are making their way south to The Scar. They stop and offer a blessing and magical aid to the party.
The group has stumbled upon an extremely rare creature called Bruddak. This might be the only existing member of its species (see Bruddak,
19–20
page 256).
3–4 1d4 swarms of razor flies attack the party (see Razor Flies, page 264).
5–6 Traps are littered about as 1d6 dire kobolds race into view (see Dire Kobold, page 258).
7–8 The muck is deep in this portion of the swamp as the party must also step over thin roots and vines. Travel is at half speed for 1 day.
9–10 Rain starts to pour through the leafy canopy above. This makes travel even more miserable.
11–12 The party hears laughter coming from a random direction. It sounds distant and malicious.
A raised stone slab is just up ahead. It’s covered by downed branches and tangled vines. There are a set of stairs leading
13–14
down into a dark cavern.
15–16 As the group moves through the swamp, they start to notice something in this area. The trees, while just as twisted and gnarled as
most of the ones they’ve already come across, seem to have faces. They appear to be people frozen in place and cursed.
17–18 A small patch of blackgrass is growing nearby. It appears to be a very hearty crop (see Blackgrass, page 188).
The party finds an old shack in the middle of the swamp with a single candle lit in the window. It’s in disrepair, but not nearly as bad as it
19-20
should be. There are personal possessions of a woman here. The entire place gives the party an eerie vibe. No one seems to be here.
4–6 A small group of elves are overheard talking about attacking the nearby Moz’zogg Encampment.
7–10 A group celebrates their one year anniversary on the road. They offer the party a spot at their campfire for the evening.
11–14 The party finds an odd series of animal tracks. They are quite large and seem to be heading north.
A massive metallic husk sits alone in a clearing. The forest has nearly reclaimed its rusted form. It appears to be some sort of
15–17
siege device. It’s humanoid in nature.
18–20 Sitting on a tree stump in the middle of a glade is a single vial of mysterious purple liquid. It shimmers in the sunlight.
That evening, the party feels a deep chill enter their bones as the moon comes out in full. This portion of the swamp seems to be trying to
4–6
tell them something, perhaps a warning.
7–10 A deep splash is heard to the party’s left, almost as if someone tossed a rather large rock into the stagnant water.
A corpse is twisting in the wind as it hangs from a rope tied around its neck. There appears to be something gripped in its left hand, shining
11–14
when the light touches it.
Two swords are crossed over one another, marking some long lost path in the swamp. It’s completely overgrown and will take some extra
15–17
time to navigate. What could be within?
The party finds a small girl in the swamp that is clearly lost. She’s upset and tells the group that her settlement is to the east. She will cling to
18–20
the party and even try to hug them for dear life. If the party chooses to take her there, they find no settlement and the girl disappears.
EBONY HARBOR
In 1112 AEC, a more permanent dock was constructed from treated
lumber and the true foundations of the town were in place.
Years passed, and by the 1200s the town had become a destination
for sailors on the west coast to dock and resupply. Though not
nearly as large as Brightport’s docks, Ebony Harbor had become
Your tiny boat gets close enough to the a respectable wharf. Their economy thrived by serving any and
all who traveled to their small town. Unfortunately, that meant
weathered, charcoal-colored wooden pier that
Ebony Harbor had its fair share of pirates and scoundrels. Law
you can lash rope around one of the posts enforcement had always been on the light side within the town,
and tie the vessel off. As you disembark and which made it difficult to keep the pirates in check.
start your way toward the first set of small
By the year 1255 AEC, the minotaur had become increasingly
buildings near the dock, your footsteps cause dissatisfied with their living conditions within Thunderspire to the
the boards beneath your feet to creak and flex east. While some minotaur lashed out at their current leadership
ever so slightly. Passing the shops, sailors, and and left the group violently, a small band of minotaur set out to
fishermen, you enter the small town proper. find better accommodations in a more peaceful fashion. A deal was
It’s a little busier than you had expected, struck, and they were welcomed into the Harbor. The town offered
them food and shelter and, in exchange, the minotaur would work
with laborers shouting to their friends and
in local shops and provide extra muscle when law enforcement
coworkers going about the day’s events. There might require it. Though it took time for most to adjust, the
are only a few large streets connecting the bargain stands to this day.
scattered houses in no apparent order. With
salty air in your nostrils and the gentle lapping Government
of water coming from behind, you make your
To say that Ebony Harbor is out of the way would be an
way to one of Ebony Harbor’s small inns.
understatement. As such, law enforcement is currently not much
of an issue for the townsfolk there. A sheriff is elected by the town
whenever the previous sheriff retires or passes away. The sheriff
patrols the town and ensures that people are safe while settling
Introduction any small disputes that might creep up from time to time. This
normally involves someone getting too drunk in the local tavern,
Located on the northwestern shoreline, Ebony Harbor stands as a
disputes in the placement of a new shop, or the occasional pirate
glittering gem to seafaring adventurers in search of a respite from
or rowdy outsider. The sheriff of Ebony Harbor also presides over
the waters. It is a small fishing town with plenty of shops and fresh
most gatherings such as festivals or celebrations. Currently, that
seafood for anyone staying nearby. It is often a place that people
person is Sheriff Weldon Roth.
seek out for its fresh air and down-to-earth local charm. Situated
northwest of The Hyland Mountains, it’s the perfect blend of
modern town convenience and rustic natural wonder. Factions & Groups
“It’s a quaint little town. The Ebony Harbor Merchants Association
Uulyn Tanaka leads a group of business owners within Ebony
We all get along very well.”
Harbor. He wants them to hold themselves to a “higher standard.”
– Uulyn Tanaka (Arc 1, Episode 125) Meetings are held bi-weekly.
Slepe Here!
The most successful inn within Ebony Harbor with the worst
reputation. Many describe staying at the inn to be one of the
d
Harbor twice since 1255 AEC. A sm Ebony
all amount
of damage was done to the town as
The Siren’s Song Tavern
a result.
A very popular bar in town featuring a lovely atmosphere, fantastic
drinks, and a raucous nightlife. Amenities include halfling and
gnome-friendly accommodations.
Still Wigglin’
Fresh seafood cut and prepared while one waits. Featuring a bold
blend of fresh fish and underground recipes, it’s a taste unlike
anything else.
THE HYLAND
Ebony Harbor saw an influx
of residents when citizens of
MOUNTAINS
Winterhaven left the city in fear
after the siege in 1258 AEC.
Even those who do not seek out the adventurer lifestyle
sometimes find themselves wishing for a taste of excitement
and an opportunity to brave the outdoors. As such, The Hyland
Mountains are quite popular for recreational climbing. The
scarcity of dangerous wildlife combined with spectacular views
make the trip very rewarding. From the tops of the mountains
one can look south to see The Evergreen or northeast for a view
of The Ivory Peaks. It is both jarring and beautiful, in its own way,
to see two completely opposite climates from one vantage point.
More than a handful of visitors have said that they have reached
epiphanies upon the peaks of The Hyland Mountains.
Two travelers are arguing in the road ahead. They are the last 6 The party gets the sense that they are being followed.
6
of their party and are currently blaming each other.
A rabid halfling appears out of nowhere and tries to bite
A shady gnome is selling “acquired” weapons, armor, and even 7 a member of the party. They are clearly beyond having
7
drugs out of their cart. a conversation.
The party finds several sets of clothing laid out on the side of The party spots a campfire with a few travelers sitting around
8 8
the road. There are no other people in the area. telling stories. The party smells delicious food.
A cleric frantically tries to engage with the party. A creepy old woman has a tent pitched in the middle of
9
9 They are rambling and are convinced that the gods have nowhere. She offers to tell the party of their future.
forsaken this land.
Someone has set up a private still full of very strong alcohol.
10
The party finds a book entitled My Confession: How I No one seems to be guarding it.
10
Ate Tiffany.
The hill ahead is slick and covered in mud. It looks great for
11
A wanted criminal is being escorted to the nearest city. They sliding though.
11
offer “big money” to the party if they set them free.
A minotaur is standing in a nearby field. They offer a prize to
12
Music is playing in the distance. Three bards are having a any one member of the party that can defeat them in combat.
12
competition to see who is the best.
A fiery light illuminates the sky surrounding the party.
13
Someone is handing out discount coupons for a shop in Ebony Something appears to crash in the distance.
13
Harbor. They are quite pushy.
A noble is very lost in the wilderness and offers the party a
14
An old man in tattered robes is sitting on the side of the road. handsome reward for helping them to the nearest town.
14 He can’t remember much at all but hands the party a book of
The rain has washed away a large mound of dirt and revealed
power rituals. 15
a hatch that leads down into a crypt.
A break in the weather allows the party to travel 1.5 times
15 A nature-worshiping cult has a man shackled and are
faster than normal for the day.
16 preparing to burn him. This prisoner appears to have been
A band of travelers recognize the party and want to talk to stung many times by bees.
16
them. They are big fans of their deeds and offer them a drink.
17 A beautiful herd of wild horses gather in a field near the party.
A basket is left on the side of the road. It contains a crying
17 A hungry dog approaches the party. It does not appear to wish
baby dragonborn. 18
them harm, but will try to take food from their packs.
A disheveled person approaches a random member of the
18 The party finds exceptionally rare herbs that were thought to
party and proposes to them. 19
be extinct. They have powerful healing properties.
A merchant is trying to drive sales to their shop in Ebony
19 The party has a breeze blowing at their backs and are cool
Harbor. They are giving away free samples.
20 and comfortable as they march forward. Everyone gains
A thief is escaping from Thunderspire with valuables stolen inspiration.
20
from the minotaur.
3–4 Random lightning strikes are affecting the area. This will continue for 1d4 hours.
5–6 A traveling performer is moving in the opposite direction. They appear to be miserable and soaked.
Trees have fallen onto the road blocking the main path forward. Leaving the road will slow travel
7–8
to a crawl.
A gnome sold some bad goods to local minotaur. The gnome wishes to pay the party in exchange
11–12
for protection.
13–14 A cartographer offers to hand over a rare artifact if the party will map out a tower for them.
15–16 A painter offers to “immortalize” the party if they keep them dry.
An enemy of the party is about to be executed for a savage crime. It is unclear if they actually
17–18
committed it.
An old man on the side of the road is selling a carriage for cheap. He hates traveling and simply
19–20
wishes to get rid of it.
A small girl is watching the party from the distance. She is soaked as the rain pours down. Any
3–4
attempt to interact with her will result in her disappearing.
The rain has become so intense that a mudslide has started near the party
7–8
(see Mudslide, page 201).
9–10 A person has fallen into a nearby river. They are being swept away with the current.
11–12 The party finds a small chest under a tree in the middle of a field. It is locked tight.
Someone offers the party shelter in their cabin for the evening. It becomes apparent that they
13–14
worship The God of Death above all others.
15–16 There are a handful of dead travelers up ahead. They appear to have been ambushed. None of
their belongings have been taken.
17–18 The party finds someone’s private garden of blackgrass (see Blackgrass, page 188).
The pass ahead is close to the mountains. As luck would have it, some gemstones are visible.
19–20
Hopefully, that nearby group of ogres wouldn’t notice if the party took a look at them.
OVERDALE
a good life. It is known that, if an angler is very lucky or talented,
they can make a fortune from the waters of Avak-Ur Bay.
There are quite a few big-game fish in the beautiful waters, but
nets are essentially worthless; only a tether and line will see
success. It is impossible to land a larger vessel on the shore due
to the rocky coastline. In fact, many ships have been sent to the
From miles away, the huge domed wall
seafloor by an unseen rock, as there is no truly safe path to land, surrounding Overdale comes into view. Even
nor a place to dock. Because of this, most boats are anchored off from this distance, you can see a sprawling
the coast and dinghies are used when returning to shore. metropolis through the open gates. You’ve
Every spring, the anglers return hastily to their home ports, as heard tales of the cliffside and majestic wa-
the torrential winds that kick up would easily capsize even the terfall that the city is situated atop of, and
hardiest vessels. at once, you understand how the formidable
city, previously known as The Overwatch,
was so difficult to defeat. You marvel that
History
Overdale was founded in the year 1059 AEC as a small village. The
area was plentiful and it thrived. Logging and hunting camps were
established, which soon grew from a village to a town, then to the
metropolis that would one day be known as Overwatch.
The transition began in 1246 AEC with the relatively close deaths
of mayor Lucius Meridian and the crime lord known as The Black
Hand. The former suffered a sudden massive heart attack and the
latter was killed by a group of adventurers, kept on retainer, who
had taken the law into their own hands. The line of succession
called for an interim mayor to take over until a new election could The highest office in Overdale is that of the Queen: Liara Bryos.
be held: the high priest Zannon Carter. To help her keep the city running, Queen Liara delegates to several
Carter leveraged the fear and suspicion surrounding both deaths committees. There are chambers for every aspect of governance,
to declare a state of emergency, postponing elections indefinitely. from infrastructure, to military, to finance, to social reform, to
The adventurers were driven out of town, so they fled north to law enforcement, and so on. The departments were formed by
Winterhaven. Shortly after they arrived, Carter was invited to Liara’s assistant and right-hand man Peepos Quinton, who has
the town in an attempt to reach a peaceful agreement. A treaty the best interests of the city and his Queen at heart. With Liara’s
was signed that denied Winterhaven the right to interfere with leadership, the committees have enacted radical change in a very
anything Carter did in his own territory. The ten years following short time.
the treaty became known as The Bleak Ten. During this time, When the committees were first founded and a meeting was to be
Carter drove out, imprisoned, and executed thousands of non- held, Liara told each one to bring a list of problems and proposed
humans. When only humans remained, Carter declared himself laws relating to their domain. These proposals were delivered
King. He renamed his purified city “Overwatch.” by the leaders of each department and were edited and adjusted
The tyranny of The Overwatch continued to spread until a to suit the reality of Overdale at that time. Quite a few of them
coalition of peoples from all across Ellara waged a war to push were rather unpopular with the citizens-mostly tax cuts for the
back against the city. Eventually King Carter was slain and peace non-human races to encourage more to take residence in the city.
was restored. Liara Bryos, one of the primary members of The Together, the committees are still focusing on overcoming the
White Ravens rebel group, reluctantly accepted the throne and negative reputation of their city while maintaining the peace and
gave pardons to any citizen of Overwatch, including soldiers, who working for a better future.
wished to help build a better tomorrow. The city guard is captained by a tiefling called The Red. He works
Many left. Some stayed but continued to feel resentment and fear closely with Queen Liara.
of the “heathen races.” Others still had only ever wanted to be safe After The Overwatch fell, there was a spike in robbery,
regardless of the leadership. The lost population was replenished vandalization, and violent crime, most often with non-human
with new citizens—mostly non-humans who were either looking victims. However, as public lashings for these crimes became more
for a fresh start or who had been displaced during The Bleak Ten prevalent, instances of these targeted crimes died down. This is
and wished to return home. Though all of the hate cannot be in part because many of the remaining Overwatch supporters had
washed away overnight, the healing has finally begun. either left the city or started to see which races were the actual
targets of crime and recognized that the non-human races posed
Government no more of a threat than humans.
The transition from Overwatch back to Overdale was meant to be The leadership of Overdale can only hope that, moving forward,
gradual, until the Queen’s life had been threatened enough times all of their precautions will one day no longer be necessary, and the
that she decided to just change the name and be done with it. city can live in peace without constant vigilance.
Overdale has thrived under its original moniker for nearly a year,
and though most approve of the change, there are some who resent
and openly resist the city’s more inclusive direction.
e.
he will unveil something truly spectacular when the time comes.
The bridge up ahead has been washed out. It will take a series of skill checks to get to the other side. The party could also find a longer way
5–6
around that takes 1d6 hours.
7–8 The party sees a dying person on the side of the road. They were attacked by local wildlife and have lost a lot of blood.
9–10 A team of merchants attempt to stop the party. If they do stop, the team will try to sell them drugs.
An Overdale knight has fallen off their horse and is moaning just off the road. They have been attacked and are losing consciousness. Their
11–12 armor is clearly high quality and enchanted. Those with a high passive Wisdom (Perception) score can see the outline of a tattoo supporting
The Watch peeking out from the armor.
A herd of beautiful stallions graze in the field a little ways off the main road. While they would certainly put up a fight, someone would pay
13–14
good money for them in the city.
The Overdale city guard have set up a checkpoint. They are questioning people on the whereabouts of a known murderer in the area. The
15–16
city is offering good money to see them brought to justice.
A black and white cat has stowed away inside a random member’s pack. It is quite hungry and will meow loudly for food once discovered. It
17–18
will absolutely love the first person to feed it.
A merchant is stranded on the side of the road thanks to a storm. They are in the process of lugging their new items back to Overdale and
19–20
offer the group a steep discount if they help lighten the load.
5–6 Three elves lay dead in a field. It looks like they were shot with semi-crude-looking arrows. Was this the work of the Moz’zogg orcs
to the north?
7–8 The group hears a creature in distress nearby. There appears to be a very large drake caught in a trap. It’s in pain and lashing out.
A group of poachers slaughtered a den of wolves. The bodies have been left behind, but all the paws are missing. There are tracks left from
9–10
the poachers leading south.
11–12 A group of bandits are harassing a family of farmers. They are setting fire to their fields to get “protection” money.
13–14 The party finds an old stone structure covered in vines and vegetation. The door is locked and barred from the inside.
A historian is writing about the Overwatch war and the battle that took place here only a few years ago. They offer some wonderful insight
15–16
into the battle and even tell the group about various Overwatch caches in the area.
Poe Tutillo is leading a band of guards around the outskirts of Overdale. He’s looking for a group of thugs and will stop to speak with the
17–18
party to see if they know anything (see Poe Tutillo, page 362).
The party finds an odd-looking stone in the middle of a field. Under the stone is a small box with a map inside. It seems to be a map to a lost
19-20
high elf city in The Silver Glade.
3 Downpour: Disadvantage on all Wisdom (Perception) checks and -5 to passive Wisdom (Perception). The downpour lasts 2d4 hours.
4 Strong Winds: Disadvantage to ranged attacks and Wisdom (Perception) checks using hearing for 1d4 hours.
5 Light Rain.
6 Heat Wave: The temperature increases by 2d12 degrees F (or 2d4 degrees C) over the span of 1d4 days.
Expeditions from
white dragonborn to Ki’an have led
to pass. More came as the offending city changed its name to
Overwatch and became increasingly xenophobic and aggressive.
the camp
over the years. Mos many times
When people arrived at the camp, they were met by the Bowhunter
en
resulted in various friendly and
seemed better to just avoid them. Once people started vanishing
forms of trade.
again, the citizens suspected the brothers. Shortly thereafter the
first rumors began, the Bowhunter brothers left Camp Icebreaker
without a word.
THE FROST BASIN the tall obelisk that gives Thunderspire its
name, it strikes you that the minotaur do not
dedicate much time to the aesthetics of their
The Frost Basin is a body of water next to The Northlands in architecture. The tents and shacks are huge to
The Ashen Sea. It features a variety of large fish and has been a your standards, but they are built to withstand
destination spot for big-game fishing for many years. The land the weather and nothing more. Most of the
surrounding the Basin is largely level terrain covered in thick swaths
minotaur are outside the main building, and
of ice and powdery snow. Along with the typical wildlife of white
bears, wolves, and frost drakes, the region is also home to massive
you can tell this is where most of them spend
worms that burrow beneath the frozen earth and often burst forth their day-to-day lives. They do not seem
right under unsuspecting travelers, swallowing them whole. unfriendly, though they do seem suspicious.
If a minotaur in Th
powerful natural spellcasters on Ellara. In 982 AEC, they arrived in
druidic practices.
they did nothing but grind herbs and brew potions.
s must be
Order were lost but the monster had been sucked into a huge roiling
unt fo
custom built to acco ds.
As they departed, one of the Les’riele approached the villagers and
of their han
spoke just a few words: “Gahara will not bother you again.”
WINTERHAVEN
Almost all minotau
r
deep-seated hatred of have a
water and
You feel the rush of relief wash over you as
Introduction
Nestled in the base of The Ivory Peaks, Winterhaven is the second
largest city on The Mainland with one of the highest populations
in the world. Huge stone walls surround the city, a testament
to the many wars its people have weathered. Various temples
are the only stone buildings however, as the rest are built from
wood. Winterhaven is the continental leader in the production of
weapons, armor, and other wartime materials, due in large part to
its long history of conflict with Overdale to the south. Its people
are friendly yet vigilant, ready for an ally to become an enemy at a manpower that could be utilized was spent training soldiers and
moment’s notice. building armor and weapons. When the time came to defend their
city again, the people of Winterhaven vowed to be ready. That time
History came five years later when The Overwatch returned with a massive
army of mechanical soldiers. However, Lord Serverus hesitated to
Winterhaven began as a small logging settlement in the year 978 send his soldiers into battle and the tide was turned by Malchus
AEC and grew in size the same way many towns and cities do. Its Grimnas, who activated a powerful magical item that killed nearly
relative safety from some of the more monstrous creatures in The the entire essai force.
Mainland made it an appealing destination for folks looking for
After the battle, Ian Serverus was confronted by several military
work. The loggers brought their families with them, and those
leaders and adventurers who had aided in the battle, and it was
families took up work baking, building, and doing anything else
revealed that he was the one who had killed Lord Padraig during
that was necessary. The camp soon became a town, which grew
the chaos of the Siege of Winterhaven. A fight broke out in
into a city.
Winterhaven Hall, which resulted in the deaths of both Ian and
Over time, Winterhaven became a hub for the entire western half Talia Serverus as well as Briahna Ebelmare, leader of The White
of Ellara. Its central location brought many adventurers seeking Ravens resistance force. Nathaniel Serverus, son of Ian and Talia,
fame and glory. When Lord Daniel Padraig’s daughter Talia was assumed the throne and led the army of Winterhaven to victory in
kidnapped in 1245 AEC, he hired a group of adventurers led by the Battle of White Wolf Valley, sustaining near-fatal injuries in
Malchus Grimnas to rescue her. They were successful, and in the process.
his gratitude, Lord Padraig made them knights of Winterhaven.
The party went on to Overdale and got into some trouble with “This is the first place that has not just offered
the acting mayor, Zannon Carter. Lord Padraig called for a treaty me belonging but offered me privilege. That
between his knights and Overdale. offered me public glory. They love me here.
The Treaty of Winterhaven, colloquially known as Malchus’ Folly, I cannot bring ruin upon them. ”
prevented Lord Padraig from intervening as Carter reshaped
Overdale into the city of Overwatch, ruling with fear and cruelty.
– Malchus Grimnas (Arc 1, Episode 10)
Winterhaven, honor-bound, could do nothing but watch as Carter
claimed even more territory and massacred even more people. Government
Eventually, in 1258 AEC, the armies of Overwatch appeared at the The laws of Winterhaven are strict by necessity, developed through
gates of Winterhaven, intent on conquest. bloodshed. Traditionally ruled by a lord and lady, the burden
of leadership currently rests on the shoulders of the young Sir
The Siege of Winterhaven is remembered as the darkest day in
Nathaniel Serverus. However, Lord Nathaniel has been reclusive
the city’s history. Without provocation, soldiers from Overwatch
since the death of his parents and the injuries he sustained in the
quickly overwhelmed Winterhaven’s defenses, slaughtering
Battle of White Wolf Valley years ago. To keep the community
thousands of men and women, soldier and citizen alike. Lord
balanced, the city has installed a council that serves directly
Padraig himself was among the fallen, leaving his rule to his
underneath the lord and often in his absence.
daughter, Talia, and her husband, Ian Serverus.
The Council of Winterhaven is made up of three members tasked
Winterhaven survived the siege, mustering the strength to
with carrying out the law, as well as passing judgment in major
repel The Overwatch’s forces. Once the dust settled, every bit of
2 Somewhere on the road up ahead, there is a trap set and an ambush waiting to be sprung.
3 The weather is just terrible. The party moves at half speed while traveling for the next 2 days.
4 A group of travelers are being robbed by a band of 2d4 thugs. If the party involves themselves, the thugs will attack.
An injured person moves quickly toward the party. They begin screaming at them about a pack of vicious minotaur that attacked their
5
group and took them captive. They have no money but beg for help.
There is a rider on the road up ahead. They ride in the direction of the party. As they get closer, the party can see that the rider is slumped over.
6
On closer inspection, the rider has been murdered and is holding its own head. Attached is a note.
7 The next time the party makes camp and goes to sleep, a stranger comes and tries to steal from their packs.
8 There is a drunk passed out on the side of the road. This person is carrying a small box. The box contains something of great value.
9 Two people approach the party in chains. They beg the group to help them hide from their pursuers.
There’s a very large tree downed in the road. Going around it will potentially get the party stuck in the muddy off-road terrain. Moving the tree
10
will take 1d12 hours.
A group of travelers ask the party to stop and chat a bit. If the party stops, the group will talk endlessly about their cult devoted to a fallen god.
11
They will try to convert the party.
12 A caravan is being attacked by wild animals. If the party chooses to intervene, there might be a reward in store.
13 A lone traveler is out of food and doesn’t know how to hunt. They offer the group a “very juicy secret” in exchange for some rations or wild game.
14 The weather clears up and the temperature is just right for travel. The party moves 1.25 times faster for the rest of the day.
15 Someone seems to have dropped a small package on the side of the road. Opening this package up will reveal that it’s full of drugs.
16 A cart is parked and abandoned somewhere near the road. It is locked. If the party manages to get inside, they will find that it’s full of fresh fruit.
A weirdo is injured and moaning on the side of the road. The first person who helps them will gain the stranger’s undying loyalty. They will
17
wish to remain uncomfortably close at all times.
18 A herd of wild horses are feeding in a nearby clearing.
19 A fellow adventurer has heard of some of the party’s deeds and wishes to offer their help with any task.
“I quit!” screams a nearby adventurer. If the party chats with this person, they will hand over all of their adventuring gear and talk about
20
retiring to become a painter.
3–4 Visibility is quite low. All checks involving vision are rolled with disadvantage.
5–6 A group of travelers roll by with a cart. The cart is exposed to the weather and contains what are clearly slaves. This group is well armed.
A very unpleasant grouping of insects have infested the groups gear. Any rations are now tainted, and all gear must be cleaned thoroughly to
7–8
remove the bugs.
9–10 A child has been separated from their family. Finding them will take the party away from their current goal for 1d4 days.
11–12 A drug dealer approaches the party and offers them “something to warm them up inside.”
13-14 A woman rides by with someone tied to the back of her horse. The tied up person manages to drop a note for the party.
15-16 A dwarf wearing nothing but a pair of pants is looking for a person to wrestle. If a party member manages to beat them, that person wins 50 gold.
17-18 A merchant is selling cold weather gear at a steep discount.
There is a very wanted criminal in the area. If the party spots them, they have the choice to try and arrest them. This person is worth 350 gold
19-20
alive and 50 gold dead.
5 The group gets turned around. They are lost for 1d8 hours.
The ground is horribly muddy, making travel slow and cumbersome. Each member (or horse) must make a Constitution save with a DC of 10
6
every hour for 1d4 hours. On a failure, they gain one level of exhaustion.
The group stumbles upon a camp in the wilderness. The camp appears to be filled with old Overwatch loyalists. They are armed to the teeth and
7
even have siege weapons. The camp is filled with 5d10 soldiers.
8 The party encounters a small group of cultists. They are worshipping Uul’vek and swear that “he shall be released soon” (see Uul’vek, page 283).
The area up ahead is washed out from heavy rains. Crossing this will take more than a full day and the party might be attacked. Backtracking
9
and finding a different route will take even longer.
10 The footprints of something very large are found nearby. Does the party keep going and risk running into it, or take a different path?
The party happens upon a squire who has very obviously killed the knight they were traveling with. The squire will try to defend themselves. The
11
knight was wearing some very nice gear.
A very rich noble is lost in the wilderness and needs the group’s help. The noble has no one in the area to rely on and lives somewhere
12
near Brightport.
While hiking up a steep hill, the party must make a Dexterity save with a DC of 12. Any members that fail will tumble back down the hill and
13
take 2d10 damage. Any members of the party that did fall will collectively find 1d4 gemstones worth 25 gold each.
14 The group stumbles upon a lost cavern or crypt.
15 Buried partway in the ground is a small box. Inside this box is a map and a single key labeled “Don’t.”
16 A sorcerer is setting fire to trees in the area for “practice.”
17 A traveling band is stuck in the middle of nowhere. They don’t seem too upset though and invite the party to a hoedown at their camp.
18 The party has gotten used to the ground in the area. They all receive a +5 to speed during any combat they get into for the rest of the day.
The group finds a refreshing hot spring. If they choose to take a dip, their muscles are relaxed, and they gain a +2 to Strength (Athletics) checks
19
for the rest of the day.
A couple is meeting in secret. They spot the party and are worried that the group might tell someone in town. They offer the party info on their
20
family’s secret treasure.
She slipped out into the city streets and took in the sight.
What had always been a peaceful metropolis was now the
setting for a massive battle. It seemed as though everyone
who could pick up a weapon was fighting the army of
Briahna stepped outside for the first time in days, blinking completely metallic soldiers that had pushed through the
several times to adjust to the bright daylight. She had been front gates. These souls were trapped in living armored
staying at The Honest Harlot, a large inn and brothel in the bodies. Their glowing red eyes stared unblinking at the
center of the cesspool of a town known as Durnhollow. Brie people of the city as the clattering of weapons rang in
didn’t remember much of the night she checked-in. The Briahna’s ears. The walls that had served to protect this place
young girl had traveled for days on foot from Winterhaven for so long were ablaze and the smoke made it hard to see or
and by the time she had gotten to the bigoted little burg breathe. She crouched down and made her way through the
all she wanted to do was seal herself away and sleep. She streets, avoiding the fighting where she could.
recalled the woman at the front desk giving her a concerned
look before finally handing over a room key. Seeing the town Near the city’s center, she heard people screaming and
for the first time in the daylight was an adjustment. Every howling at their attackers, who made no sounds at all. The
building was either in disrepair, crawling with lowlifes, or both. flames danced off of the slightly reflective skin of five of the
essai troops as they closed in on a small group of townsfolk.
She reached up to her face. It still hurt after the meager There were only about ten of them and they appeared to be
medical treatment she had been able to perform on herself. mostly young or injured. She could use her powers and end
The entire area around her right eye was tender and stung this quickly. She could tear a hole through the lot of them
at her touch. She winced. The sun beat down on her and before they knew what hit them. However, she had made a
irritated the burn on her face. The pain helped her regain promise to her father.
focus. She raked through her hair with her fingers and moved
as much of it as she could over the right side of her rounded She advanced toward the group as quietly as she could,
and youthful face. picking up a large pipe that was laying in some rubble on the
side of the street. It was heavy and her small frame had a
She clenched her fists as the memories came flooding back hard time struggling against the weight of it. Getting closer
to her and she could feel the anger getting the better of to the civilians, she could see that most were in their teens,
her. This wasn’t the place for someone like her to draw throwing rocks and bits of brick at the essai as they moved
even more attention to themselves, but trying to hold in for the kill. Using every bit of strength within her, Briahna
Introduction
Aubrey finds itself the resting stop for all kinds of travelers, as it
sits between The Ivory Peaks and The Stonesunder Mountains
along the road from Winterhaven to Durnhollow. The city has a
refined feel, with many of its residents believing they are granted
prosperity and protection by The God of the Sun. Home to one of
the largest temples on The Mainland, many clerics and paladins
are drawn there to worship, study, and fight for what is good and
right.
The vampires decided they needed help. They could not let
Notable Places
Odoben continue, or he would bring about a new darkness to the Temple of The God of the Sun
world. They approached the captain of the town guard, Alexandra Run by Father Angus White, the Temple of The God of the Sun
Holden, to make a truce. With her help, they got a team together stands at the center of town. The main road leads directly to it, and
to take out the threat. During the battle, Odoben and a majority it is clear that the temple is the epicenter of Aubrey itself. People
of the vampires were killed, betrayed by the adventurers who had come seeking aid, shelter, and the light of The God of the Sun every
journeyed into the cave with them. Three managed to escape. day, and are met with clerics, researchers, and leaders who are
more often than not willing to help them find what they need.
The town prepared for a fight when they saw the vampires
approaching, suspecting retribution. In its place came a surrender. The Silver Flagon Inn & Tavern
The vampires told the town that they had no hope without their A lovely inn and tavern owned by Katha. Here, adventurers can
comrades and that they expected to be killed. find much-needed food and rest.
In another surprising turn, the town did not allow for the The Trusty Blade
vampires’ deaths. Instead, Father Angus White showed mercy and
At The Trusty Blade, one can purchase weapons and armor, or
allowed them to live within the walls. The city found itself in a
have armor custom-made by Artimus Peck himself. He is a savvy
truce, and the centuries-old war was finally over.
businessman and not one to be taken lightly, as he often tries to
overcharge or overpromise.
Moonlit Bargains
Run by one of the vampires in town named Thollin, this general
shop is open throughout the night. If adventurers or townsfolk
You try not to draw attention towards yourself
need to acquire something past dusk, they needn’t wait until as you approach the Bru’Gal encampment,
morning for a good deal. but doing so is exceedingly difficult. The orcs
have clear-cut the area around their stronghold
The Eternal Slumber Inn as far as the eye can see, and you stand out
Run by the vampires Johnathon and Saleena, The Eternal Slumber like a sore thumb in the area only a few miles
Inn prides itself on being a lovely and welcoming establishment.
outside of dwarven territory. The encampment
There are many travelers out there who are wary of sleeping when
they are aware that vampires are on the other side of their door, so
is huge and sprawling, a pyramid of tents
the two make sure that the benefits outweigh whatever perceived that grow larger toward the center. The orcs
risk an adventurer could conjure up in their minds. within are on edge, as one would expect from
a stronghold that just lost a hefty percentage
Aubrey Library of their warriors, and they are more than
Short of Uman’Yiro, Aubrey has one of the finest libraries in all prepared to “greet” you as you approach. This
of Ellara. The library is open to the public, and often one can find
will not be a warm welcome.
Clarissa there ready and willing to help out anyone who wanders
in seeking knowledge.
DURNHOLLOW separates Pyre Forest and The Deadwood which leads travelers
and traders to Donhurst, though even the safest path through
The Divide is generally avoided by most. During the recent war,
Durnhollow remained loyal to The Overwatch. It was home to
the Nu-Val slave ring, which lent the town an undertone of racism
You heard rumors that this town would be against any non-human people, but since the war’s end the town
has been much more accepting. Durnhollow’s economy is almost
small, but you hadn’t realized how small and
entirely driven by gambling and companionship.
run-down it would actually be until you see
Town Guard
The small-town guard is run by Sheriff Larren Grace. They patrol
and keep an eye on things, but rarely get involved unless it is
Shaleth Halill
Better Than Goods Alchemist with aspirations (page 367)
Run by Eva Tenny, Better Than Goods is a quaint shop where the
traveler on the go can grab quality goods at a cheap price. This Jeremy Vernon
shop is the preferred location in town for the essentials. Former “gate guard” and future vampire hunter (page 341)
THE STONESUNDER
art. Hundreds of families of dwarves call Stonesunder home, many
still living in the homes their ancestors carved; each and every one
of them strive to honor their family line through their craft.
MOUNTAINS Art is not the main function of the city, however. That is clear by
the ever-present Bronze Legion outside the gates and the highly
decorated Kingshield within. Despite the dwarves’ jovial daily
lifestyle, the king and his people stand ever vigilant. They took
Stonesunder city, home to the majority of the dwarves on Ellara,
this mountain and they know that means it can be taken away.
is but a small portion of the steep peaks that loom over The
The constant threat of the orcs against their southern border is a
Divide. Visitors are unlikely to encounter many vicious creatures
testament to that.
once they reach the mountains, as the animals that inhabit them
are generally passive. Even the occasional bear or mountain lion
is unlikely to attack, as easier prey is plentiful along the steep
mountainsides and the valleys between.
History
Because they have such long lives, keep intricate records of their
There is a path leading up the largest mountain that guides
family lines, and base their entire personhood on their lineage, the
directly to the dwarven city. It is safe, well-maintained, and wide
dwarves have one of the most extensive historical backlogs of their
enough to fit two carts side by side. It might seem as though
existence on Theria. Of course, they do not overtake the elves or
The God of Luck blessed the road with safety after maneuvering
high elves, but they are quite close, and many dwarves will dispute
through the treacherous areas that preceded it, but it is the
this fact for days on end if given the opportunity.
dwarves who carved it and they will remind anyone who forgets.
Originally, like many of the diminutive races, the dwarves came
to Ellara from the continent of Co’Dai. They first settled in the
STONESUNDER south, among what are now known as The Razormaw Mountains.
This was at least four generations of dwarves back, and as a healthy
dwarf can sometimes reach 180 years of age, one can imagine why
a dwarven scholar would have much pride in being able to trace
their lineage so far.
It took careful planning to get past the Bru’Gal The hot climate did not suit them, so they began to move north
encampment, but you and your party managed until they constructed a comfortable home for themselves at the
with minimal trouble. On your way to the base of what was then Krenmar Mountain. They found a large
mountain, you passed farmlands as far as your tribe of minotaur living on the mountain, and the two peoples
eye could see, at least until you started up the formed an amicable alliance that lasted many years, with only the
mountain and had a higher vantage point. occasional minor disagreement between them. It was not until little
Your eyes are drawn away from the beauty more than a century ago that a deadly disagreement cut the union.
of the horizon when Stonesunder comes into It is well known that dwarves are quick to anger and slow to cool.
view. The architecture sings with history, the There had been a few small disputes leading up to the tragic event,
imprint of dwarven craftsmanship carved into but the final straw happened in 1153 AEC when the minotaur
the mountain itself. Though it does not have chieftain Takaras Blackhoof’s daughter was to be wed. He
the elegance of elven design, no one could deny accidentally overlooked inviting the dwarves to the festivities, which
that dwarven carvings are exquisite in their proved to be his undoing.
own right and built to withstand generations The dwarves took great offense to what they perceived as a
of wear and tear. The dwarves always seem to personal snub against them. King Takard Stonesunder of the
want to leave a mark on this world. It’s nice to dwarves gathered his troops and mounted an attack on the
know at least some of that can be beautiful. minotaur during the ceremony.
The dwarven military is something to be both admired and feared The Forge
in equal measure. Paranoia and pride have driven it to become one Though dwarves are not traditionally depicted in Ellara as
of the most astounding military forces within Ellara. There are two particularly magic oriented, rune magic is rather integral to their
branches. The Bronze Legion guard the borders against any threats culture. The chamber of The Forge sits under The Great Hall,
to Stonesunder. The most urgent of those threats currently are the and though there is no natural source, a pit of magma boils in
orcs of the Bru’Gal, who are constantly trying to push forward into the center. The molten rock is summoned up and sustained by
dwarven land from the south. Then there are the Kingshield. rune priests, and it is utilized in hundreds of ways in The Forge.
The chamber is unbearably hot to most other races, and even
Factions & Groups the hardy dwarves who work in the area wear leather aprons and
The Kingshield other protective gear. The room is a cacophony of hammering and
boiling, as gold, silver, steel, iron, and other metals are smelted
The elite military guard of Stonesunder. These soldiers are trained
and crafted. Depictions of the gods line the walls, and though all
relentlessly and have shown great aptitude in their vigilance and
the gods are represented, it is The God of Creation who is featured
fighting prowess. They are held in high esteem, as they are trusted to
most prominently.
stay within the walls of Stonesunder to protect the king and his citizens
The party hears an explosion just before a large tree to their side starts to fall toward them. The party must make a Dexterity saving throw
4–6
with a DC of 12. On a failure, they take 3d10 damage and are restrained. 1d8 bandits attack from the trees.
A level 3 werewolf appears and leaps toward a random party member. If the werewolf is defeated without killing it, the werewolf turns back
7–8
into Tamara Sellers (see Lycanthropy, page 244; see Tamara Sellers, page 369).
9–10 The group hears two travelers yelling at one another in the near distance.
11–12 An out-of-control cart is racing down the road in the direction of the party. It is on fire and the horses pulling it are clearly spooked.
A cleric of The God of Undeath approaches the party. They insist that their god wants them to share a blessing with this group. If allowed by
13–14
the party, the cleric will begin chanting some prayers and afterward, the cleric will give the party a random item from their pack.
A lost and scared noble is crouching behind a tree, hiding. They offer the party a huge reward if they can return them to their home
15–16
safe and sound.
While taking a break from the road, the party finds a grave marker with the words “Here lies Dexter. We buried you with
17–18
your prized possession.”
A random artifact from the Ellaran Treasures section in the Mechanics & Miscellany chapter of this book (page 277) is lying in a crate near
19–20 the side of the road.
3 Downpour: Disadvantage on all Wisdom (Perception) checks and -5 to passive Wisdom (Perception). Lasts 2d4 hours.
4 Light Rain.
5 Strong Winds: Disadvantage to ranged attacks and Wisdom (Perception) checks using hearing for 1d4 hours.
13–14 A woman transporting holy wine is having trouble with her cart. If the party helps her, the woman shares some wine with the party.
A party member catches an orc shouting to a group of Ravagers from the Bru’Gal encampment about an upcoming attack on the town of
15–16
Durnhollow (a party member must speak Orcish to overhear this).
The party catches a member of the Bronze Legion from Stonesunder practicing gentle bird calls in a nearby clearing. They are so embarrassed
17–18
that they offer the party 150 gold to keep quiet about the incident.
19–20 A cask of Blackout (a very strong alcoholic beverage) has fallen off the back of a wagon and is lying by a tree (see Blackout, page 192).
78 Divided
What I’m asking of you isn’t fair, and I’m sorry. I told you that The prospect of crossing The Deadwood in the middle of
I didn’t want you in his life and now I’m dropping everything the summer wouldn’t have been his first choice. At least in
on you all of the sudden. I don’t have any other choice Grant. the winter time things were quieter. You had a better chance
Please. By the time you arrive I may have already passed. I’ve of hearing something trying to sneak up on you. Time was
done everything I can to reduce the burden on everyone. Most of the essence though, so Grant rented a wagon with two
of my affairs are in order. I’ve explained the situation to Darrin horses and purchased some provisions for the road. He
the best that I can, but he’s understandably upset. wasn’t a rich man, but living alone did help him save some
gold from time to time.
I know the man you are Grant, so thank you in advance. You’ll
forever be in my heart. The journey from Whitehedge to Aubrey was a long one. For
nearly a week and a half Grant had what felt like an eternity
Best, Janis to think about what was waiting for him in his old home
Divided 79
80 Divided
“The food was pretty comforting though. I found this little It took about 45 minutes to find enough prime wood to
spot during my first night there and had the most delicious feel justified in heading back to camp. As he approached,
chicken and potato platter. Maybe I can take you there when he could see the glow from a well made fire burning in the
we arrive?” camp. Grant flashed back to his son as an infant and all the
pride he felt holding him for the first time. Then he saw what
Silence. looked like there was more than one shadow weaving in the
light that danced around the wagon. Grant sat the wood
“Of course, chicken isn’t for everyone. That’s perfectly fine. down carefully and crouched behind some bushes.
What’s your favorite meal? I’m sure we can find a great spot.”
Peering through the shrubs he could see multiple pairs
Darrin cleared his throat and for the briefest of moments of legs. They were standing in front of Darrin asking
Grant thought he was going to speak. That wasn’t the case. him questions. What was he transporting? Are there any
The wagon creaked as it bounced along the road slowly. valuables? Are you alone?
So, Grant decided to keep talking. It was better than the “They obviously are aiming to rob us,” Grant thought. He
silence, and they had a long way to go before they got back tried to get a better view to see how many of them there
to Whitehedge. He spoke about his home and what the were. He knew that he couldn’t take on all three of them but
town was like. He talked about traveling to Brightport every maybe he could attempt to scare them off. That wouldn’t
now and then, and all the sights there. He reminisced about work if there were more waiting in the wings. Grant gripped
Janis and what she was like when she was younger. And for the dagger he kept on his hip for defense.
a long time, he talked about what it was like when he had
left Aubrey and moved away. How uncertain he felt and All of a sudden one of the bandits struck Darrin in the
paralyzed with doubt he became on the journey there, and stomach and the boy tumbled to the ground in front of them.
about every thought that had been going through his head. It took everything in Grant not to leap from the bushes and
charge the group of thugs. “I don’t have all night kid. You
Divided 81
Darrin was upright and still gripping the blade in his hands
for dear life. It was covered in blood all the way up to the
hilt. The man he had stabbed had fallen over was still crying
out. The individual that Grant had struck, was stunned but
recovering. Grant had chosen not to continue the attack
after the men were caught off guard. He didn’t want to kill
them, just get them away from Darrin.
82 Divided
The council has set about demonizing the “other” high elves in The Roomy Satchel
Onak-Al for not having enough pride and letting themselves fall The Roomy Satchel is the premier goods shop in Odysia. It
victim to a curse in the first place. In their own minds, they would features everything from common items to curated artifacts of
have found a way to protect the city in time, or at the very least considerable power. While Jaris Beneth, the salesperson, can be
returned to the world with more dignity than their “other” selves. snippy at times, she knows her craft and is quite informed on many
of the shop’s goods.
Notable NPCs
Maldrin Shale
High-ranking council member (page 354)
Ensioc Arcanscape
Council member (page 333)
Nymira Alderthien
Owner of Shelves (page 359)
Yorvan Zerreth
Head of “community outreach” and reintegration (page 382)
Jaris Beneth
Owner of The Roomy Satchel (page 341)
Horval Gallaris
Most welcoming, open-minded high elf of Odysia and owner of
The Silver Square (page 339)
3–4 The party hears a terrible noise coming from above (see Rock Slide, page 198).
There is a large gap in the path ahead with a very steep drop. The party will either have to find a way across or backtrack and hope there is a
5–6
cavern system that can take them to the other side.
7–8 A storm is brewing and threatens to knock the group clean off the mountain itself.
The path ahead has narrowed quite a bit. It looks like it’s going to be single-file marching for the next 1d4 miles / 2d4 kilometers. Roll a 1d8
9–10
on this list again and add the resulting complication to this roll.
11–12 In a lucky break, the weather is cooperating with the party. It’s mild and there doesn’t seem to be anything in their way.
13–14 The group finds a vein of ore outside a cavern. It looks to be valuable.
Dangling over the edge of a cliff is a lone traveler’s corpse. They appear to have fallen off with no one to help them. There also appears to be a
15–16
rare-looking weapon on their back. It could be dangerous to get to them, however.
17–18 Someone in the party finds a shortcut that will shave off 1d4 hours of travel. The path also looks safer.
19–20 The party finds its second wind. They receive inspiration.
Caverns
d20 Encounter
1–3 A red dragon has been nesting in this cavern. The party is about to find this out the hard way.
4–6 A skittering sound reverberates against the walls. 2d12 goblins descend from the ceiling.
7–10 Suddenly and without warning, a cave-in begins in the party’s area (see Cave-In, page 199).
11–14 A rich vein of silver is found in one of the cavern offshoots. This would be very valuable to the right buyer.
15–17 It seems that some other adventurers have been here and two of them must have been killed by a dragon. It’s a terrible loss, but at least
they left some items behind.
18–20 A powerful mage had been using this cavern as a makeshift laboratory. There are potions everywhere and an odd-looking artifact.
2 Magic users are getting a strange sensation. It’s leading them further into the mountain. Something powerful is here.
3 The cave ahead is pitch black. Something is making noise inside. It almost sounds like…crying?
A large monster corpse blocks the way ahead. It can be climbed over. It also looks like there are valuable bits of the creature that could be
4
used for potions and rituals.
5 A very old elf is living near the top of this mountain. Why are they here? Are they friendly?
6 A dire goat is being pretty aggressive about the group trying to move past it.
90 A Dying Breed
“It isn’t going to change anything,” they said as they lifted “They are afraid of us because we are weapons,” Brekrok
one of the heavy stones off the path with ease. Their corrected. “That won’t change. War or no.”
voice was gruff, and they spat out the words like venom to
their companion. Brekrok had very little patience for Shepard’s relentless
optimism. Neither did most of the other essai who remained
The day was cloudy and damp, not that it kept the living in the city for that matter. There was a reason only Brekrok
armor from succeeding at their task. Another building had had been the single volunteer to assist Shepard for this
crumbled. That was common in the broken city, and barely chore. The others might have joined if it were someone else
worth a mention if it were not for the fact that it had fallen leading the project, but Shepard was talkative, and excitable.
across one of the busier streets which led to the front One of the last of the essai built before the entire race had
entrance of Odysia, and when the warriors returned Shepard been banished from Uman’Yiro, his composition suited his
had insisted they not have to climb over rubble. They were mannerism in a striking way. As one of the thrall, though
A Dying Breed 91
“To Uman’Yiro? Why in gods name would you want to go “Someone had children with you,” Brekrok cut off derisively.
back there?” “I doubt that.”
“To learn,” Shepard replied, as if Brekrok was the “Well. I might be their uncle. Or brother? Or sister, even. I
naive one. “There’s so much about the world that we don’t can’t really tell. When I’m dreaming, I can only remember it
know. So much about ourselves that we don’t know. Aren’t exactly as it happened, and I didn’t look down at myself.” he
you curious?” elaborated despite the mocking tone. “Can you imagine? I
could have been a lovely little thing.”
“Don’t be ridiculous.” Brekrok rumbled low. “Do you really
think they would welcome you? They all think of us as “You aren’t dreaming. Essai can’t dream. We don’t sleep.”
mistakes. They only sent us away because murdering us all
“Well, I can. If I try,” his tone was starting to shift slightly to
would make them look bad. It’s all politics up there.”
defensive now. Maybe even hurt.
“They’re ignorant about what they made, that’s all.” he
There was a drawn-out silence after that. Brekrok continued
countered. “If they could speak to us, get to know us, they’d
to push the boulder out of the way until it was clear of the
see we aren’t so different. We’re people, too.”
street. It had once been a column, they could tell by the
“I promise you they don’t see it that way,” Brekrok said. divots in the side. Someone had built that column, just like
“They see armor they enchanted to life. They see creatures someone had built Brekrok and Shepard. They hadn’t been
made to battle—things that can’t eat, that can’t sleep, or born, like a gnome or halfling. They were things in the minds
dream. Only fight.” of outsiders. Soul or no. Why couldn’t Shepard see that?
Surely, he’d be happier if he just accepted it and moved on.
“I dream.”
After they were finished, Brekrok stood silent. They could
That gave Brekrok pause, if only for a moment. They turned feel Shepard’s gaze on their back. They felt as though
and looked at the thrall over their pauldron. The skinny thing they would be able to see the hurt in the jewels that were
was struggling with one of the boulders, barely moving it Shepard’s eyes if they turned to look, even though that was
despite putting his entire body weight against it. So much for impossible. Neither thrall nor archaics could show emotion
that way. And yet Brekrok refused to turn.
92 A Dying Breed
“Look, this path is more than wide enough for the “I… held a sword. I was a soldier,” Brekrok said, voice
triumphant warriors to march through,” Brekrok continued, trembling and broken. They felt a burning in their chest.
gesturing to the road. “If I can fit, so can Titangrip. It’s going Whatever was happening to Shepard was happening to
to rain. Let’s get inside.” them, too. They could feel it. “Human, maybe. Or tiefling. A
husband... I had a husband.”
They finally dared to turn their head and saw Shepard. He was
looking away now, and gave a single nod as acknowledgement The light in Shepherd’s jeweled eyes was fading. Blinking, as
to Brekrok. It made something inside the essai twist. As though he were trying to hold on. His face tilted up to meet
they started down the path they started to search through Brekrok’s, and a soft rasp accompanied his next words.
their mind for something they could say. Eyes focused on
the path directly ahead of them, sometimes catching the “Really…? You remember, too?”
thrall’s ankles in his periphery. They needed to come up with
Brekrok felt the burning spreading. Up their throat. They
something they could do that would make Shepard act like his
could feel the rust moving down their own thick, plated arm.
annoying, relentlessly cheery self again without playing into
They nodded.
his delusions. They glanced up, readying themselves to reach
out to the man, when they suddenly felt a pulse.
“Yes, Shepard. I remember. I dream too,” they promised,
squeezing the thrall’s hand. When they pressed against the
Not as if there was blood in their veins that would rush
other’s glove, however, they felt how brittle it was. They
through a beating heart. A sudden force that emanated from
had to release their grip slightly to keep it from crumbling to
deep inside their metal body. At first it was merely peculiar,
dust. “Stay with me. It’s going to be okay.”
but in an instant, it started to burn. Brekrok tensed and
rocked on their feet. They knew almost immediately that
There was a silence. Rust was spreading over Shepard’s
they were not alone as Shepard collapsed a few feet ahead.
faceplate now, the light all but gone out.
The larger essai quickly tumbled forward, falling onto their
knees beside the thrall. They saw a dark red seeping up from “No,” he said. His voice was so soft it was only the echo of his
the clothes Shepard insisted on wearing. At first Brekrok own armor that made it audible to his companion. “No, it isn’t.”
truly believed it to be blood, but soon recognized it for what
it was. Rust. Spreading from the core of their friend, as The hand in Brekrok’s crumbled, and the light went out.
though it were devouring him.
“Shepard!” they cried out, reaching for his hand. The smaller
essai weakly turned his head.
A Dying Breed 93
Notable NPCs
Jadzia Grimnas-Grace
Mayor of Esterholt (page 340)
Vallus Grimnas-Grace
Captain of the guard and member of the Council of Grace (page 378)
Sarrif
Former criminal and member of the Council of Grace (page 366)
Julie Fairway
Leader of the Temple of The God of Courage (page 343)
Una Anhelada
Trainer of the paladins of The God of Courage (page 377)
Marla Binlain
Owner of The Velvet Pillow (page 355)
Arsus Valaini
Leader of the Temple of The God of Creation (page 315)
Yersa Da’lai
Leader of the Temple of The God of Wilderness (page 382)
Harley Kirk
Operator of the Esterholt Shelter for Children (page 339)
Yoste Primshall
Owner of The Golden Blade (page 382)
Ellie Adams
Owner of The Crouching Tiger tattoo shop (page 331)
Zaneak Oslamire
Co-leader of the Order of the Scale (page 383)
Olhona Wilhorn
Co-leader of the Order of the Scale (page 359)
11–12 A large tent is pitched in the middle of the forest. A witch is inside and offers to tell the party their fortune, for a price.
13–14 A person sprints past the party while holding a small goat. The person is telling the party to run for their lives.
A noble from Brightport is lost in the woods and clutching a book about what they believe to be their own family. They currently
15–16
have no idea who they are.
A half-elf with a gambling addiction is carrying a very valuable weapon. They challenge a random party member to a game. Each will
17–18
bet all of their possessions and the winner of a single coin flip gets everything.
19–20 The group finds some discarded clothing and a set of footprints that lead to a cave entrance coated in slime. Someone is yelling for help inside.
17–18 A frazzled person is handing out coupons for 15% off at The Pounce and Claw in Fairbay.
The entrance to a cave is decorated in a manner the party has never seen before. A large dragon skull has its jaw stretched wide open in front of
19–20
the cave and weapons are lining the cave’s entrance. What could be inside?
A person stumbles up to the group and pleads for help. They A farmer approaches the group asking for help. Their farm is
7–10 9–10
are covered in boils and are in a great deal of pain. nearby, and they need help wrangling their giant bees.
A half-orc paladin warns the party of a group of vampires on The sun is shining on the party’s shoulders today. Everything
11–12 11–12
the road ahead. They give the group a vial of holy water. seems to be just fine.
A group of hunters are having a contest of strength. They A strange hermit is frantically clawing at the ground. If
13–14
invite the party to give it a try. the party gets near them, they will point at a random party
13–14
member and swear that they can enchant their weapon with
A wolf cub is yelping somewhere in the area. It sounds like it’s
15–16 magic if they will allow the hermit to hold it for a bit.
hurt and scared.
A half-elf covered in fire ants runs by the party. As they
A large mob is coming up the road from the east. They have 15–16
scream “not again,” they drop an important-looking letter.
decided to storm the gates of Donhurst and “cleanse the city
17–18
of evil.” There doesn’t appear to be too many fighters among The party finds a camp of adventurers. They offer the group a
17–18
them. Does the party join them? spot near the fire and some warm food.
An abandoned cart is sitting on the side of the road. Does the Zenora Fennis rides by the party before doubling back and
19–20
party take it? speaking with them. She is a monster hunter on her way to kill
19–20 “The Countess.” She offers them a spot by her side as she slays
the monster and promises they will be written into the history
books (see Zenora Fennis, page 384; see The Countess, page 323).
A form can be seen just on the edge of the party’s vision. It Several knights are surrounding a noble from Brightport.
7–8 4
seems to be following them. They demand that the party leaves at once.
A dark voice starts to speak to one random party member. A very small group of men and women are traveling and stop
9–10
The others can’t hear this. near the party. They start to flirt with the party and insist on
5
spending some “alone” time with members of the group. They
The group finds a person completely frozen in fear. They can’t
11–12 are very lonely.
speak or move on their own. Their hair is bright white.
A shifty-looking figure with deep red eyes walks calmly
A group of bandits are shouting at unseen attackers in the 6
13–14 toward the group. They refuse to speak.
nearby clearing. Does the party approach them?
Two clerics are found by the party, dead. They are gripping
19–20
rings that grant immunity from necrotic damage.
Brecken’s Hearth
Fairbay’s most popular inn, Brecken’s Hearth run by Clay Brecken
keeps the pure and restorative reputation of the town alive by offering
The town doesn’t seem amazing from afar, a warm, safe, and clean place for adventurers to stay the night.
passing by acres of farmland to reach it, Hunter’s Alley
but once you make it in, you see the small The general store and weapons shop in town. Though one won’t
houses and the main road that already has find the rarest or most adept weapons and items in this store, it
grass peeking between the cobblestones on will get you by in a pinch.
the path. The air carries the slightest scent of Zale Farm
baked goods and the welcoming smile of the Tepin Zale is a cornerstone of Fairbay and raises the local hogs,
bartender reawakens something within you. riding his karmoline (see Karmoline, page 262) to get from place to
This is why you fight. place. He also grows traditional crops and always offers a fair price
to the locals. He is often the first to run into trouble, as his land is
the closest to the town’s outer limits.
Bill Freeman
Government Strongman and entertainer (page 319)
Like many small towns on The Mainland, there’s only a sheriff
Jeremy Kavens
in place to create and maintain order. For Fairbay it’s almost
Waiter at The Pounce and Claw (page 341)
unnecessary, as there is virtually no crime. Everyone knows one
another and there is little motivation to commit any malicious acts Gregory Levy
for personal gain. In fact, Fairbay is often used as a neutral meeting Greeter and seater at The Pounce and Claw (page 338)
ground for disputes for just this reason.
Jaina Mun
Notable Places Chef and co-owner of The Pounce and Claw (page 341)
Caileb Besson
The Tipsy Pig
Chef and co-owner of The Pounce and Claw (page 322)
The most welcoming tavern in Fairbay, and perhaps all of Ellara,
The Tipsy Pig is almost suspiciously wholesome. One can find
the friendly and sweet tiefling woman Naza Arehala running the
bar, always willing to help however she can and showing genuine
You’ve heard the stories. Honestly, you Over time, the town formed a solid understanding of the creatures
wouldn’t have come if it were not completely they were dealing with. They watched people change and deduced
it was the bite of a werewolf that spread the curse. They found that
necessary, but The Silver Glade was the fastest
silver was a particularly potent weapon against the beasts. They
route to Whitehedge you could take. In fact, believed they had control over the situation. They were wrong.
it was the only route. That’s probably the only
reason Lochfort still exists after the “incident.”
Your first thought upon walking in is how “I feel personally as though Lochfort,
shockingly put together the town is. Where unintentionally but with some intention, were
you expected to see claw-scarred doors and the cause of the deaths of our friends.”
boarded windows there are instead clean shops
and newly-built homes. Maybe it was foolish – Khoury Forestkeeper (Arc 1, Episode 90)
to think that after two years the town would
still look ravaged, but as a fog comes sweeping
After several years, an attack was leveled against Lochfort, later
across the dirt roads and the sun sets, you
dubbed “The Great Purge.” Under cover of fog, the werewolves
can’t help but think you’d like to get out of rampaged through the streets, slaughtering the townspeople.
here as soon as possible. The speed and strength of the creatures made them nearly
indestructible. The survivors boarded up their homes and prayed
for a rescue.
History
Lochfort has always been a hunting community; the town was
settled at the southern tip of The Silver Glade for the sole purpose
of being close enough to the forest to hunt for prey to eat and
trade. The people lived peacefully for years until 1261 AEC when
Trevor McBride, the son of a local barkeep, survived a werewolf
attack. Later, he succumbed to the curse of lycanthropy and fled
into the woods. Hunters went in after him in groups only to never
be heard from again. In time, more and more werewolves were
sighted, and the people of Lochfort knew that they could not all be
Trevor. White, red, brown…wolves of all colors appeared.
The Great Hunt was founded in 1261 AEC as a means of curbing
the werewolf population. Brave and capable hunters gathered
from neighboring regions, particularly Fairbay, and trekked into
the Glade to kill as many of the monsters as possible. It became a
The voice offered Freya a bargain one day. “Abandon your mission.
The 5 ft. by 5 ft. (1.5 m by 1.5 m) metal door is covered
Withdraw from the world above completely and I can help you
in dirt and grass as you approach it. It will take a
reach your full potential,” it said.
decent amount of work just to clear it off enough to
“If you pledge your loyalty to me, I will ensure that you and your try and get it open. It appears to be quite solid and
people will live for an eternity. In return, when the time comes, fiddling around with the lock tells you right away that
you will help me join you above.” it has been broken from the inside.
The room contains some expired food and 28 gold. 11. Hallway Blades Trap
There’s a 15 ft. by 15 ft. (4.5 m by 4.5 m) area at the base of the
4. Reinforced Wooden Door (locked) staircase. Beyond that is a hallway leading to a wooden door. As
AC 17 • HP 4d8 • Lock DC 17 soon as the party enters the area at the base of the staircase, a set
of circular blades begin to spin in place within the tight corridor.
All of the food in this pantry is rotten. Luckily there are some
things of value here. Trigger. This trap activates as soon as a non-undead creature
enters the hallway, and it remains active while any non-undead
4 Potions of Greater Healing
creature is within it.
3 Bottles of Vintage Wine (worth upwards of 500 gold)
1 Elixir of Health Initiative. The trap acts on initiative 20 and 10.
Titanshard Soldier Parry. The specialist adds 2 to its AC against one melee attack that would hit it.
To do so, the specialist must see the attacker and be wielding a melee weapon.
Medium Undead
Abilities
Undead Fortitude. If damage reduces Freya Titanshard to 0 hit points,
she must make a Constitution saving throw with a DC of 5 + the damage
Legendary Actions taken, unless the damage is radiant or from a critical hit. On a success, Freya
Freya can take 3 legendary actions, choosing from the options below. Only Titanshard drops to 1 hit point instead.
one legendary action option can be used at a time and only at the end of
another creature’s turn. Freya regains spent legendary actions at the start of Actions
her turn. Hellish Weapons. Freya’s weapon attacks are magical and deal an extra 5
Hellfire Orb (Costs 2 actions). Freya hurls a magical ball of fire that explodes (2d4) poison damage on a hit (included in the attacks).
at a point she can see within 120 ft. (36.5 m) of it. Each creature in a 20 ft. Multiattack. Freya makes two melee attacks.
(6 m) radius sphere centered on that point must make a DC 18 Dexterity
saving throw. The sphere spreads around corners. A creature takes 35 (10d6) Greatsword. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. (1.5 m), one
fire damage and 35 (10d6) necrotic damage on a failed save, or half as much target. Hit: 13 (2d8 + 4) slashing damage.
damage on a successful one. Parry. Freya adds 2 to her AC against one melee attack that would hit her. To
Greatsword Attack. Freya makes a Greatsword attack. do so, she must see the attacker and be wielding a melee weapon.
A group of people offer the party a place to stay for the evening. With a Wisdom (Insight) check of DC 14, the party will pick up something
5–6
weird about these people.
A traveling salesperson offers the group a once-in-a-lifetime deal on some armor. There is a 50-50 chance the armor is fake, but the party will
7–8
not be able to find out until it’s used.
9–10 Toll collectors working for Lochfort have set up a stop on the road. They are less than kind to the party.
11–12 Two people are debating casually about a local election. One of them, very calmly, pulls out a knife and stabs the other.
“The Great Lushstone” wants to perform for the people of Brightport. He might need some help getting there though (see Hamlin
13–14
Lushstone, page 338).
A woman named Valerie Ebelmare is on a cart with her two children. She asks for protection while traveling to Whitehedge. If the party
15–16
helps, she will offer them a discount at her weapons and armor shop (see The Ebelmare Family, page 330).
17–18 A gnome jumps from the cliff above using a glider. The party watches as the gnome lands poorly. They land on their head and die. Free glider.
19–20 The goofiest dog in the world runs up to the party. It will follow them forever.
5–6 The Fang are taking people back to Donhurst as slaves. There are a fairly large number of them (see The Fang, page 307).
In the middle of the night, the party hears something large stomping toward the camp. There are strange footprints in the area with three
7–8
large claws (see Rotling, page 267).
13–14 A farmer is in the way up ahead. The mule pulling their cart simply will not move.
15–16 Someone cries out in joy several yards/meters away. They have just found a rich gold vein.
An elderly couple wants to talk to the party. They will not let the group go once they start. However, if the group talks to them for an hour or
17–18
more, the couple will gift them a rare sword that used to be their son’s.
19-20 The area seems to grow dark within seconds. The Grend is near (see Grend, page 260).
1d4 briar trolls start charging toward the party. One is faster than the others and each round of combat will see a new troll enter until all are
5–6
accounted for (see Briar Troll, page 256).
7–8 The party can feel in it their bones. Something is stalking them.
9–10 The group hears a brood of chickens. If the group moves toward them, something snatches the chickens up from the darkness of the woods.
11–12 A helpful voice speaks within a random party member’s head. It’s telling them that the rest of the group can’t be trusted.
13–14 There’s some big game out today. The party should have plenty to eat as long as they make their shots.
15–16 A flock of birds take off nearby, revealing the position of something trying to sneak up on the party. The party now has the upper hand.
The party finds the last known whereabouts of the Tiri’Val clan of high elves. There are many abandoned buildings and books detailing ways
17–18
to commune with dragons. There is information here that can be found nowhere else in the world.
19-20 This area looks completely barren. It’s as if no one has been here in decades. There is a sealed-off cave with high elf script on it. It’s the
entrance to a lost city.
2 As cold rain falls on the town of Lochfort, there are mourners carrying a body to the cemetery.
4 There’s a small group of brewers celebrating that they have created a new drink. They want to share it with the party.
6 A bloody old human staggers toward the party before dying at their feet. There is a knife in their back with a message to the party tied to it.
OR’RASH
items of value that they could find. In return, Straad would not
attack them and would be at the call of the leaders of the tribe.
The harbinger who made the deal was given a summoning horn.
It could only be used once, but when it was sounded, Straad would
come to the aid of the army of dragonborn.
The city of dragonborn is unlike any you have Shortly after the deal was made, the dragonborn began making
ever seen in your life, and you ponder how any small expeditions to see if they could communicate with
creature could live this way, but you suppose more dragons and forge further treaties. Some even tried to
that is how you are meant to feel. They do not train dragons to let them ride on their backs. As dragons are
want people to join them. They want you to sentient and prideful, these attempts usually ended with a dead
dragonborn, but there are stories of rare notable dragonborn
be impressed by their strength and fortitude,
soldiers flying on the backs of young dragons. Eventually the idea
their ability to survive—to thrive—in such was abandoned, as it was seen as disrespectful.
Wise Ones
Though strength is of the highest value in the culture of red
dragonborn, wisdom is not discounted. Once great warriors, the
wise ones of the tribe use their experience in battle to train and
teach the younger generation how to fight. They are also the group
who judge the vitality of the newborns to see if they should be
rejected or not.
Notable Places
The Pit
All disputes between dragonborn are settled here. It is a place to
fight with honor and to test your mettle against someone you feel
wronged by.
Notable NPCs
Balsk
Dragonborn leader (page 318)
Wyrnal
Aide to Balsk (page 381)
Nora
Soldier and trainer (page 359)
Kaagan
Local weaponsmith (page 343)
Introduction games, but the whispering voices of morality, murmured from the
beginning, grew into a loud outcry.
Uman’Yiro is a city of peace and knowledge. Every decision made
Ellanan was among the first archmages to campaign for the rights
and every precaution taken is meant to protect the people within
of the essai. He told others that he wanted to free them, but some
the city so that they may continue their research and solve the
suspected that his sudden change of heart was entirely political. The
problems that plague Theria. These problems can be as intricate as
essai were given free will, but were also banished from Uman’Yiro.
understanding and perhaps defeating the very nature of mortality,
Many of the essai made a pilgrimage to the high elven ruins of
as relatively simple as keeping towns safe, or anything in between.
Odysia, where they lived for many years until Malchus Grimnas
They believe that in order to answer the mysteries of the world,
used the Diara’seeai to almost entirely wipe the race out during the
they need to transcend it.
war against Overwatch. Diara’seeai translates directly to “clean slate”
The magical city accepts all races, as they recognize that anyone in Elven, and that is what the archmage finally received. So long
has knowledge to offer. Even so, some prejudices live on and as no one ever discovers that he was the one to hand the magical
dragonborn and dwarves tend to need to prove their intellect more artifact over to the notorious tiefling, his job remains secure.
so than some other races. Those who come seeking knowledge are
treated respectfully, but the city does not look kindly on ignorance.
Government
It seems as though every inch of the city is magically enhanced
Uman’Yiro’s affairs are managed by seven archmages who cover
in some way or another. Magical fire fills sconces and lanterns,
a wide range of races and a deep well of knowledge. These seven
lighting the streets and buildings brightly. Teachers perform tricks
make all of the crucial decisions for the city and are presumed to
on the sidewalks to tempt students to enroll in their schools,
have the people’s best interest at heart. There is an annual vote for
and small wonders are performed to take care of everyday tasks
new leaders, but it rarely ever results in ousting the seven already
everywhere from great libraries to small restaurants.
appointed. Almost all archmages go on to retire comfortably and
let their accomplishments speak for them. The retiring archmage
History will often endorse a mage to take their place, but all seven need to
agree before they can take up the mantle.
Uman’Yiro began its life as humbly as many other cities on The
Mainland as a trading port in 994 AEC. Because of the vicinity of The politics of keeping one’s title and making any real change
rare herbs, it was an attractive prospect for mages and soon the in the city are cutthroat. While their jobs remain more or less
port was dealing in trade specifically for them. As that knowledge secure, they do have to keep up a balancing act between pleasing
spread, shops specializing in different forms of magic popped up the citizens and preserving their relationships with other council
and the small town attracted more and more scholars and magic members to ensure that remains the case. Nothing is free, and
users. Uman’Yiro was officially founded as a city in 997 AEC. all the archmages have become accustomed to making deals and
double-crossing one another to pursue their own interests.
Elrow Quidae
Archmage and Ellanan’s greatest competitor (page 332)
Yoros Imadar
Archmage and opinionated necromancer (page 382)
Reyna Helayga
Archmage and intelligent and powerful healer (page 363)
Zao Drusk
Archmage, powerful sorcerer, and moral center of the Council of
Archmages (page 383)
Lazin Talg
Archmage, temperamental druid, and close friend of Zao (page 351)
Hilni Zorrin
Archmage and rune master always open to a challenge (page 339)
Tia Neree
Owner of The Moonlit Willow (page 374)
Tamlin Craykill
Official greeter and tour guide of Uman’Yiro (page 369)
Qubert Danning
Owner of Qubert’s Quills (page 362)
Damerai Nessbet
Owner of Apple-ca-Dabra (page 325)
Farros Nessbet
Owner of Ala-ka-Ham (page 334)
Jodie Wriling
Head researcher (page 342)
5–6 A gang of hired goons block the group’s way forward. They will not allow them to pass for any reason until 2 days later.
7–8 A person rides on the back of a bear as they try to calm the animal. They are doing poorly.
9–10 A dwarf is licking a nearby stone. They seem to be very interested in the taste.
11–12 A small child is running away from home. It’s a miracle that they are still alive.
13–14 An annoying bard sings pandering songs about the party. They expect a tip for their trouble.
15–16 A pair of surly essai yell toward the group. They are lost and want the party to take them to Durnhollow.
17–18 A gang of children attack the party to attempt a robbery. They have small knives and will stab the group. They have wealthy parents.
A slightly tired-looking mage insists that they have unlocked the power of teleportation. They offer the group a free trip anywhere they can
19–20
think of. It should work just fine.
7–8 The party spots a very dangerous and wanted criminal. They could fetch a pretty penny if delivered to Brightport.
9–10 The party wakes one evening to find a cow mooing in their camp. There are no other cows nearby.
An elderly mage is inspecting a downed tree. They seem to feel that it’s a bad omen. They ask the party to journey to The Evergreen
11–12
and speak with the elves there for advice.
A cartographer is mapping out a forest to the west. They seem to have no idea why they are in the forest, but they know they have
13–14
a job to complete.
A person falls in front of the party and lays dead on the ground. They must have fallen from the cliff above. They were carrying
15–16
some nice equipment.
17–18 What a lucky break! The group finds a lovely spot to camp with plenty of food nearby. They can get some rest and resupply.
19-20 After exploring some off-the-map locations, the party finds the entrance to a lost demon library (see Da’Sari Gradd, page 123).
5–6 A group of dragonborn do not take kindly to the party’s presence on the mountain. They are very ready to attack.
7–8 The winds pick up in the area and large gusts batter the party for 1d4 hours.
9–10 A random party member slips. They either need to catch themselves or have a party member save them before they tumble to their doom.
11–12 A dragonborn has been banished from the city of Or’Rash. They are very angry about it.
13–14 An explosion rocks a cavern to the south. What could that have been?
15–16 A rich explorer is berating their team for “getting them lost.”
The group finds a decent supply of bloodroot. While it could be dangerous to keep on hand, it could also fetch a great price on
17–18
the open market (see Bloodroot, page 189).
19-20 The party finds a massive cave littered with treasure. This must be the former roost of the red dragon Straad.
3 Three clerics shout to the party about the end of days. They are convinced that the gods are angry with the world.
134 “She”
“She” 135
Isaac remembered the ratty looking skeletons back at the Isaac saw movement behind the creature. It took a moment
entrance of the library. “I guess they never got the chance to to parse the image in the darkness but he finally figured out
finish the job,” he thought. what he was looking at. Hundreds of small gray hands were
gripping the sides of the crack and clawing their way out
They would occasionally get ‘visitors’ from the depths slowly. Isaac took a step back and started to back away from
to barter and plead for release. This eventually became the dome. The demon raised its voice for the first time and
commonplace and was often ignored. Maybe someone shouted the human’s name. Isaac turned suddenly and ran,
here had gone mad with the constant pressure from below. falling into the shelves behind him and clumsily making his
Perhaps they weren’t as dedicated as the rest of the paladins. way back to the front of the library. His hands were shaking
In any event, the order was now gone but the seal remained violently as he struggled against his own body to move faster
somehow. It had lasted for who knows how long against the and faster. He rounded a corner and only stopped briefly
residents of hell trying to make their escape. so that he wouldn’t slip as he bounded back up the long
stairwell and back out into the light.
He closed the book and continued further into the complex.
This place had started to feel more menacing with his new He fell into the clearing with the book clutched tightly in
knowledge of what had happened. He walked past the large his arms. His breathing came in short, sharp bursts and his
mural dedicated to their torture of tieflings, beyond the heart was racing. The sun was just beginning to set in the
tumbled furniture and through the tighter rows of shelves in serene valley. Birds were calling above him and the gentle
the back. Finally he stood in front of the dome. It cast a dim breeze continued to rustle the trees nearby. Other than that,
light in the darkness and beyond it Isaac could see a split in silence. He had just started to get himself under control
the wall. Directly in front of that was the demon. Isaac could when he heard them. Footsteps.
see more of him this time. He was covered in a fine cloak and
dark colors. He appeared to be a tiefling man but his face Behind him, the same echoes he had heard when he had run
was somehow always obscured by shadow. up the stairwell, only this time they were slightly softer. His
136 “She”
It stopped in the clearing for a moment before taking a Isaac left vague clues to the book’s whereabouts in the letter
step toward the petrified man laying in front of her. He and then prepared to see the woman for the last time. He
scampered backward and eventually fell, still grasping the waited next to a crackling fire in the middle of nowhere on
book for dear life. It kept coming, and just before it reached the 7th of Yeste, 1266 AEC.
Isaac, he managed to scramble to his feet and break in to
another sprint. Tree branches battered his face and sticker His body was found on the 9th, torn to shreds.
bushes clawed at his skin as he desperately tried to make his
way back to the path. He continued on for an hour before
finally reaching the main road. If he could just catch his
breath, he wouldn’t have had to stop so often.
This went on for three days. Isaac would get far ahead of the
woman by hitching a ride or taking a harder path, only for
her to eventually catch up to him. He would try to get help
but everyone who saw her described her as an unassuming
woman just traveling. They thought he was crazy. He couldn’t
go to the city for fear of being trapped with it somehow.
“She” 137
ONAK-AL Once the city was fully established in 976 AEC, those who had
arrived first and gotten lucky enough to find valuable items in the
sand—either magic, valuable, or both—became the ruling class. The
money from the first batch of explorers only grew with time, and the
gap between the working class and the ruling class began to widen.
The desert had been hell. You barely made As more adventurers spent their savings to make it to the city, some
it through alive, and you’d begun praying to would find nothing at all and be trapped, as the way back was too
the gods when you realized your water was costly to make safely. The aristocracy feared a revolt from the growing
number of poor and so the Rashabar Knights were established as
running low. You had wondered if you should
a means of protecting them. They swore an oath to protect their
just lie down and let yourself die before you masters, which they did well. Rebellions were crushed often, but after
saw the first speck of white in the distance. some time the people in charge realized that it was better to keep the
You didn’t believe it at first, assuming it lower class entertained to distract them from revolting.
was yet another hallucination, but as you A gladiatorial arena was established, known by the poor as The
approached, it grew more substantial, Pits. At first, the fighters were volunteers who fought just to show
standing like a pearl beacon against the yellow their skills. Events ended with first blood most often, or sometimes
dust and blue sky: Onak-Al. It is as beautiful even gentler rules. Slave battles were introduced sometime later,
as they all said it would be, and as you move and contests to the death became more popular, especially when
the scent of a possible rebellion was in the air.
past the huge stone walls it takes every bit
of willpower in your body to keep you from In an act of revenge against a party of adventurers who had stolen
running face-first into the nearest fountain from him and were fighting in The Pits, Emon Thermack of House
Darksbane in Brightport unleashed a plague onto the people
to drink deeply from it. The city is lush and
of Onak-Al. The population was transformed overnight into a
green, with ivy dancing on the walls as if in horde of shambling undead, with only a few escaping alive. Upon
defiance of the climate it was planted in. The learning of this, the other Houses of Brightport quickly traveled to
casino draws your eye, but first, water. Onak-Al to destroy the zombies and contain the plague.
For a time, the city sat abandoned and the desert sands began to
swallow it back up. The Houses of Brightport had plans to restore
Introduction it as a trade hub, but more pressing matters made the project fall to
the wayside.
One of the most magical cities in Ellara, Onak-Al thrives with its
primarily high-elven populace, though tourists are welcome. The When the high elves reemerged in 1263 AEC, they had nowhere to
high elves are still trying to find their new place in Theria, and it go. In return for payments made to the Houses regularly, they were
seemed to them as though commerce was as good a place to start as granted use of the city of Onak-Al. They were reluctant to accept,
any. Beyond the high elves, the city is diverse, except for the races but the lack of alternatives won out and they agreed to take the
that do not do well with heat: dark elves, minotaur, and dwarves. desert city.
There are also very few elves, albeit for more political reasons. Over a short time, they were able to build it up to a splendor that
The most famous spot in Onak-Al is the casino: The Oasis. It is surpassed the original, using their magic to make the city into a
one of the most lavish and amazing structures in Theria, where shining marvel. Over the past two years, the council has grown
magic is used so often that some may call it frivolous. There are more resentful toward the Houses of Brightport and has decided to
stop paying their due.
Ensioc Arcanscape
Member of the council (page 333)
THE WASTES
Yorvan Zerreth
Public voice for the council (page 382)
TRAVEL TABLES
Jaris Beneth
Local archeologist (page 341)
Renee Warger
Owner of The Golden Circle (page 363)
5–6 As the group crests over a sand dune, several giant scorpions attack them.
The wind is really picking up. Sand is constantly being kicked into the group’s eyes. All Wisdom (Perception) checks for the next 1d4 hours
7–10
have disadvantage and all party members receive a -5 to their passive Wisdom (Perception).
11–12 The moon is so beautiful tonight. The party can see for miles in every direction.
13–14 A patch of plant life lay just up ahead, from which the party can harvest a bit of water.
15–16 A lost sheeb is walking alone in the sands. It’s very thirsty. Where did it come from? (see Sheeb, page 269)
17–18 A caravan leaving from Onak-Al is traveling at night. They might have supplies the party can barter for.
A green glow can be spotted from a good distance. If the party investigates, it’s coming from a slight recess in the sand where a shining
19–20
crystal ball is lying.
2 A pile of ancient dragon bones lie in the sands. This could be a decent place to rest for a while.
3 The party finds hundreds of dead bodies out among the dunes. They all appear to be rotting zombie corpses.
4 There are hundreds of spears plunged into the ground nearby. This looks to be some sort of warning or barrier.
A dying person is crawling by themselves during a particularly hot day. They have no supplies. They have a tattoo on their neck of The
5
Watch insignia in plain sight.
6 The sand seems to be shifting in this area. There’s almost a current to it.
Notable NPCs
Sillik
Owner of Sillik’s Stables (page 367)
Zenora Fennis
Local monster hunter (page 384)
Drak
Owner of The Lantern (page 327)
Myriss Arrin
Member of the council (page 357)
Torth Martsk
Member of the council (page 375)
Rilia Quarth
Member of the council (page 363)
Me’gile
Member of the council (page 356)
Klak
Owner of Weapons from Weapons (page 347)
Melanie Estus
Government Slave wrangler (page 356)
Government is exactly what the inhabitants of the forest seek to
Rufus Sourbeard
avoid. However, there is some order to the chaos. Within Bandits’
Supplies manager (page 365)
Rest lurk several groups, each focusing on their own particular
brand of crime. In this way the forest has multiple territories, with Yelena Rhiawen
the Nu-Val claiming the largest amount of land and the Da’lai Slave trainer (page 381)
Government
There is a mayor of Brightport, a fact that most people hardly
recognize because they are little more than a figurehead. The laws
of the Houses supersede those of the city, but they do not rule over
the “common” people. Those not associated with or protected by
one of the Houses remain under the jurisdiction of the “official”
government. The punishments for breaking one of the House
laws differ depending on which House is slighted. Hammerhand
is very direct, Silverclaw is more underhanded, and Dragonkeep
(formerly Darksbane) is willing to negotiate. As a result of this
corrupt system, Brightport’s officials feel that they need to make
an example of troublemakers when they can, so the punishments
for crimes tend to be seen as unreasonably harsh when the social
there was no love lost between the two factions, but both understood
structure of the city often demands criminal activity from its
that without the other, there would be a major source of income lost
citizens for survival. The stocks are used to publicly ridicule low-
from contracts.
level misdemeanors, hangings are for more egregious crimes, and
However, there was one faction in Brightport that no one seemed to prison is for those who fall in the middle. Many of the guards are
care for. The Darksbane Warlocks were an order of banished wizards corrupt, and the other prisoners are among the most violent and
from the city of Uman’Yiro, a mage’s training ground and source of underhanded that Brightport has to offer.
great power. These banished members were deemed too dangerous
by the archmages and sent to live elsewhere. Normally this was due
to a hunger for power or an irresponsible use of magic. In the case of
Factions & Groups
Darksbane, it was both. Among these mages, none was more deadly House Dragonkeep
and ambitious than Emon Thermack. He organized the band of Over the past few years, House Dragonkeep has made a name
magic users into a twisted version of the Uman’Yiro magic college—a for itself as being the most charitable and amicable of Houses.
school of dark magic set right inside Brightport. Darksbane quickly Tessia Grimnas has become respected by some and despised by
established a monopoly on the herb and potion trade within the city others after being given ownership of the House by the group who
and carved out their own niche of power. overthrew House Darksbane. Darksbane had come to power by
dealing in black magic, alchemy, and herbalism. Tessia decided to
Being a city guard in Brightport is a thankless and dangerous job.
keep the herbs and the research, but would not stand for anything
Many are chased off during training, and those who stay end up
evil in her House. She has become known for helping those who
murdered or bribed. Several mayors were also brought in to the city,
need second chances. She is also very bright and intuitive, having
all of whom promised to clean up filth and eradicate crime. None
outwitted would-be assassins in the past. Now that the House is
lasted longer than a year. The only system that seemed to have any
under her leadership, she hopes to make a difference in Brightport
effect was offering the three largest financial bodies a say in the
for the better.
economic welfare of the city. As a result, the three-house system was
formed. Houses Hammerhand, Silverclaw, and Darksbane were each
House Hammerhand
given a golden dragon statuette as a symbol of their power within the
Named after its founder, Roxem Hammerhand, this House is still
city. They would each get a percentage of certain shipments coming
kept in the family, as Norhorn Hammerhand is its current leader.
and going throughout the city and all three Houses had a meeting
He is a polite dwarf who knows when to rein in his temper, though
once a month to discuss trade routes and to hash out any problems
it can get the better of him from time to time. House Hammerhand
openly. At these meetings, each House must present their dragon
is known for their honor, and Norhorn will not allow that to be
statuette and if they cannot provide it, then that House loses all
questioned. Primarily, they are mercenaries. Whether hired to
decision-making power until they can once again present it.
slay a beast or protect anyone with enough coin in their pockets,
In exchange for this power, the Houses had to agree to set certain House Hammerhand has their pride and professionalism on the
rules in place at the outset. Firstly, no House may make an act of line. Dwarven values built the House, but ingenuity and adaptation
aggression against another without just cause. Secondly, no House have kept it alive this long. Norhorn Hammerhand never backs
may harm any member of the city guard. A tribunal of officers down from a challenge, and he will always stand for what his
were appointed to make judgements over rule violations within predecessors did—honor and strength above all things.
House Silverclaw
Officially, House Silverclaw can be brought on for defense,
Notable Places
protection, or when a stubborn lock has lost its key. However, Brightport has thrived on the division of both gold and power.
House Silverclaw is the House of thieves and assassins, and that Where one flourishes, another must suffer and, as such, the city
is where their more financially-beneficial work lies. Originally physically reflects this divide. There are four main segments of the
starting as a “legitimate” way for thieves and assassins to ply city, which at once blend together and yet remain wholly distinct
their craft, they saw themselves just as important as House from one another. The majority of the population live in houses
Hammerhand. Those within the House pride themselves on built close together with a flat design and are often stacked directly
efficiency and reliability. Oolanda the Blade holds her members to on top of one another. Seeing boarded-up windows and tattered
a very high standard and always cautions them to not mix emotion doors is not uncommon. These homes are primarily located in the
with business. Marketplace and Docks areas of the city.
The Black Hand Meanwhile, toward the northern part of the city are the Gray
The newest contender to the Houses, rising quickly in power. The Quarter and Upper Crust, containing noble families with large
Black Hand is not a House; she is a crafty and malign woman. manors. These people have made a small fortune over the years
She has dug her claws into the city of Brightport, and she will not through either trade and shrewd negotiation or inheritance.
relinquish her power without a fight. She has gradually amassed
a following large enough to label her a true threat, including a The Docks
tenuous relationship with The Fang.
The roughest district of Brightport, made up of hard working and
The Gray Cloaks often underpaid deckhands, ruthless thugs, pirates, and contract
killers; this massive dockyard extends to the northeast. The
The most mysterious of the factions in Brightport, The Gray
northern Docks are where the nicer and more protected ships are
Cloaks are a shadowy organization of neutrals. They keep the
kept, as they belong to the wealthier citizens. As such, the Docks
balance in the city just as much as the truce among the Houses.
are divided in half in what the people of Brightport refer to as the
Though not much is known of them, they certainly exist, and
upper quarter and lower quarter. Many of the shops and bars in
currently their primary concern is The Black Hand and the risk she
the area have seen better days and beggars line the streets, as the
poses to the peace within the city.
Docks are where the desperate go to find work. They hope for one
of the deckhands to be sick or, maybe, a passing adventurer to be
looking to hire a bounty hunter or guide for the area. Some are
drunks, some are just down on their luck—most are both.
The Marketplace
Home to all manners of shops, bars, and street vendors; located in
the southwest segment of Brightport. Many merchants also have
their modest homes in this area as well. The district is packed with
street barkers and performers, all competing for attention and gold.
Safe Haven
One of the longest-standing and most beloved taverns in Brightport,
Safe Haven is the gathering place of many groups, and also the
tavern of choice for many of the unemployed dock workers who
spend their days loitering the area looking for some form of work.
Safe Haven is not the cleanest bar, nor the nicest, but it is one of the
cheapest and people typically know to mind their own business.
Mystical Marketables
Run by the excitable Archmage Skylar Neddie, Mystical
Marketables is a shop that deals in the less-than-mundane objects
of Ellara. Wands, cursed items, mystical weapons—Skylar searches
for the most interesting baubles that are found during her personal
search for knowledge, though she does not turn up her nose at the
gold that runs alongside it.
I don’t know
where I am.
I don’t know
how I got here.
I don’t know why I’m naked. too close but occasionally someone fails to notice me coming
and I mutter an apology as I barrel past them.
My senses rush back to me in a big mess of chaos and noise
and I find myself surrounded by people I’ve never met. I spot an alley that looks like I could hide in long enough to
They’re fighting. There’s shouting, and screaming, and blood catch my breath and figure out what to do. I bound for it, but
on the floor, and— as I dart across the road from the market toward the dark
alley my foot lands in something wet and slick, a mud puddle,
And I’m naked.
and I skid a few feet out of control. My hands instinctively
They seem almost as surprised by my appearance as I am. I go up in an attempt to catch my balance, but it’s too late.
cover myself with my hands and I run. Unwilling to move my My slide is interrupted by a jutting cobblestone in the road;
hands, I lean into my shoulder and throw myself against the it trips me over and I crash heavily into someone. We go
door, bashing it open and I stagger out, squinting into the down to the ground in a tangle of limbs and mud and I’m
bright daylight. It was raining at home. My shoulder really apologizing as fast as I can but I was running so hard I can
hurts now. barely breathe—and then I look and see that I’m lying atop a
Someone screams, averting their eyes from me. I remember large man. He’s furious, screaming at me.
that I’m naked and frantically search for some clue at what I notice his sword and armor right about the same time he
to do next, where to go. I don’t recognize anyone. That’s notices my nakedness, and now his shouts become threats
something of a relief. But where am I? Some sort of outdoor and curses but we’re tangled in his cloak and I’m apologizing
market, looks like. I take off running, keeping myself covered and trying to get away. He frees an arm and swings a leather-
with both hands. Most people get out of the way before I get gloved fist at me but I manage to roll away from it. I separate
“My name is Cave Loring. I’m from Aubrey.” “What? No—uh, no. Why would you think that?”
The old man looks at me for a while and I look back at him, “Nobody writes stuff ‘round here ‘less they tryna collect.”
imagining his eyebrows building a cocoon. He smiles again. His voice drops an octave across the length of his sentence,
“Beautiful city, Aubrey.” descending into what feels to me like a threat. He huffs into
his bushy mustache. I can’t help but notice that he’s dropped
I nod. He’s not wrong. one hand under the counter. The international sign for
“Why are you in Brightport, Mister Loring?” Reaching for a Weapon.
He examines me again, searching for some sign that I’m lying He stares.
or withholding. I’m not. “To my family.”
“How did you get here, then?” Nothing doing. He finds something down the other end
“Suddenly.” of the counter that demands his attention. He grumbles
something to some sailor-type guy down the other end.
He huffs a little. I follow up before he can ask another I shrug internally, take a pull from the mug, and turn my
question I don’t have an answer to. attention back to the blank page in front of me.
“I don’t mean to be coy, sir, but as far as I can tell it happened Alright. This isn’t going to get any easier by waiting. I dip my
in the blink of an eye. One minute I’m home working, the quill in the ink and get to it.
next I’m naked in a pub halfway across the continent.”
After some time I sit back, looking at the letter and fighting
Haulfron sits back in his chair. I turn my palms up as if to say the urge to crumple it up and start over. I tip back my third
yeah, I know. I take advantage of his silence and describe the mug of beer and drain the last of it as I’m mulling over my
bar where I appeared, the brawl I was surrounded by, and options, and something cold and hard and not beer clinks
what I did next. He listens carefully, asking the occasional into my teeth. Confused, I pick it up off my mouth and hold
question, but making no further comment. It’s in the air that it up to examine. It’s a silver coin that I don’t recognize. On
it’s time for me to go. He drops a small leather pouch into my one side is the profile of an old-ish man. On the other side is
hand. I hear the soft clink of coins inside. We say a few more the walls of Overwatch.
words, I thank him, and I’m on my way.
That’s when I notice there’s someone seated next to me. It’s
I have no idea what to do now. that swarthy guy the bartender was talking to earlier. He’s
smiling ear-to-ear. There’s not an ounce of friendliness in it.
“I appreciate the offer, but…” I get up to go but it turns out Third Guy must have expected me to try to weave past him
Bad Teeth has some very strong friends. They knock me because he’s not ready for me to come right at him. I dive
around a little bit and pop me in the eye pretty good—it’s with all my weight for his weapon before he can pull it and
already swelling up and obscuring my vision of the document my few steps’ momentum carries us into a post. His back
they’re shoving in front of me. One (or two? I can’t tell) of hits it with a crack that, for his sake, I hope was the post and
the goons has got a fistful of my hair and is pushing my head we stop short. We’re both trying to get to the knife but his
down and forward so close to the paper that I’m not sure if pain is newer than mine so he’s dealing with that, I guess,
he wants me to sign it or kiss it. and I finally manage to grab it. I yank it from its sheath and
“Sign it,” says Bad Teeth. now I don’t know what to do. I’ve never fought with a dagger
before, I just didn’t want him to have it. I hurl it across the
Ok, well, there’s one mystery solved.
room into what I pray is still an unoccupied corner and break
Looking over the document, it looks like paperwork for for the door again. Strong Guy is up again and has removed
enlisting in the Army of the Overwatch. Why would—my my nice quill from where I lodged it in his forearm.
thought is interrupted by the strong guy(s) behind me
bouncing my head off the bar. He puts his fists up in such a way that leads me to believe
he’s experienced at punching, so I hit him with a stool. It
“Oh! Wow, okay, I’m just tryna read it guys--”
splinters in a really satisfying way but I don’t get to admire
“Ye don’ need ta read it, just make yer mark. Then off we go.” it as I run past. I’m too concerned with the fact that Strong
“I really feel like I should read—” then one of them hits me Guy didn’t fall back down. He reaches out, grabs me by that
again. muscle between my neck and shoulder and pulls down like
he’s shaking out a rug. I hit the ground hard and wriggle as he
I blink a few times with my not-yet-busted left eye and holds me there. Shouldn’t have thrown that knife. I grasp a
regain my focus. Why would Overwatch be recruiting splinter of broken stool leg and here comes his fist—
soldiers in Brightport? I’d ask but I want them to not hit me
so it’s going to remain a mystery for a while longer. I sigh a
sigh of resignation and reach for my pen. Strong Guy’s grip
on my head and hair tenses up and I pause. I point to the
pen.
Later, the whole world is heaving, rolling and pitching as I
“...Need that if I’m gonna sign,” I explain. come to my senses, and I throw up immediately. I’m on a
boat, in shackles.
He grunts and loosens up enough that I can grab it. I look at
the nib. It’s a nice pen. With the money the cleric gave me I This will be tricky to find a way out of.
should have been frugal and gotten a cheap quill but I went
for one with a metal tip. I always had a weakness for the
finer things.
I jam the pen behind me into the strong guy’s arm and shove
backward as hard as I can.
WHITEHEDGE
that the people of Whitehedge are more than happy with, as it
has worked from the time the town was settled. When there is
no outside influence from the more crime-riddled parts of The
Battered Coast, the town runs quite smoothly. In fact, more often
than not, the most upsetting thing that the townsfolk have to
manage on a recurring basis is a proposition during town meetings
Entering Whitehedge feels like a breath of fresh
that may favor one shop or merchant over another.
air after your long trek south from Brightport.
A few side roads lead off to various homes and From time to time things do become a bit livelier for Sheriff Terry
Sellis and his daughter Shela, who helps him with his duties.
a larger one is lined with some shops. So long
Lately, there have been some issues with troublemakers in town
as you are passing through, Whitehedge seems joining up with a group called The Fang, as well as the daily issue
like as good a place as any to pick up some of outlaws funneling through from Brightport. The punishment
supplies. In fact, maybe it’s even the best place. for crimes within Whitehedge is quite high, with public hangings
The shopkeepers seem quite interested in the as the most extreme. There are also stockades and other more
specifics of your quest and have more than a creative punishments that the sheriff may decide are fitting
depending on the crime.
handful of suggestions as to which supplies
will be useful for your journey. Currently the sheriff’s daughter is also available to help, though
she has a reputation for handling criminals more aggressively than
her father. She is not a cruel person, but she does have a very strong
opinion of right and wrong and she does not compromise. She will
Introduction be taking over as sheriff when her father retires.
The town’s population has recently grown from the influx of The Observationalists
refugees from Lochfort. Those who managed to flee the werewolves After a string of burglaries and assaults from places like Brightport
walked to Whitehedge with what they could carry, and the town and Bandits’ Rest, the town banded together and formed a
accepted them with open arms. At first there had been a rally to try neighborhood watch. These people keep detailed notes on all
and find warriors to fight back against the wolves and reclaim the new travelers that enter the town, which often leads to the
town, but the refugees insisted it was not worth the effort. Instead, apprehension of wanted criminals.
the citizens of Whitehedge helped build homes and find jobs for
their new neighbors and made sure any orphans found new homes.
Notable NPCs
Terry Sellis
Current sheriff of Whitehedge (page 372)
Shela Sellis
Sheriff’s daughter and second-in-command (page 367)
Ellie Ridley
Owner of Ridley’s Rest (page 332)
Hamlin Lushstone
Local magician (page 338)
Shep Dag
One of what used to be “The Dag Twins” (page 367)
166 Target
At night, the dusty windows were tinted a low, flickering “Azio!” Deppin said with a bright smile as the man
orange as the fire inside burned away and the crowd grew approached. “How are you today?”
louder and more rowdy. Near the back of the establishment
sat a halfling who stood out from the rest. He was short in “Oh, just about as well as one can expect,” the old man
stature and clean. His clothes were worn but well cared for; replied, sitting down slowly in the chair closest to the
his hair dark and just slightly disheveled from his busy day. halfling. “The cold cuts deep, doesn’t it?”
He nursed a mug, which only he and the bartender knew
was just a simple cider. There were four empty chairs around Deppin nodded, even though they both knew he would fair
him, and he waited. He was usually the first. His name was better in the cold than Azio did. Before he could open his
Deppin, and he was once a stranger to this city. mouth to speak, another man appeared at the table. He’d
done so quietly and unnoticed, which was Gaileth’s specialty.
Target 167
That seemed to satisfy the table. Gaileth and Azio ordered “I didn’t make them do anything, did I?” Milo asked as he sat
their drinks. Over time a few more regular patrons the group down on Deppin’s other side, across from Azio. Sa’tai sat as
didn’t know by name came in and out of the bar. The three well. He looked stiff, but that was just his way of carrying
at the table exchanged pleasantries, and eventually the himself. “We got a little held up on the way down here.”
conversation turned towards recent events.
“He picked a fight.”
“I heard the body was found in the lower quarter, the poor
man,” Azio commented. “I would never.”
“But that’s just it. He wasn’t poor,” Deppin said. “That’s Deppin laughed and the group listened to the two bicker for
what’s so odd about it all. He wasn’t robbed, either. Well… a bit longer. Once they all had a fresh round of drinks, they
he was later, but he was found dead before the gold went settled in.
missing.”
“Did you hear about the body?” Deppin asked, and the two
“That’s predictable. Whoever found him first should have men nodded.
taken it,” Gaileth said.
“It was found right down the street from our house,” Milo
“The Captain was upset about it, from what I heard,” Deppin said. “Scary stuff.”
said. “He had everyone near the body turn out their pockets,
but the person who took it was gone.” “Not really,” Sa’tai corrected.
“The real question is, what was a man of means even doing They all waited for the orraka to elaborate, but he didn’t.
in the lower quarter at night?” Azio asked. After a beat, Azio spoke.
“You are here,” Gaileth pointed out. “Well, who should be first tonight?”
“In a tavern. With friends. That is quite different.” This was the way of the five, who called themselves the
“Safe Haven Society”. Jokingly, of course. There was no
Before the conversation could continue, the door opened official club, but once a week whoever was available would sit
and closed again. This time it was not as quiet as the others, down at the same table in Safe Haven and share tales from
as two men in their prime walked through. Milo and Sa’tai across the world.
were from Ta’lor, a continent about a months travel from
Brightport by ship, and it showed. Sa’tai was an orraka, a “I have a story,” Gaileth offered. “I just remembered
species notable for rivaling dragonborn in size, along with a it, actually.”
furred coat and catlike facial features. For his part, Sa’tai’s
lion-like mane was so blond that it was almost white, and The others sat back, each nursing their drink, and listened. As
his face was often set in a serious expression. He towered Gaileth spoke, his voice grew low and reverent.
over Milo. The arazar had skin tinted green like the rest of
168 Target
Once inside, the merchant- who was named Elenor Crane- First, Sarrif went to Thomas’s home in the upper quarter. The
summarized her problems with Mr. Chase. A shipment had home was empty. Sarrif could see that before he entered, so he
gone missing. Miss Crane had entrusted it with the nobleman did not bother sneaking. The fireplace remained unlit despite
Arlington Baxter, to be shipped to Ta’lor. The proceeds would the air being chilled by night, and the only sound was the light
return to her once the goods sold. Unfortunately, Baxter scratching of rats. He opened the door, noting that it was
reported that the shipment was missing. Taken in the night, charged out of in a hurry. The latch hadn’t clicked back into
according to the noble, who pointed his finger at Thomas.” place. Someone was interested in getting out of this home, and
they were not worried about a return.
“More likely he pocketed the whole lot. You can’t trust
nobles,” Milo said indignantly. He only felt mildly surprised when he saw the corpse on the
ground, congealed blood pooled at the head. He simply thought
Deppin sat up slightly straighter, surprised by the arazar’s to himself that Elenor was right. This hadn’t been a job for a
bitterness. Gaileth smirked and quirked an eyebrow. common laborer.
“Likely. But who’s to say?” By examining what was left within the house, Sarrif was able
to put together what happened. The man lying before him was
“It could have gone the way the nobleman reported. It isn’t a barrel-chested tiefling. His clumsy footsteps must have been
as though thievery is uncommon on the docks,” Azio pointed loud enough to allow the target time to turn and defend himself.
out, stroking his beard. The blood smeared across the desk with fingertips proved that
he did not get away unscathed, but the dead would-be-assassin
“Neither is a nobleman lying,” Milo argued. on the ground proved that he did, in fact, get away.”
“What happened to Mr. Chase?” Deppin asked. Gaileth’s “That’s good, right?” Deppin asked. The table turned to him,
smile to him was less pointed. Grateful, even, to be spared a and he looked awkward as he explained his reasoning. “I
political debate. mean, if he didn’t really do it. Then it would be a good thing.”
Target 169
Sarrif knew Chase would run to the lower quarter. An old friend “That’s ridiculous,” Milo argued. “You don’t need to know the
more than likely. There were a handful of doctors who operated city that well to climb over the houses, and the ceilings don’t
on the poorer end of Brightport. Thomas was well off enough cave in that easily. Kids climb over ours.”
that he had gotten out. That meant schooling- a rarity for
the impoverished. If he made any allies at all in that time, they Gaileth took an annoyed breath and gave Milo a pointed look.
would be educated as well.
“I’m exaggerating. It’s storytelling.”
His target was middle-aged. Most taught the art of healing
were able to leave the lower quarter, but Sarrif knew one who “You should tell those children to stop climbing on your
hadn’t. Elrick. Educated enough to stop bleeds and set bones, home,” Azio said, taking a sip of ale. “That could be
but far too lost in his addiction to make anything off of it. He dangerous for them.”
would be the one Thomas would turn to in his hour of need.”
“He’d climb up there with them if he could,” Sa’tai countered.
“I have heard of Elrick,” Sa’tai said in his usual baritone voice,
arms crossed. “I wouldn’t trust him to cure a cold, much less “If you’d let me,” Milo said in place of argument, smiling.
any serious injury.” “Alright, alright. Sorry, go ahead Gaileth.”
“The point is-” Gaileth continued. “Sarrif went to the “It’s almost done,” Gaileth said.
lower quarter.
It sounded almost like a warning. Deppin’s smile fell slightly,
Being a cunning man, he did not close the door as he left. allowing but he took a sip of cider and waited while the dark elf
it to stay ajar so a passerby would see the corpse in the morning. picked up where he left off.
That would add to the confusion. People would be interested, but
never really know what happened tonight. He kept his pace brisk “When Sarrif approached, heavy breathing echoed through the
but natural as he moved past the cozy homes. The shift as he alley. A thick tuft of steam rising into the air from the shadow
walked into the lower quarter was immeasurable. As we all know, just ahead of him. Chase was stumbling, holding his side with a
the homes go from moderately sized and decently kept to cramped bloody hand. If he had been able to reach Elrick, he could have
and in disrepair. been saved. Unfortunately for him, Sarrif did not allow for that.
He continued to be skillful with his steps, not allowing the mud
Sarrif stuck to the shadows and did not call attention to to suck in his boots and alert his prey to his position.
himself—not that any of them would have tried to stop him.
The beggars were good at looking away when they had to.
170 Target
After drying his hand on the dead man’s shirt he stood up,
glancing down both ends of the alleyway just to be certain,
though he knew he would have heard anyone approach. After
he was certain, he moved back to one of the lower rooftops and
pulled himself up. No reason to be sloppy and leave the alley
in the traditional manner, though it would be unlikely anyone
from the lower quarter could pick Sarrif out from any other
Silverclaw dark elf. If they would even bother coming forward
with that information: they had nothing to gain, and
everything to lose.
The table grew quiet for a moment after the story. Gaileth
took a sip of his whiskey and glanced about, taking in the
somber faces. Milo broke the quiet.
Target 171
Each island has a primary foe: one of drakes, one of snakes, and one of lycanthropes. Not many venture to The Islands, but great rewards can be
found—if you are willing to face the dangers there.
Day
d20 Encounter
1–4 1d6 drakes of various varieties attack the party.
5–6 A random party member is bitten by a wild animal. They must now save against Mind Erosion (see Mind Erosion, page 183).
7–8 Insects have infested the party’s rations. Everything must be thrown out.
A person is living on the island. They seem to have been here a long time and are convinced that the group is here to “bring them back.” They
9–10
are furious about it.
13–14 A large patch of rare herbs are ripe for the taking. These will fetch a nice price on The Mainland.
15–16 A random party member wakes up with a small artifact under their bedroll.
17–18 What a score! A random party member stumbles upon a chest full of rare drugs. The others haven’t found out yet.
19–20 The party finds a map. It seems to lead to buried treasure. The destination could be dangerous though.
Night
d20 Encounter
1–4 Pirates have stormed the island and are looking for the party and their ship.
5–6 A hurricane is about to hit the island (see rules for Hurricane, page 199).
7–8 The insects of the island kept 3 random party members up all night. They get none of the benefits of a long rest and gain one level of exhaustion.
9–10 There’s a very small coffin near a grove of trees. It’s sealed shut with the words “leave it alone” carved into the lid.
11–12 The night sky is as clear as can be. The party spots a shooting star.
13–14 This looks like the perfect place to camp. There is fresh fruit and fresh water nearby.
15–16 The party has a shared dream about some sort of lost building on the island. It seems very important.
17–18 There is a beautiful carved statue made of stone. It’s quite large and has sunken into the ground quite a bit. It looks to be half human and half lizard.
The party finds a person buried up to their neck in the sand. They are desperate for help, but they are clearly a pirate. They promise to reward
19–20
the group with riches if they help them.
2 Spiders begin to crawl out of a random party member’s pack and up their neck.
A ship has dropped anchor off the coast of the island. It looks like there are almost no people on board currently. If you are a good swimmer,
3
you might be able to get to the ship without anyone seeing you.
4 A lone pirate swings from the neck high above in a tree. Three others down below are laughing at them.
7–8 The party tries to take a break from the heat and ends up finding a water-filled cavern. There are traps and treasures inside.
9–10 Pirates have stormed the island. While they are clearly up to no good, do they deserve to be eaten by werewolves? (see Lycanthropy, page 244)
The party finds a fantastic spot to camp. The spot is walled in from three sides and the party can see anything approaching from a good
11–12
distance. While here, enemies have disadvantage on surprise attacks.
13–14 The group finds a skeleton soaking in a hot spring. Next to this person is a pack full of valuables and some strange-looking fruit.
15–16 An odd fountain containing crystal clear water sits alone in the jungle.
17–18 Three different potions are lined up on an ancient rock wall. Should the party take them?
19–20 The party finds a crate containing many pounds of raw silver.
Jungle (Night)
d20 Encounter
1–5 2d4 werewolves attack the party. They are level 1d4+2. Good luck. (see Lycanthropy, page 244)
6–8 A wounded villager from Baylow has been bitten. They are in a great deal of pain. Does the party help them?
The group hears howling that appears to be closing in around them. As luck would have it, there is a long-forgotten crypt just ahead.
9–12
It looks like it descends deep underground.
The group finds several surviving members of Baylow hiding in the jungle. They are terrified but want to get back home. They offer a
13–18
reward for an escort.
Something catches the party’s eye in the moonlight. An adventurer has died, but they were wearing a silver sword and serrated silver
19–20
shield on their back.
4–6 The carcass of a very large creature has been mauled by something. It doesn’t appear to have been mauled by werewolves.
7–10 A small statuette is submerged in watery muck. It seems to be in the likeness of a woman covered in horns.
11–14 Stacks of leather have been covered by canvas. Perhaps this material was being transported somewhere?
Normal Travel
d20 Encounter
1–3 Without realizing it, the party has stumbled into a patch of quicksand. Everyone must perform a Dexterity save with a DC of 13
or fall in (see Quicksand, page 201).
7–8 The temperature rises by 2d12 degrees. Water consumption rises to 3 times the normal amount for 1d4 days.
9–10 The party must cross a calm-looking river to continue their journey. Could something be lying in wait within?
11–12 A dead explorer hangs from a high tree. Their backpack looks untouched.
13–14 The party finds the entrance to a mine. There is evidence that gold may be found inside.
15–16 The weather breaks and things cool off for 1d4 days. Water consumption returns to normal if it had been raised previously.
17–18 A native of the island offers to assist the party with directions.
A random member of the party sees something out of the corner of their eye. A very large and beautiful gem is sitting under a bush.
19–20
It has magical properties.
7–8 An area up ahead seems to have a camp with valuables in it. The camp is well-guarded.
9–10 1d4 giant coral snakes attack the party.
11–12 The party sees a series of rare-looking potions floating by in a rushing river.
13–14 A pack sits by a rock unguarded. If opened, it contains a number of valuables including a vial of purple worm poison.
15–16 A group is waiting on the side of the road for travelers. They appear to be hostile and the party has the drop on them.
17–18 A cask of wine can be seen in a nearby cave entrance.
19–20 A glimmering golden shield is strapped to a rock.
Holidays being forgotten over time. Many commoners simply enjoy reading
books and use this holiday as a starting point to read a new
Winya Ki’arsa • 1st of Yeste’ mystery, adventuring tale, or to reread an old favorite.
A celebration of the new year and all its possibilities Sii’ Mela • 5th of Reng’we
It is most commonly celebrated by elves and humans, but A holiday for warmth and love
for different reasons. Most elves look ahead and try to better
Taking place at the start of winter, people in the past used this
themselves in the coming year by remembering past mistakes and
day as an excuse to keep warm. Today, “the day of lust” is about
striving not to repeat them. Humans use this day as a chance to
celebrating couplings of all kinds. Both inns and brothels see large
make amends with rivals and be thankful for another year of life.
spikes in visitors on this holiday as couples with children normally
In any event, this holiday is seen as a chance to better oneself and
find a babysitter and those not currently in a relationship go and
start the new year off correctly.
treat themselves.
Brewmens Day • 25th of Alta’orn
To celebrate those who bring the most joy
Day of Offering • 12th of Vaye’ll
A time of year for generosity and kindness to those who need it most
Ellara is filled with many exotic beverages and fantastic
brewmasters. This day celebrates the art of drinking, brewing, As the weather grows colder, many people look around to see how
and distilling by asking everyone to try a new drink at their local they can improve the lives of others, be it a neighbor who has fallen
tavern. Towns and cities normally host large parties with free food on hard times, a nearby town that might be struggling, or a farmer
in order to facilitate drinking contests and brewing competitions. who had a bad harvest. This is commonly expressed in the form of
Many come from miles around to enter drinks into categories a hot meal, a small gift, or even a place to stay for a time.
judging smoothness of taste, appearance, and potency.
Disease Severity
Diseases are ranked on a scale of 1 to 5 for severity. The chart below
details the approximate threat level of each rank.
Treatment
Severity Level 1 Several herbs can be used to create a cure for the
illness. These herbs will be listed under the specific illness.
Lesser Restoration • Cures the illness.
Heal • Cures the illness.
Power Word Heal • Cures the illness.
Severity Level 1 An incredibly common occurrence while Treatment Lesser Restoration will ease stomach pain as well as
mingling in cities or traveling in cooler weather, the flop sweats are herbs like akkron root and low tassel.
a fairly weak form of the common cold. The difference with this
strain is that the infected party will sweat furiously for days on
end causing dehydration and possible further illness if traveling in
The Snickers
colder temperatures. Severity Level 2 Found in areas where gnolls congregate,
the snickers is a disease that inhabits stagnant bodies of water.
Chance of Infection High in heavily populated areas. Drinking or bathing in this water is enough to risk infection. Once
Individuals gain a higher chance of infection the longer they are
infected with the illness, the infected will gradually lose their
exposed to the germ. DC for Constitution saves are normally low
ability to suppress laughter, even in wildly inappropriate situations.
in most occurrences. Typical DC for flop sweats starts at DC 8 but
The infected normally don’t even realize that they are acting out
can increase to DC 12 if exposed to direct contact with an infected
of the ordinary. The condition will deteriorate until the victim is
person for an extended length of time. Normally, it takes 1 day for
unable to do anything other than laugh hysterically.
the disease to incubate and present symptoms and 1d8 days for the
illness to run its course with no further symptoms. Chance of Infection Quite high in areas of still water
where gnolls have been present recently. When exposed, roll a
Symptoms Afflicted will sweat constantly and need to drink Constitution save with a DC of 12. It takes 1d4 hours for symptoms
double the normal amount of water per day or suffer from
to manifest. Unless treated, the ailment will continue to evolve and
exhaustion (follow rules for normal dehydration.) Hotter
worsen. This illness will persist until treated or the infected dies.
temperatures will increase water intake to three times the norm.
Exposure to colder temperatures for long periods increases the Symptoms Each day after the initial infection the victim will
chance to further illness and symptoms. Afflicted also receives a make a new Constitution save with a DC of 12. Each failure will
-2 to both Strength and Constitution for the length of the illness. result in the illness increasing in potency. These symptoms do
stack.
Transmission This disease travels airborne for short periods and
is also spread via saliva. 1st failure (initial infection) Infected will have disadvantage on
all skill rolls involving Charisma.
Diagnosis When symptoms present, a Wisdom (Medicine) check
with a DC 11 can be made. 2nd failure Fits of laughter will plague the victim at random
and the infected receives a -2 to attack and damage rolls.
Treatment Any of the Level 1 cures are effective as well as
potions created from herbs such as willow mint and akkron root. 3rd failure Afflicted will have disadvantage on attack rolls and
Cures normally take about an hour to totally clear up symptoms. saving throws.
4th failure Victim is now incapacitated with laughter. They
Chunks have 1d12 hours to live unless they are cured.
Severity Level 1 An advanced form of food poisoning. Chunks is Diagnosis When symptoms present, a Wisdom (Medicine) check
the preferred term for what happens to the body when one ingests with a DC 13 can be made. This will grant knowledge of all the
certain exotic foods that have been improperly prepared. This food following treatment options.
normally contains some type of parasite that lays in wait until it’s Treatment Level 2 treatment is advised. Symptoms should cease
ready to attack from within to sustain its growth. This is quite the 1d4 hours after treatment using magic. Alternatively, the patient
painful experience and normally results in abdominal pain and can use three applications of rossa stalk extract. Each application
extreme stomach distress. should be taken six hours apart.
Chance of Infection Occurs only when eating poorly prepared
food. Under cooking and poor hygiene are the leading causes.
When exposed, roll a Constitution saving throw with a DC of 10.
Barrel Blight
Dwarves and dragonborn are largely immune to this illness but Severity Level 2 This disease typically grows in barrels of liquid
do become unusually gassy. Takes 1d4 hours before signs of illness that aren’t properly kept. Ale, wine, water—it doesn’t particularly
present. The illness lasts 1d4 days and after that timeframe the matter. Victims have a hard time keeping down food and water and
illness has run its course with no further symptoms. (on those races where this would be visible) gain a sickly, pale green
skin-tone. This is normally dismissed as a strain of the flu.
Symptoms Afflicted will suffer from random abdominal pain
several times a day. Each time the symptoms are present, the
victim takes 1d4 damage. Nausea and diarrhea are common
Ocular Decay
Severity Level 3 This bacterial infection causes blurred vision,
pus build-up in the eyes, and eventual blindness. A beast or
humanoid that drinks water tainted by ocular decay must succeed
on a DC 15 Constitution saving throw or become infected. 1d4 days
after the infection, the creature’s vision starts to become blurry.
The creature takes a −1 penalty to attack rolls and ability checks
Brittlebone
that rely on sight. At the end of each long rest after the symptoms
appear, the penalty worsens by 1. When it reaches −5, the victim
is blinded until its sight is restored by magic such as Heal or
higher. The afflicted must be treated within one week of the first
symptoms presenting or the effects are permanent.
Chance of Infection Fairly low. Stagnant water or a tainted
water supply are the only exceptions.
Symptoms The afflicted will develop blurred vision as the first Mind Erosion
symptom. This is often explained away as allergies or fatigue.
Shortly after, the eye strain becomes worse and a weeping pus will
Severity Level 3 A progressive illness, it attacks the victim’s
brain and slowly deteriorates the mind until the target is left a
begin to emanate from the tear ducts.
stuttering husk of their former self. Normally coming from deep
Diagnosis When symptoms present, a Wisdom (Medicine) check cave spores or fungi, it’s contracted through touch and can be
with a DC 13 can be made. If pus is present the DC becomes a 12. absorbed through the skin. Upon making contact with the skin,
the target makes a Constitution save with a DC of 13. After one full
Treatment Level 3 treatment is advised. Ocular Decay can be
day symptoms present in the victim.
cured using a rare flower called krystal leaf. Given an hour, a
character who has proficiency with a herbalism kit can turn the Chance of Infection Fairly low in most areas. Fungi in deep
plant into one dose of ointment. Applied to the eyes before a long caverns that are never exposed to light have a much higher
rest, one dose prevents the disease from worsening after that rest. infection rate.
After three doses, the ointment cures the disease entirely. Doses
are to be taken daily.
Symptoms Each new day, the afflicted rolls on the table below
and gains a new symptom. These symptoms stack and over time
Severity Level 3 This disease is most often carried by the dust in 1 You forget the people in your party and everything about them.
old tombs, and is especially concentrated near old human remains. 2 You forget all information about the nearest town or city.
Afflicted characters who take more than a quarter of their total
All skills involving Intelligence have their modifier drop by 5 and
hit points in damage from a single attack make a Constitution 3
have disadvantage.
save with a DC of 10 + half the character’s level (rounded down)
or suffer a broken bone. The bone that breaks and the penalties All skills involving Wisdom have their modifier drop by 5 and
4
incurred depend on the circumstances. Additionally, they have have disadvantage.
disadvantage on Strength (Athletics and Acrobatics) checks. The last 1d4 days are very hazy for you. You forget almost all
5
details.
Chance of Infection Moderate in crypts and mausoleums. Very
low in all other areas. Your memories can no longer be trusted. You will recall things
6
that never happened to you.
Symptoms The skin of infected characters takes a yellow hue;
7 You forget how to cast any magic.
they tend to feel sore in the morning and after physical strain they
bruise easily. 8 You forget any training with a weapon you are proficient in.
Diagnosis When symptoms present, a Wisdom (Medicine) check 9 You forget all details from the last 1d12 days.
with a DC 13 can be made. 10 The age that you perceive yourself is reduced by 1d12 years.
Treatment Level 3 treatment is advised. Broken bones can only
be healed with time or by casting Regeneration. 1d6 applications of Diagnosis When symptoms present, a Wisdom (Medicine) check
ash leaf will treat the illness but will not treat the broken bones. with a DC 14 can be made.
Each application should be taken every two hours. Treatment Level 3 treatment is advised. After treatment no new
symptoms will present but remaining symptoms will take 1d8
hours to fully dissipate. Any symptoms that are five days old or
older become permanent.
Slough Fever
Severity Level 4 A terrible illness that causes the skin to
eventually fall off the infected party, Slough Fever is extremely
painful and one of the deadliest diseases in Theria. When exposed
to the illness, the target makes a Constitution save with a DC
of 13. Once infected, the afflicted gains a level of exhaustion
and makes a Constitution save every two days after a long rest
with a DC of 13. Each failure results in an additional level of
Swole exhaustion that can’t be recovered from until the illness is cured.
Syndrome
Brain Worms
Severity Level 4 A devastating disease that lays waste to a
healthy brain and changes elements of the victim’s personality
permanently. Found in caverns and swamps, this parasite is
normally in egg form on any surface and only hatches when
a potential host brushes up against it. The heat of their body
hatches the eggs and the worms attempt to burrow into the host’s
body to eventually reach the bloodstream and the brain. When Slough
coming in contact with the parasitic eggs, the target must make a Fever
Constitution save with a DC of 12.
Chance of Infection Very low. The chance of infection only Stage 3 (Day 6)
rises when in very humid and filthy areas. (STR) Your party members are starting to hold you back. It’s
1 not their fault that they’re all so much weaker than you but
Symptoms The symptoms for this illness are subtle at first as the
they should know their place and be thankful that you’re here.
worms begin to feast on the brain. Every 3 days the host must roll
on the tables below. If they reach the fifth and final stage, the brain (DEX) Your compatriots seem to be afraid to leap as far as you.
damage is irreversible. 2 Perhaps it’s time to show them some tough love the next time
you’re near a high edge.
Stage 1 (initial infection)
(CON) You wouldn’t need to waste so much time if your party
1 (STR) Disadvantage on all Strength saves. 3 members didn’t need to stop for food and water so often. You
(DEX) Disadvantage on all Dexterity saves. should get rid of it, so they learn a thing or two from you.
2
(INT) You are a master of the arcane. You will always interact
3 (CON) Disadvantage on all Constitution saves. 4
with magic and magic items without a second thought.
4 (INT) Disadvantage on all Intelligence saves.
(WIS) You have an eidetic memory and will not shut up
5 (WIS) Disadvantage on all Wisdom saves. 5 about it. There’s no need to write anything down or
second guess yourself.
6 (CHA) Disadvantage on all Charisma saves.
(CHA) Sometimes people need to be prodded into helping you
6
Stage 2 (Day 3) out. Luckily, you are the most intimidating figure alive.
Jail time of 2d8 days and a 4d20 gold fine. If gold cannot be
8 paid, add an additional 2d6 days to jail time.
Jail time of 3d8 days and a 7d20 gold fine. If gold cannot be
9 paid, add an additional 3d6 days to jail time.
Category: Hard A root that grows in and around The Hazaan Effects +5 to Strength, +2 to Constitution, +15 to Speed,
Mountains, closely guarded by the dragonborn that live there. Can Advantage on any Strength rolls, Advantage on all melee attacks,
be ground into a powder and snorted. Once it enters the system, it Disadvantage to ranged attacks, -7 to Wisdom.
causes the subject to be much more energetic. However, a lack of
When administering a dose of this drug, roll a d100. On a 5 or lower,
impulse control has been recorded.
you suffer a massive heart attack and die instantly.
Effects +5 to Speed, +3 to Initiative, +3 to Dexterity, -3 to Wisdom, Potency 10 Rarity 9
Disadvantage on any Wisdom rolls.
Addictiveness 10 Average Price 9 (125-275 gold per dose)
Potency 7 Rarity 7 Duration 6 hours Criminality 11
Addictiveness 6 Average Price 8 (100-250 gold per dose)
Duration 3 hours Criminality 8
Yaro
Category: Hard A blend of herbs and chemicals that is primarily
FLORA
used by the Nu-Val to train slaves and breed pit fighters. It
temporarily shuts off the pain receptors in the user’s body and, at Herbs
the same time, sends them into a (mostly) violent frenzy. The drug
While traveling throughout Ellara it is not uncommon to spot
provides a sharp boost to speed and strength. It is also famously
dozens upon dozens of various wild herbs, roots, flowers, and other
addictive and thus is of benefit to slave trainers of the Nu-Val.
medicinal ingredients. Many of these can be taken on their own for
Effects +10 to Speed, +3 Strength, +1 to Dexterity, +1 to some sort of effect but they are most commonly used as a component
Constitution, +15 temporary hit points, -4 to Intelligence, of a potion, salve, or cream. Below is a list of some of the most
Disadvantage on any Charisma-based rolls, Disadvantage on any significant of these herbs along with their rarity and directions for
Wisdom-based rolls. use. The following lists are from most common to least common.
Potency 9 Rarity 6 Common Herbs Road Weed, Candy Vine, Akkron Root,
Addictiveness 9 Average Price 7 (85-250 gold per dose) Willow Mint, Ulka Berry, Ender Sage
Duration 2 hours Criminality 7
Uncommon Herbs Low Tassel, Bull Moss, Cavern Salt, Ash
Brain Juice Leaf, Demon Leaf, Stink Bark
Category: Hard A potent cocktail of herbs from various Rare Herbs Flower of Mercy, Burning Ivy, Krystal Leaf,
islands, this “home remedy” promises to make the user more Rossa Stalk
intelligent. The trade-off is that there is an equal rise in ego and
condescension. By changing the brain chemistry of the user, this Road Weed (common) This ugly purple flower resembles a bird’s
narcotic can double or even triple their intellect. These effects open talon. It has been used for centuries to treat nausea. Taken by
subside if the user should ever stop taking it. itself, it can help alleviate an upset stomach. When used in a potion
it can be a lifesaver after a heavy night of drinking.
Effects +2 to Intelligence for every consecutive dose, +1 to
Wisdom for every consecutive dose, -2 to all Charisma rolls for Candy Vine (common) A sugary tasting vine that grows in most
every consecutive dose. forests among the undergrowth of larger bushes. It’s been used for
Potency 6 Rarity 4 sweetening beverages or as a quick treat while on the road.
Addictiveness 8 Average Price 5 (45-80 gold per dose)
Duration 24 hours Criminality 4 Akkron Root (common) This has been found to help with
common cold symptoms such as congestion and runny noses. When
ground up and smoked, some believe it helps fight off stronger
illness—this has yet to be proven medically, however. Its distinctive
freckled pattern makes it easy to spot at the base of trees.
INTOXICATION
Perfect for trying to remember small details or finding lost keys.
Ellaran Drinks
A very potent amount of liquor found
“Elf Shine,” extra hard rum,
41 - 60 2 in some forms of hard liquor and
strong mixed drinks
special tavern brews.
The Haphazard Hex
The perfect drink for those who 61 - 80 3 Accepted dwarven brews. “Blackout” (Dwarven)
have a very low tolerance for alcohol.
Rare orcish and dwarven “Mind Scream” (Orcish),
This drink is great for sipping during 81 - 100 4
beverages only. “Skullsplitter” (Dwarven)
conversation and has been described
as “barely having any booze in it.” A clerics advisory has been placed on
Made with goat milk, bean leavings, 100 - 110 5 drinking this amount of alcohol as it “Cave-in” (Dwarven)
and ¼ teaspoon of your favorite can be detrimental to your health.
alcohol. There have still been reports Please stop.
111 - 120 6 “The Murderer” (Orcish)
from light drinkers that after 2
servings they were more inclined to sit 121 - 130 7 — —
on the floor than in a chair.
131 - 140 8 — —
Tasting notes A slow moving tidal
141 - 150 9 — —
wave of cocoa coats the tongue and
wraps it in a hug that eases worldly 150+ 10 Lethal to most. —
worries. An afterglow of velvety
smoothness soothes the senses and
alleviates concerns.
Lavern Scale 1–10 Drinking “Hit Points” Effect
20 No Effect
The Half Pint
17 -2 to Perception checks and Passive Perception
Light drinkers have many options when at the tavern. The Half
Pint is a mild beverage that comes in a glass that is, most likely, a Advantage on Charisma checks / Disadvantage
14
bit too much for the person ordering it. Charged with a blend of on Perception checks / -8 to Passive Perception
berries that have soaked in both alcohol and a potion that causes
the drinker to be more awake and alert, the result can be something Advantage on all Strength checks / 5 Temporary
11
Hit Points
of a mess for first-timers and
cause them to crash hard later in the evening. 9 -5 to Wisdom
Tasting Notes A static charged tingle invigorates the mouth with Passive Perception is now reduced to 3 /
a jolt of bright and fruity zest. Your body is now ready to face 7 Disadvantage on all Wisdom checks and Saving
whatever the evening throws at you. throws
Lavern Scale 1–10
In danger of blacking out. Constitution save
5 with a DC of 14 or the character passes out for
Rise and Shine 1d10 hours.
For those who enjoy waking up in the early morn for a jog or just
In danger of blacking out. Constitution save with
watching the sun rise. This lovely liquor is great for an evening out
3 a DC of 16 or the character passes out for 1d10
without all of that hangover business the next day. It’s a bubbly
hours. Disadvantage on all checks and saves.
and cheerful beverage that combines moonshine with effervescent,
citrus-infused tonic. 1 The character passes out for 2d8 hours.
Tasting Notes The first sip is much like the first rays of warm sun
streaming through a stained glass window to shrug the morning
A character will regain 3 points for every short rest and will wake up sober after a long rest. If
chill away. The glowing citrus undertones are as mellow as a dew-
they should dip below 10 points at any time during drinking, they will wake up with a level of
soaked rose petal. exhaustion and a headache. If they dip below 7 points during drinking, they will wake up with
2 levels of exhaustion and feel utterly terrible.
Lavern Scale 11–20
1 tablespoon butter 4 • Comb your mustache, if you have one. For the love of The God of
the
Sun and any demon lords possessing you, just focus for once.
5 • Once the dough has risen, dust your work surface with a bit more
flour and throw the dough out on top. Divide it into 12 pieces, using a
dagger or other sharp torture implement nearby.
6 • Shape the parcels into the traditional Ellaran Grieving Roll shape:
tuck the edges underneath to form a little package you imagine
is filled with all the remorse and shame of a thousand
generations, then roll the dough around between your
palms until round and smooth. This effectively traps
in the tears of your ancestors. Remember that
every Ellaran Grieving Roll is thought to hold the
sadness of all those who have ever fallen—or
ever will fall—on Ellara, so don’t fuck this up or
it’s super disrespectful. Make a couple of slashes
across the top of the dough with your dagger to
remind your ancestors who’s boss.
7 • Tear a parchment page out of one of Jadzia’s
largest tomes. Line a rectangular pan with it,
and spray the page with the oil you use to clean
your weapon or armor. Otherwise just spray a
nonstick coating of some sort. Arrange the rolls
inside the pan, spacing them out a little. Let the
rolls rise for about half an hour until they fill the
pan and look like little pillows made from the
horror of terrible, gruesome death.
8 • While the rolls are rising, pre-heat the oven to
375°F / 190°C. Meanwhile, take this time to reflect
on those close to you who have felt deep sadness and
regret. This should likely be everyone in Theria. Try
not to cry or you’ll ruin it and you’ll have to start over.
9 • Melt the butter and brush it over the risen grieving
rolls. This is the secret step to making the grief go away
forever. Wait no that’s the poison again. Don’t use any poison.
10 • Bake the rolls until golden. 15 to 20 minutes, tops.
11 • Lift the grieving rolls from the pan, apologize to Jadzia
for using a page from her tome, and let the rolls cool on a
chain mail shirt or something until they’re cool enough to
touch. Be sure to give Therian Grieving Rolls to those who are
crying, lamenting, regretting, or despairing. Sometimes we bury the
dead with a roll or two. Eat whatever’s left as soon as possible, and
remember to bury your sadness deep, deep down inside where it can
never come out.
Enjoy!
Tiefling Curry
Ingredients Preparation
1 1/2 cups rice 1 • In a large saucepan, cook some rice. Don’t overthink this. It’s just rice.
1 tablespoon oil 2 • Heat oil in a large pot over medium heat. Season brun brun with salt
and burning ivy, to taste.
1 1/2 pounds boneless, skinless Recall how fluffy the brun brun’s tail was in life. Cry a little about it. Then
add more salt and
brun brun, cut into 1-inch chunks burning ivy because you underestimate yourself. Add the seasoned brun
brun, shallots, and garlic
to the pot and cook until it’s all the color of a red tiefling’s nose hair (it’s
salt and burning ivy a thing, ask somebody),
about 3-5 minutes.
2 shallots, minced, threatened
3 • Stir in tiefling curry paste and akkron root until fragrant, about 1 minute.
3 cloves garlic, minced, despised
4 • Stir in coconut milk. Bring to a boil; reduce heat and cook, then re-boil
to keep the curry
3 tablespoons tiefling curry paste guessing and a little bullied. Uncover, stirring occasionally, until reduced
and thickened, about
1 tablespoon freshly grated akkron root 10-15 minutes.
1 jar coconut milk 5 • Stir in green stuff until just tender, about 3 minutes.
1 bunch green things, cut 6 • Remove from heat; stir in green onions and
into pieces interrogated lime juice; season again with salt and
burning ivy, to taste. Add more, loser. More than that.
2 green onions, thinly sliced
No, more. That’s it.
2 tablespoons freshly
7 • Serve immediately with rice.
interrogated limes
Listen—this is going to burn
your face off, and you’ll
likely need to see a cleric
for treatment, but it’s so
worth it.
Bandages Towns near the water like Fairbay, Ebony Harbor, and Brightport are
known for abundant seafood. Hundreds of tons of fish are caught
There may not be a more helpful tool in an adventurer’s pack every year by fishing boats and then sold in town squares as both
than clean linen or a healer’s kit. There is no true substitute for fresh sources of meat and dried meats for travelers. That, combined
bandages when the need arises, and this simple item can help with game brought in by hunting parties, can keep up with the
save the life of someone you hold dear. Bandages are used to stop demands of larger cities like Overdale and Esterholt. A competent
bleeding, hold splints in place, keep wounds clean, and much more. and hard-working hunter or fisherman can earn quite a living.
WEATHER & NATURE quickly. Quick thinking and sure footing are required to not be
swept away completely.
Duration 1d4 hours
The life of an adventurer is rarely easy. Beyond worrying about
Effects Travel speed is reduced by three quarters. Water rises by
bandits, beasts, and even betrayal, you also have the world itself to
2d6 inches/4d6 centimeters every hour. Everyone must make a DC 11
contend with when traveling. There are some basic rules of thumb
Dexterity save or take 3d6 bludgeoning damage from debris such as
when taking the weather into account. Heat, cold, rain, and snow
rocks and downed trees. If the water is above the 2 ft. (61 cm), a DC
are all very standard, but there are even more rare phenomena
13 Constitution save must be made or the target is swept away. They
worth mentioning.
take 2d6 bludgeoning damage every round. Strength (Athletics)
checks have disadvantage but a successful one will end the effect.
Wildfire
(Heroes’ March, Hunters’ Bounty, The Divide) A raging fire that is truly
out of control. Wildfires spread quickly and create areas of intense
heat and smoke that makes it difficult to breathe.
Duration 2d20 hours
Effects Thick smoke blankets the area and reduces visibility.
Disadvantage to Wisdom (Perception) checks that rely on sight.
Individuals in an area with a wildfire must succeed three Wisdom
(Survival) checks with a DC of 12 to leave the area. Wisdom
(Survival) checks to track or find one’s way are at a disadvantage.
Suffocation rules are in play. After two full rounds trapped in an
area with wildfire present, the party takes 3d4 fire damage. Every
round after the second, fire damage increases by 2d4 until the
party leaves the area or dies.
Rock Slide
(most mountain regions) Rock slides are occasional hazards that occur
in hilly and mountainous areas. Large boulders or showers of debris
will tumble down to the base and batter individuals or objects.
Duration 1d4 rounds
Effects Use the chart below to determine your rock slide
encounter. First, roll for the size of the slide itself. After that,
each member in the rock slide’s path must make a Dexterity save
that corresponds to the slide. If they should fail, they take the
corresponding damage. Each member must do this for every round
the rock slide is occurring. After struck, the party member must
make additional saves with a -2 applied to the roll.
Size of Rock Slide DC of Dexterity Save Damage if Struck
Mild DC 7 3d6 Bludgeoning
Animals are spooked and require a Wisdom (Animal Handling) check with a DC of 12 to calm them.
A decently powerful
A Constitution save with a DC of 10 is required for anyone standing on the ground. A Constitution
quake that will rattle
4 1 mile (1.5 kilometer) save with a DC of 12 is required for anyone perched up at a height. Should they fall, they will take 1d8
foundations and topple
bludgeoning damage. 10% chance of falling debris (such as rocks or building pieces) that would cause 1d8
stacks of goods.
bludgeoning damage should they hit a target. 20% chance to cause a cave-in for caverns within the radius.
Animals are spooked and require a Wisdom (Animal Handling) check with a DC of 13 to calm them.
Herd animals will stampede. A Constitution save with a DC of 11 is required for anyone standing
A moderate shaking that on the ground. Those who fail take 1d8 bludgeoning damage. A Constitution save with a DC of 13 is
5 2 miles (3 kilometers) required for anyone perched up at a height. Should they fall, they will take 2d8 bludgeoning damage.
can knock people down.
20% chance of falling debris (such as rocks or building pieces) that would cause 2d8 bludgeoning
damage should they hit a target. 30% chance to cause a cave-in for caverns within the radius.
Buildings in the radius will take 2d10 bludgeoning damage.
Animals are spooked and require a Wisdom (Animal Handling) check with a DC of 14 to calm them.
A quake capable of Herd animals will stampede. A Constitution save with a DC of 12 is required for anyone standing
causing real damage to on the ground. Those who fail take 2d8 bludgeoning damage. A Constitution save with a DC of 14 is
6 buildings and possibly 4 miles (6.5 kilometers) required for anyone perched up at a height. Should they fall, they will take 3d8 bludgeoning damage.
injuring people with 30% chance of falling debris (such as rocks or building pieces) that would cause 3d8 bludgeoning
falling debris. damage should they hit a target. 40% chance to cause a cave-in for caverns within the radius.
Buildings in the radius will take 3d10 bludgeoning damage.
Animals are spooked and require a Wisdom (Animal Handling) check with a DC of 15 to calm them.
A very destructive quake Herd animals will stampede. A Constitution save with a DC of 13 is required for anyone standing
that will have long term on the ground. Those who fail take 3d8 bludgeoning damage. A Constitution save with a DC of 15 is
7 repercussions to any 7 miles (11 kilometers) required for anyone perched up at a height. Should they fall, they will take 4d8 bludgeoning damage.
standing structure 50% chance of falling debris (such as rocks or building pieces) that would cause 4d8 bludgeoning
in the area. damage should they hit a target. 50% chance to cause a cave-in for caverns within the radius.
Buildings in the radius will take 4d10 bludgeoning damage.
Animals are spooked and require a Wisdom (Animal Handling) check with a DC of 16 to calm them.
Herd animals will stampede. A Constitution save with a DC of 14 is required for anyone standing
on the ground. Those who fail take 4d8 bludgeoning damage. A Constitution save with a DC of 16 is
A quake that will cause
required for anyone perched up at a height. Should they fall, they will take 5d8 bludgeoning damage.
countless injuries and
8 10 miles (16 kilometers) 65% chance of falling debris (such as rocks or building pieces) that would cause 4d8 bludgeoning
many deaths if it should
damage should they hit a target. 65% chance to cause a cave-in for caverns within the radius.
hit a major city.
Buildings in the radius will take 5d10 bludgeoning damage. A fissure opens in the center of the radius
and attempts to swallow everyone in the area. Those in the area must succeed on a Dexterity save
with a DC of 11 of plummet to their death. If they are already prone, the roll with Disadvantage.
Animals are spooked and require a Wisdom (Animal Handling) check with a DC of 17 to calm them.
Herd animals will stampede. A Constitution save with a DC of 16 is required for anyone standing
A terrible earthquake that on the ground. Those who fail take 6d8 bludgeoning damage. A Constitution save with a DC of 18 is
will no doubt kill many required for anyone perched up at a height. Should they fall, they will take 7d8 bludgeoning damage.
9 12 miles (19 kilometers) 85% chance of falling debris (such as rocks or building pieces) that would cause 6d8 bludgeoning
and damage countless
buildings. damage should they hit a target. 85% chance to cause a cave-in for caverns within the radius.
Buildings in the radius will take 7d10 bludgeoning damage. A fissure opens in the center of the radius
and attempts to swallow everyone in the area. Those in the area must succeed on a Dexterity save
with a DC of 12 of plummet to their death. If they are already prone, the roll with Disadvantage.
Animals are spooked and require a Wisdom (Animal Handling) check with a DC of 18 to calm them.
Herd animals will stampede. A Constitution save with a DC of 17 is required for anyone standing
Absolutely devastating. A on the ground. Those who fail take 8d8 bludgeoning damage. A Constitution save with a DC of 19 is
truly historical quake that required for anyone perched up at a height. Should they fall, they will take 9d8 bludgeoning damage.
10 will be written about for 15 miles (24 kilometers) 100% chance of falling debris (such as rocks or building pieces) that would cause 8d8 bludgeoning
years to come by the few damage should they hit a target. 100% chance to cause a cave-in for caverns within the radius.
who manage to survive it. Buildings in the radius will take 10d10 bludgeoning damage. A fissure opens in the center of the
radius and attempts to swallow everyone in the area. Those in the area must succeed on a Dexterity
save with a DC of 14 of plummet to their death. If they are already prone, the roll with Disadvantage.
Heat Wave
(The Wastes, Heroes’ March, Hunters’ Bounty) A sudden spike in
temperature.
Duration 1d4 days
Effects The temperature rises 3d8 degrees Fahrenheit/3d4 degrees
Celsius.
Mud Slide
(Heroes’ March, The Mourning Shore, The Blackrock Mountains) The
recent rains have loosened the dirt on nearby hilltops or mountains.
An avalanche of mud and debris are now careening toward you.
Duration 1d10 rounds
Effects Everyone must make a Dexterity saving throw with a DC
of 15 or take 5d6 bludgeoning damage from debris such as rocks
and downed trees. Anyone who failed the save is also now buried
and restrained. They may make a Strength saving throw with a
DC of 12 each round to free themselves. While under the mud,
they follow the same rules as drowning. If the mud is above the 2
ft. (61 cm) mark for any reason a Constitution saving throw with
a DC of 13 must be made or the target is swept away. They take
3d6 bludgeoning damage every round they are being swept away.
Strength (Athletics) checks have disadvantage but a successful one
will end the effect.
Quicksand
(The Mourning Shore, Hunters’ Bounty, The Wastes) This deceptive
patch of liquid sand is normally found in a 15 to 20 ft. (4.5 to 6 m)
radius and is easy to fall into if you aren’t familiar with the threat.
Once inside, it is difficult to keep your head above the surface and
even more difficult to reach dry land again in some cases.
Effects When approaching quicksand, the party member must
make a Wisdom (Survival) check with a DC of 14 or they will not
recognize the threat in time. If running, they have disadvantage
on this check. Should they fall in, they must fight to keep above
the surface of the sand and must make a Strength (Athletics) check
with a DC of 15 each round or sink 5 ft. (1.5 m) into the sand. If they
were running when they entered the sand, they start 5 ft. (1.5 m)
under the sand. While under, drowning rules apply. If they succeed
on the Strength (Athletics) check with a 16 or higher, they may
swim 5 ft. (1.5 m) in any direction.
d8 Depth of Quicksand d8 Depth of Quicksand
1 15 ft. (4.5 m) 5 35 ft. (11 m)
THERIAN CHARACTERS
to fight for the chance to learn?
Age
Crafting a character in the world of Theria can be as complex or Adventurers typically either die adventuring or retire before the
simple as you wish to make it, but one of the most exciting parts world has a chance to kill them. Is your character young and naive,
of playing in a new world is creating characters who fit into that or has the world already taught them some tough lessons? Did they
world. With that in mind, here are a few tips and tricks on how to take to the road early to explore, or have they lost everything and
make your characters feel Therian, along with some prompts to get adventuring is their only option? Maybe they have lived quiet lives
you started! until now, and the world is beckoning to them to explore it? Keep
in mind that most of the longest-lived races in traditional fantasy
Race have a much shorter lifespan in Theria. The Races section will
inform you of key facets and impacts to consider in this decision,
The first decision for characters in most roleplay settings is race, and your game master can help clarify further.
as it can go a long way in helping determine aspects of your
character’s personality and background. In Theria, race often
plays a huge part in how a character was raised and how the world
Faith
reacts to them. You can read more about each major race on The In Theria, gods are not omnipresent forces in daily life. As a
Mainland in the next chapter, but something to keep in mind is result, there are many who do not believe in them at all, and just
that race is only a facet of your character’s journey. You could also as many who worship the entire pantheon, according to their
make a character that feels disconnected from their race or wishes needs. However, there are also those who identify closely with
to disprove the stereotypes attached to it. Orphans are common in one specific god and focus their worship thus. Whether a person
Theria since The Overwatch war, so it isn’t uncommon for a child worships, whom they worship and how will inform your character
of one race to be adopted by parents of another. for yourself and your party.
Upbringing Motivation
The way your character was raised plays a huge part in how they All adventurers have a reason for doing what they do. The reason
live their life. An elf living in The Evergreen will behave much is often tragic, but it doesn’t have to be. Consider where your
differently than one from Brightport. Consider the situation your character came from and why, even though it would be much safer
character grew up in. Were they rich, or poor? Did they have both to stay in town, they would choose to venture out and risk their
parents, one parent, or neither? Did they grow up in a bustling lives in the great wide wilderness. Also imagine what or who they
brothel, or the shadowed warmth of The Underworld? Perhaps might be leaving behind.
your character comes from another continent, far away from The
Mainland where they find themselves now. Who cared for them,
or were they cared for at all? How did their upbringing shape them
Personality
into who they are today? After you have decided on all or a few of these traits, you can use the
information you have come up with to craft the personality of your
Class character. You know the life they lived, so now all it takes is figuring
out how it has shaped them. There are more options than there are
Almost more so than race, your character’s class can bring insight stars in the sky, and that is what makes roleplay so exciting.
into how they think and behave. In the Classes chapter you can
Hopefully after considering these options, you’ve come up with
see a breakdown of character classes and how one would go
a Therian character you’re excited to play. However, if you don’t
about training in a certain class in Theria. Class is one decision
want to do it from scratch, try some or all the tables below to make
most characters have chosen for themselves in their lifetime, so
a character with fate as your guide!
consider what drew your character to this class and why. Were
It is also worth noting that the random nature of these tables 7 Tiefling
could lead to a series of attributes that don’t quite ‘fit’ together. Roll a 20-sided die. The higher the
Keep in mind that all these tables are merely suggestions, and you 8 Half-Orc * number rolled, the more traditional
orcish traits your character shows
should feel free to reroll unless the rules for your own personal physically.
game say otherwise.
9 Red Dragonborn *
10 Halfling
Class 11
12
Lizardfolk *
Half-Tiefling
Age
were not born, you were created. In its
place, roll a 20-sided die. The lower the
number, the more afflicted your character
is with the essai plague physically. If you
d6 Age Notes Essai roll a 1, your character is actively dying
18
Many, if not most, would still consider your and needs to find a cure or come to terms
1 Adolescent * character a child. with their imminent demise.
Your character is old enough to not be questioned Also, roll another 20-sided die. Evens,
2 Young Adult at a bar, but young enough that they are still you are the ‘Archaic’ type. Odds, you are
underestimated in combat. one of the ‘Thrall.’
* For Adolescent and Elderly, the player and GM can decide together whether or
not the player should reroll.
Your character knew their parents, at least for a time, which makes the betrayal they suffered by being sold into slavery all the more painful.
2 Sold They had a small taste of a normal life, and that was all stripped away from them when they became property.
Optional Die Roll a d12 to decide the age your character was sold.
Though your parents did keep you, they made it very little secret that they wished they had gone with another option. Whether purely
3 Unwanted
psychological or physical, you suffered abuse at their hands for the majority of your upbringing.
Whether it was your family or the community at large, something about your character set them apart from the ones around them, and not
4 Outcast
in a positive way. They often felt as though they were on the outside looking in.
Your character found themselves living on the streets of one of Ellara’s busy cities in their youth, barely scraping by via begging or more
5 Homeless dishonest means.
Optional Die Roll a d20. On a 10 or higher your character had their family with them, on a 9 or below they were completely on their own.
Though living away from the big cities has some upsides, it also makes being poor all the harder. Your family did their best, but you survived
6 Rural Poor
mostly on the goodness of other villagers or by eating whatever you could hunt.
Your character was an orphan, and an outsider to the most intense degree, finding no salvation or connection to their surroundings on any
7 Child of Nowhere level. It may have been their race or their personality, but it seemed like no one and nothing truly cared for them.
Your family once had it all: wealth and power. That taste of the good life is but a memory, lost either through their own failings or the fickle
workings of The God of Luck. If there is anything worse than being poor, it’s knowing what it’s like not to be.
8 Fallen from Grace
Optional Die Roll a d20, on a 10 or higher, your character was old enough to remember the good life. On a 9 or lower, they either do not remember
it or the wealth was lost before they were born.
Your character was barely ever considered a child—they were always a soldier. The person or people who raised them made sure to drill this
9 Child of War into their head, and also made certain that they never felt truly safe. They were attempting to prepare your character for the real world, but
in doing so they deprived them of a true childhood.
The wild is your character’s true home. While they may or may not have had a family and community, The God of Nature always called them
10 Raised by Nature and made them feel safer than any city ever could.
Optional Die Roll a d4 to decide your characters wilderness preference/home- 1 = Swamp, 2 = Ocean, 3 = Forest, 4 = Mountains
Your character was the child of a merchant or merchants, and grew up traveling more often than not. While your character may have
11 Merchant Child
technically had a “home,” they were more familiar with the back of whatever cart their parents used to travel from one city to another.
Your character was raised by parents who did not quite “match.” They were very loved and cared for, but the difference between themselves
and their family was obvious, and the disconnect was palpable.
12 Misplaced, but Loved
Optional Die Roll on the Race table a second time to decide your adoptive parents’ race. Reroll if you roll your characters race or
either side of their half-race.
Through some series of circumstances, whether tragic or cruel, your character was left with only one parent. While they were loved and
13 Single Loving Parent
cared for, they always wondered about their missing parent and what it meant that they were absent.
Your character grew up with a very full household. Whether they lived with multiple generations of their family, had a collection of siblings
14 A Busy Household to reach the double digits, or both. They never had to look far to find a sympathetic ear or practice whatever skills they’d like with someone
who shared their interest, or at least loved them enough to pretend to.
Your character came about their good luck and fortune through adoption. They were taken in by a well-off family that took care of all of
their financial worries.
15 Ascended from Nothing
Optional Die Roll a d20. If evens, this adopted family also cared for your character emotionally. If odds, they were distant,
or even outright hostile.
As a child, your character stumbled upon something that helped them and their family ascend the social ladder. This was likely a patch of
16 Lucky Accident rare herbs that they found while playing, or maybe even an entrance into a forgotten tomb. Whatever it may have been, your family owes
their relatively good standing to your character.
Your character could have been nothing but an orphan who would have been lucky to find a family, but they did not allow that for
17 Bootstraps themselves. Instead they focused on what they did have—their mind or their body. They focused every day on their talent, and used that to
gain noteworthy fame and some wealth in their hometown.
Your family can trace back their chosen profession for generations, and with that profession comes intricate knowledge and secrets others
are either unaware of or must fight hard to gain. Your ancestry is a point of pride in your household, and your character is expected to carry
18 Gifted by Ancestry
on the legacy.
Optional Die Roll a d4 to decide what your ancestors studied. 1 = Magic / 2 = Blacksmithing / 3 = Alchemy/Medicine / 4 = Monster Hunting
Your character was blessed with a loving mentor who wanted the very best for them. They were given advantages in the field of their
19 Trained for Greatness choosing which most others would never have, and wanted for nothing during their coming to age.
The top of the order in Ellara, your character was born into greatness. They may have been spoiled and perhaps even coddled and they are
20 Noble
very much used to the finer things in life.
2 God of Undeath Your character finds hope in the concept of second chances. They could interpret death as an enemy.
Your character can not stand injustice and fights for their god’s conception of justice. Your character may have a unique
3 God of Justice
understanding (or misunderstanding) of what this entails.
Your character believes that law is the only boundary which can herd the common person, and to go against it is to
4 God of Civilization commit a form of blasphemy. They may have very strong opinions on which civilization is superior or how far the law
should be allowed to extend.
Your character sees magic in the act of creation, be it art or blacksmithing or cultivating young minds. They may be
5 God of Creation
overzealous with their pursuits.
Your character knows that without the sun, the world would be plunged into a darkness that would not allow humanoids
6 God of the Sun
to thrive. They may view “creatures of the night” and any that chose to live in darkness as their mortal enemies.
Your character knows life is short and believes that indulging in whatever happiness there is to be had is of the utmost
7 God of Plenty
importance. They may also easily go overboard and have too much of these good things.
Your character believes nature is the giver of life, and it is the duty of the living to protect it. They may value the wellbeing
8 God of Wilderness
of nature above the wellbeing of life itself.
Your character understands that life is made up of a string of good luck or bad luck, and it is no use fighting against that,
9 God of Luck
only to hope for the good. They may take unnecessary and very dangerous risks because it “could work out.”
10 God of Courage Your character is a believer in the ability for all beings to prevail over all obstacles, and knows that it is courage that moves
the world forward. In an attempt to prove their bravery, they may take actions others would see as boisterous or foolhardy.
Your character understands that death is a necessary part of the cycle of life, and it should be accepted. They may seek out
11 God of Death
death’s gift, or “help” by granting it to others.
12 Agnostic/Anti-theist Your character may not care or respect any of the gods. They may even view the gods as a pathetic crutch or enemy of Ellara.
2 Uul’vek Your character delights in war and battle. Knowing they have crushed their enemies in battle is what brings them pride,
and pleases their lord.
3 Sogoth Your character finds joy in pain of any kind. Self-inflicted or forced onto others, there is nothing quite like the thrill
that comes with suffering.
4 Barrak Your character seeks personal gain above all else, and will do just about anything to get it. They enjoy making bargains
and taking chances so long as they can reasonably believe they will come out on top.
5 Delusion Your character believes in a god or demon lord of their own creation. Perhaps they have hallucinations that inform this
deity, or dream of them. Either way, they are the only ones aware of this particular ruler.
6 Girus Your character finds beauty in rot and blight. They see it as the natural end of all things, and therefore delightful
in its own special way.
7 Lo’kon Your character is a perfectionist to the core, and are enraptured enough in that ideal that they are willing to worship a
demon lord to achieve it.
8 Dra’ll Your character wants that which they can not have, the approval of an unfeeling lord. They are captivated by
all things ice and frost.
9 Darmock Your character is charmed with the idea of freeing the demons onto the mortal realm. They want the world to burn, and
believe their lord will help them attain that.
10 Narcissist Your character believes that they are, in fact, a deity in their own right. Trapped in the body of a mortal, they are entirely
convinced they are not like their supposed peers.
2 Believer Your character strictly follows their beliefs and uses them as a means to make decisions fairly often. If asked, they
would suggest their lifestyle or similar lifestyles.
3 Follower Your character’s beliefs have strongly informed most aspects of their life since they discovered them, and
continue to do so. If asked, they would insist that their way is the correct one.
4 Disciple Your character is primarily informed by what they believe. Depending on their ideology they may wear their symbol
proudly on their person or speak boisterously of how good their set of beliefs is when the occasion calls for it.
5 Zealot Your character is a fervent representative of their beliefs. Not only do they follow them, but they believe others
should as well and do not wait to be asked before insisting others accept the truth of their ideology.
6 Fanatic Your character’s beliefs are an active obsession. They meditate on them every day, and there is not a decision to be
made that does not in some way factor in how they feel about their chosen faith.
Motivation
d10 Reason Notes
Your character did not choose to leave the safety of their home, they were forced to. Their mortality is on the
line, and if they do not find what they are looking for they will perish.
1 Searching for Salvation
Optional Die Roll a d6. The number on the die is the number of years the character has to complete their goal before
they perish.
Your character has nowhere to return to. Whether their family murdered, their home burned, their love lost,
2 Nothing Left or any number of circumstances, your character is on their own. They may have given up on the concept of a
“home” entirely or are in search of a new one.
Your character is trying their best to make ends meet, and they don’t believe they can do so where they’ve come
3 Might as Well Try
from. They could have a family to provide for, or only themselves to take care of, but adventuring is their last option.
Your character is on the run from the law. Those in their hometown believe them to have committed some
punishable offense, and your character refuses to go down for it.
4 Outlaw
Optional Die Roll a d20. If it is a 10 or higher, your character is innocent. On a 9 or below, they committed the crime
of which they are accused.
Your character has a mystery to solve. Whether it is a family secret, a lead for research on a topic they care
5 Chasing the Lead deeply for, a hidden treasure map they found, or a dream they are following, they have a hunch there is
something important out there for them, and they need to follow through.
Your character’s reasons for leaving home are purely emotional. Whether it is because they refuse to apologize
6 Can’t Face the Music for a mistake, do not believe their apology would be accepted, can no longer bear to face their peers, or don’t
want to make a very important choice, it was easier to run than continue living as they were.
Your character has heard the tales and songs, and all they want in all the world is to be the topic of just one. They
7 Glory to be Won
long to be the one slaying the dragon, rescuing nobility, or defeating the great evil. They want to prove themselves.
Your character has had enough of watching others do what they can’t. They are filled with jealousy towards
8 Green-Eyed Dragon
those who have more or are more powerful. They want to become great… maybe too great.
Your character was a victim once, but they will not be again. Whether they are after a specific person, or only
9 Vengeance traveling to kill as many of the types of creatures or people who wronged them as they can, their only goal is to
make someone, or something, pay.
10 Chased Your character has made a very powerful enemy where they come from. They know it is only a matter of time
before they are discovered by this person, and they have to keep moving for their own good.
* The personality table can be rolled on as many times as you wish, though keep in mind the more traits you add to your character, the harder it might be to embody all of them. Usually
two to three core traits are enough to get a character rolling, with the player filling in the blanks with their imagination. You could also choose to roll for one positive and one negative
trait. It is encouraged for players to consider all the other attributes to their characters while figuring out how these personality traits manifest.
2 Some of my opinions and beliefs are considered “dated.” Skill Proficiencies Performance, Acrobatics
3 My fashion sense is very dated and I rarely fit in with everyone else. Tool Proficiencies Any musical or gaming tool
Social customs have changed since my time and I seem awkward in Equipment Any one musical instrument or gaming set, A case
4
most situations, but at parties, I’m a novelty. full of scrolls with a younger version of yourself sketched on them
I invested in a new trade route during my time and now it’s flourishing. (for autographs), and 10 gold.
5 I might have a lot of gold coming my way if I can convince those in
control to give it up. Feature: Nostalgia Factor
My time displacement has given me a unique perspective on the world You have learned to use your early fame to your advantage
6
around me and I am sought often for my counsel and wisdom. when speaking to people who recognize you. Anytime someone
remembers you and your act, you gain advantage to all Charisma
based rolls as long as you perform some version of your most
Bottomless Joy famous material (a special trick, your most famous tune or a
signature catch phrase).
You are or have been a member of the Bottomless Joy band and
thus have mastered a musical instrument. Very few have reached
the heights of performance that you have. Crowds have listened
The calling of the Tiri’Val Bloodline is very strong and I am compelled Feature: Power Within
4
to search for remnants of my people.
You’ve searched deep within yourself and, as a result, are
5
I have had dreams of my people and a beautiful city in the deepest extensively familiar with your mind and will. Whenever you make
woods. I must go to it.
a Wisdom saving throw and fail, you may reroll that save once.
6 Is there a chance that the gods could bring my people back?
d6 Suggested Characteristics
The opinions of others can be strong. This causes me to keep my
Endurant 1
thoughts to myself more often than not.
human races, and you refuse to accept the new way of things now. 3 I lived so long in The Evergreen that I find myself uncomfortable
in cities.
Prerequisites Human only
I want to save everyone. If I see anyone in what I perceive to be danger,
4
Skill Proficiencies History, Intimidation I will intercede.
Tool Proficiencies Smith’s Tools 5 Defenses in and around a city only let others know that we want
to fight.
Equipment Smith’s Tools, a keepsake from the old Overwatch, a
tattoo of the Overwatch insignia, and a pouch with 10 gold. I despise seeing weapons in town and feel that no one should be able
6 to carry them, not even guards.
Feature: The War isn’t Over
You cannot stand any race that isn’t human. There are no
exceptions to this rule. You receive a +2 to any attacks made
Life of Deception
against a sentient non-human target. You also receive a -2 to any You have been hiding your entire life; new names, new clothes,
Charisma checks made against a target that isn’t human that isn’t dyed hair, and fake accents. Anything to keep people from asking
Intimidation. too many questions. Maybe your family was in trouble with the
law, or you were in trouble with your family. Perhaps your true
d6 Suggested Characteristics nature is not what it appears to be at all. Regardless, you have
1 I long for the days of the Overwatch and want desperately to recreate it. known this way of life too long to change it now.
I am completely intolerant of any race but humans, and I am very vocal
2 Skill Proficiencies Deception, Stealth
about my beliefs.
Tool Proficiencies Thieves’ Tools
“The only thing that is going to stop a bad guy with a crossbow is a
3 good guy with a crossbow.” Equipment Leatherworker’s tools, Disguise kit, a hooded cloak,
I don’t think I’m any different from any other race, I just think we and 10 gold.
4
should all be separated.
Feature: In Plain Sight
I have a hardline stance on defending my current city and how much
5
gold should be allocated to that. You have become a master at blending in with the crowd. Going
6 “The mayor shouldn’t be able to tell me how to live my life!” unnoticed is your main objective and you accomplish this by
not drawing attention to yourself. You advantage with using
Dexterity (Stealth) in a crowd and can use a disguise kit twice as
quickly as normal.
Former White Raven
d6 Suggested Characteristics
Your order stood for peace, acceptance, and for standing up against
I am very paranoid. I am aware of everyone around me at all times, I
tyranny. You believed in those ideals wholeheartedly and fought
1 know all the escape routes if I am in a building, and I always have a
through to the bitter end. The White Ravens did what Theria weapon readied.
thought was impossible: they won. They are gone now, disbanded 2 I have major trust issues and will not let anyone get to know the real me.
after their former leader became Queen of Overdale, and no longer
There are some days where I can’t remember where I was born or grew
needed in this new world they helped build. You hold fast to your 3
up. Each place is as good as another.
former ideals and, though you may feel lost, you hold those in your
4 Observing others has given me insight into the ways that other races think.
heart forever.
Constantly moving and changing my persona has made me
Skill Proficiencies Investigation, Survival 5 open to all peoples and cultures. I find that I can get along with most
groups of people.
Tool Proficiencies Weaver’s Tools
I am a shadow in my mind. I am utterly convinced that I can
Equipment Weaver’s Tools, a set of traveler’s clothes, and 5 gold. 6
blend in anywhere.
2 A specific monster scarred me. I now wish to eradicate all of their kind.
Feature: Get Busy Living or Get Busy Dying
3 Vampires are a blight on the world. There are no exceptions.
You only have so much time in the world, so why would you waste
My constant study of various monsters makes me feel as though I have an
any of that time worrying about potential failure? Whenever 4 edge in combat with most of them.
you are put in a life or death situation (such as falling from a tall
I enjoy teaching others the things I have learned. I made a lot of mistakes
height or leaping over a chasm), you receive advantage to any check 5
along the way, and I don’t wish others to do the same.
relating to this event. You also receive a +1 to all saves.
I feel as though I am the world’s foremost expert on a single monster. No
6
d6 Suggested Characteristics one knows more about them than me.
I have become incredibly selfish with the time I have left. If something
Of the Mountains
2
doesn’t benefit me, it isn’t worth doing. You do not trust the gods nearly as much as you trust the
Taking risks means almost nothing to me and I’ll volunteer for mountains—they were the stories you were told in childhood,
3
dangerous tasks constantly. and you echo those stories now. The wisdom you gain from the
4 Helping others is the greatest use of my remaining time. mountains is the core of who you are, and you ponder upon their
I plan on leaving everything I own to someone in need. It’s time to bulk
nature often to gain further insight.
5
that inheritance up.
Skill Proficiencies Nature, Survival
Knowing I have a set amount of time on Theria left, I live every day as if
6 it is my last and truly appreciate every moment.
Tool Proficiencies Any
Equipment One set of tools, heavy clothes, climbing gear, and 5
gold.
Monster Hunter Feature: Tougher Stuff
It is a rough job, and one with a short life expectancy, but someone Colder climates don’t bother you. The mountain has gifted you
has to do it. It may be a calling, or you may have felt you had no with a thick skin and tough spirit. You can travel in cold climates
other choice but seeking out the worst Theria has to offer and and it does not affect you. You also have resistance to cold damage.
taking it down is what drives you. Because of your occupation,
many look up to you, but they also know never to get too close. It’s d6 Suggested Characteristics
dangerous to become attached to someone who risks their life as
1 I find it difficult to exist in towns and cities and their many creature
often as you do. comforts.
Skill Proficiencies Athletics, Nature The cold never bothered me anyway. I thrive in chilly environments
2
and dislike warm ones.
Tool Proficiencies Smith’s Tools
3 People seem to have a tough time understanding my way of thinking.
Equipment Smith’s Tools, a keepsake from a close call involving a
I have a keen knowledge of the mountain I hail from, including
monster you’re attached to, and 15 gold. 4
weather and creatures in the area.
Feature: Know Your Enemy 5 Once a year I return home to visit family or my old house.
Choose a single monster. You have spent your life studying I have no strong feelings about city politics. This gives me a slight
6 edge when negotiating as I am unbiased.
everything about that single monster. When you are attacking any
monster of that type, you have advantage on the roll. You also do
extra damage to that monster type depending on your level.
d20 Additional Damage Of Two Worlds
1-5 +1 All throughout your childhood one needed only to look upon you
6 - 10 +2
to know you did not belong. You tried your best, but even you knew
deep down that you were straddling the line between two worlds—
11 - 15 +3
and you are still doing that to this very day.
16 - 20 One Additional Damage Die
Prerequisites Half-race or Adopted Child only
Skill Proficiencies History, Insight
Tool Proficiencies Any
Equipment One set of tools, a keepsake from both of your
parents, a sample of your favorite food, and 10 gold.
5 I’ve done my best to learn all I can about where you came from. I feel
as though I understand much more about myself as a result.
The Wastes Caravanner
I have a great relationship with my parents. Even though they come The desert is deadly in every sense. Even if you manage to
6 from different worlds, they have done their best to treat me well and outsmart all of the creatures attempting to kill you, the sun and
teach me all they know.
sand might manage it. Even so, the desert is a second home for
you. You’ve spent years guiding tourists and adventurers back and
Steer Into the Skid forth, and now you have intimate knowledge of a world others
would prefer to avoid entirely.
You can’t help the circumstances of your birth, but because of
them, people have been telling you who you are your entire life. Skill Proficiencies Perception, Survival
Rather than try to prove them wrong, you decided, “Why bother?” Tool Proficiencies Any
Fine. You’ll show them exactly who you are—what you are. No
Equipment Any tool set, a set of traveler’s clothes, and 10 gold.
reason to fight against your “true nature” when people will never
change their minds. Feature: Pathfinder
Skill Proficiencies Intimidation, Perception You are an expert at finding your way through the desert. When
in a desert environment, you gain advantage to any rolls for
Tool Proficiencies Any
navigation and survival. You may also reroll any flat d20’s for travel
Equipment Any set of tools, a set of dark clothing, a small hidden
that are under 10. This may be done once per trip.
blade and 10 gp.
you. As a result, you gain the best and worst attribute of your race 2 I am paranoid and always on the lookout for traps and ambushes.
as seen by ‘most people” in the world. 3 I dislike animals and consider them all threats.
I’ve spent so long in Uman’Yiro that I’ve become completely Equipment Leatherworker’s Tools, a bottle of strong perfume or
3
accustomed to the luxuries of the city. The land below seems barbaric. cologne, a story about a late night rendezvous, and 15 gold.
I am accepting (or unaccepting) of those who are not knowledgeable in
4
the subjects I am and I admire (or censure) those for attempting to learn. Feature: Charmer
I love gathering information and facts to solve a previously You are a romance expert and can be lethally charming if given
5
unknown mystery. the chance. When speaking one on one with an individual that
I love sharing my knowledge with others and anything I don’t know you are attracted to, you have advantage on Charisma rolls during
6
I find as an excellent learning situation. this conversation. You lose this effect if the other person is hostile
toward you.
Skill Proficiencies Animal Handling, Investigation 4 I can flirt my way through most situations.
Tool Proficiencies Leatherworker’s Tools I have spent the night with 10d20 people, and I can’t stop talking
5
about that fact.
Equipment Leatherworker’s Tools, traveler’s clothes, a heavy
6 I try to teach others to be more confident in finding love.
blanket, and 5 gold.
d6 Suggested Characteristics
1 My hygiene is substandard to many civilized folks.
4 I cut to the chase and tend not to coddle people when speaking to them.
I didn’t grow up in polite society and thus I tend to see simple solutions
5
to complex problems.
Races of Ellara
When the gods created Theria, they populated the world with an eclectic mixture of sentient peoples; intelligent enough to form communities,
create tools, communicate, and prosper. They are separated from beasts and monsters by their comprehension of the world they exist within,
and are addressed in the meta as “playable races.”
RACES OF ELLARA
Dark Elves
The dark elf people are a largely subterranean subspecies of elves.
Many years ago, the dark elves were just like any other race on
Ellara and worked closely with their elven kin. Their cultures
were drastically different from one another; the elves had a much
more noble outlook toward combat, while the dark elves had a
more pragmatic approach. They were not afraid to take the upper
hand in situations, such as fighting in the dark when possible due
to their darkvision or attacking their enemies while they were off
guard. They only used these tactics in dire situations, but it was
enough to draw the ire of the more honorable elves. Furthermore,
things like diplomacy, etiquette, and even cuisine were barriers to
overcome. They managed to find common ground until the events Dark Elf
of Betrayal Ridge when the dark elves were driven underground to
start anew in the shadows.
Dark elves have a unique skin pigmentation that is ashen white
at birth and remains that way until exposed to enough sunlight.
Similar to the way a human’s skin can tan or even burn in the
sun, a dark elf’s skin can become as dark as ebony and as tough
as leather, and the change is permanent. The shade of a dark elf’s
skin can be used as an indicator for how much time they’ve spent
aboveground. Some welcome this change, as it helps them blend in
better with the dark.
Dark elves are careful fighters by nature. They will avoid
unnecessary risks and have been known to attack sleeping, ill,
or otherwise weak targets rather than engage in open combat.
While this is very effective, it has earned them the distrust of
many others. Before driving the dark elves underground, the elves
spread vicious rumors about them; that they were cowardly and
untrustworthy. Over the decades, this sentiment caught on and
dark elves were mostly associated with thieves and contract killers.
It doesn’t help their reputation that some of the best thieves and
assassins on Ellara just happen to be dark elves.
In the past, the elves had always been known as reliable allies, with
Half-Dwarves the notable exception being that of the dark elves and the events of
Considered a race of convenience, most half-dwarves are not born what is now known as Betrayal Ridge. During that time, the elves
as a byproduct of love or lust. While that does happen from time to were united in their mistrust of the dark elves, and banished them
time, most are the result of a forced union at the hands of slavers. underground.
Unlike half-elves or half-tieflings who often take more after one Elves outside The Evergreen live, more or less, the same as any
of their parent’s races than the other, half-dwarves nearly always other race, though many find themselves craving a naturalistic
have the strength and sturdiness of their dwarven parent and the lifestyle even if they cannot achieve it. It is not rare for an elf born
height of a human. They are traditionally bald and stocky, with and raised in a city to travel to The Evergreen to see if that life
heavy brows and broad features. If they are born in captivity, suits them better. It is uncertain whether there is something
their tongues are often removed, though many communities have inherent in elven blood that calls them to the forest, or if it is a
developed hand signs to communicate despite this limitation. societal expectation.
Those that are born into slavery often know no other life. They are
Elf Traits
almost completely uneducated and understand little of the world
outside of whichever task is assigned to them. Even so, there are Age Elves reach maturity at 17 years old and reach their twilight
many out there who make it their life’s work to free half-dwarves years at 165. They can live to be 190+ years old.
however they can. Many half-dwarves have gone on to try to help
others as best they can—or kill as many slavers as possible.
Half-Dwarf Traits
Age Half-dwarves reach maturity at 18 years old and reach their
twilight years at 65. They can live to be 80+ years old.
Essai Traits
Ability Score Increase Your Constitution score
increases by 2.
At other times the signs are more subtle. Some of the highest- Now that they have been released, they are hard at work trying
regarded brothel workers are said to have elven blood due to their to rebuild their entire society. Having resettled in Onak-Al, they
delicate features or fair hair, even if those are just rumors. Perhaps are trying to find their way in this new world and re-establish
a bastard child, believed to be fully human, will have a sharp acuity themselves as the most advanced race on Ellara. Meanwhile, the
for magic that hints at a high-elf parent. newly created high elves within Odysia are facing their own set of
concerns, though they have the distinct advantage of living in their
More often than not, half-elves find themselves straddling the own restored homeland.
border of two worlds. Like many other children of mixed race, they
feel the need to choose one side or the other, though this is often Most high elves are tall and pale, with their styles favoring their
easier for half-elves. Whether they show their parentage physically long, silver hair. Though not all fit the stereotype, many tend to
or not, some spend the entirety of their lives wrestling with the express disdain for the other races, particularly dark elves and
choice, never quite sure if they are more one than the other. dwarves, who they see as especially far beneath them.
High elven customs focus primarily on their talent with magic,
Half-Elf Traits and they have no qualms whatsoever with using magic for
Age Half-elves reach maturity at 17 years old and reach their entertainment and convenience. Their new city is a testament to
twilight years at 145. They can live to be 160+ years old. this. After their long absence, the world at large views the high
elves as a mystifying race, a fact that can sometimes serve to
Halflings further fuel their already substantial egos.
After humans and elves, halflings are among the most well- High Elf Traits
traveled and widespread races on Ellara. Much like humans, Age High Elves reach maturity at 18 years old and reach their
halflings tend to fill valuable roles in a community. Their short twilight years at 185. They can live to be 190+ years old.
stature often leads them to require stools and ramps for some
tasks, but they pride themselves on finding a way to get things
done. Though many halflings find a career in farming or customer
Humans
service, there are some notable and vicious halfling brawlers in The most common race on Ellara, humans have left their mark
existence. Perhaps above all else, halflings value perseverance. on nearly every part of the land. Those of non-human races
sometimes perceive humans as a sort of vermin, having spread so
Halflings hail from Athias though, once they reached The quickly from coast to coast, while others respect their ingenuity
Mainland, their inquisitive nature and willingness to take on a and adaptability.
challenge led them to set up homes across the continent.
Humans come in a variety of shapes, sizes, and colors. Perhaps
Halflings typically range from three and a half to four and a half as a result of having other races in the world to worry about, they
feet tall (107 to 137 centimeters), and are as varied in skin tone very rarely squabble over those sorts of minor differences. They
and other physical attributes as humans. Their ears are pointed, have no inherent supernatural abilities, and because of this and
though not as prominently as elves’. It is often said that halflings their relatively short lifespans, many humans will spend their lives
are more expressive and have a wanderlust that other races lack, compensating for this, whether by collecting knowledge of the
though some argue this is a pandering sentiment, based only on arcane or waging continent-spanning wars. Those outside the race
their height being compared to children of other races. of man often consider humans to be vainglorious.
As halflings don’t have a city to themselves, like the dwarves or Even though some could view humans’ lack of uncanny physical
dragonborn, there is not much of a shared culture for them to or supernatural ability as a weakness, it seems to have been turned
hold onto. For the most part, they acclimate to their surroundings, into a strength over time. It is their adaptability that has allowed
adapting to the society at large. Many halflings have an urge to them to populate so much of Ellara and thrive wherever they settle.
prove that their size is not a liability, and they do have a reputation They have developed a variety of fighting styles, many adapted
for accomplishing amazing acts purely because someone told them from other cultures and styles, and have flourished as academics,
they were too small to do it. merchants, and craftspeople. Beyond that, many wish to live their
Halfling Traits lives quietly by keeping to themselves and their shops, raising their
Age Halflings reach maturity at 16 years old and reach their families, and living long and happy lives.
twilight years at 65. They can live to be 80+ years old. Human Traits
Age Humans reach maturity at 18 years old and reach their
twilight years at 65. They can live to be 80+ years old.
Disguise You have a jewel or gemstone that allows you to change Orcs have greenish skin and large builds, towering between six and
shape through a ten-minute ritual into the form of one person of eight feet tall (183 to 244 centimeters). They have tusks, and most
your choosing. As long as you wear this piece of jewelry, you may adults have a collection of scars, sometimes self-inflicted, across their
remain in disguise. Should this item be damaged or broken, you bodies. They take pride in their scars, which they see as a message to
revert to your true form and must find a replacement from your enemies to show what pains they are able to overcome.
people. The form you take while disguised is made up of random Their self-imposed isolation from other cultures has allowed the
features. If you wish to change the features of your disguise or orcs to maintain a single focus for their life’s mission, and they plan
become someone else entirely, it takes a full day for your gemstone on continuing to conquer until the whole continent is theirs.
to randomize features so you can perform another 10-minute ritual.
Orc Traits
Age Orcs reach maturity at 15 years old and reach their twilight
years at 55. They can live to be 70+ years old.
Vanali
CLASS ARCHETYPES
Barbarians d4 Archetype Description Example
Barbarians are the types of fighters You were forced into fighting, but the Kie’ri was born a slave of the Nu-Val, and learned of the
1 Reluctant
who only care about hurting their extent of your training was “don’t die.” fighting pits at a very young age.
enemy, with little regard for their You haven’t had great luck in life. Your
Eliwrath watched her family burn before her mentor
own safety during combat. These training has not been easy, but the hard
2 Determined passed her his flail, and she channels that loss into her
warriors can come from all walks lessons you’ve learned have made you who
training every day.
of life—whether they learned you are.
their skills brawling thieves in the When The Evergreen burned, many elves wept. Others
At some point in your life, you felt an
streets of Brightport or defending 3 Calling
overwhelming urge to attack, and to this
felt a fury rise in their bones. Laah’rin was among the
themselves and loved ones from angriest. They let that anger guide them in battle, to
day you still utilize that rage in battle.
avenge the forest they lost.
bears in The Evergreen, they tend to
have a wild style that is successful 4 Natural Combat is in your blood, and you love it.
Mard-Ak is an orc with ambition, and the talent to
almost exclusively due to the brute Though you never formally trained, you
back it up. She will one day rule the Bru’Gal, a fact she
understand battle in a way none of your
force behind their blows. proved to her brother the day she killed him.
peers ever could.
It is said by many that you are blessed by Clarissa was taken in by the church at a young
the gods themselves, because your powers age and began training to become a cleric shortly
4 Natural thereafter. She loved learning the ways of the gods,
as a cleric came to you like a gift bestowed
straight from them. and sought after knowledge at every turn.
it. Whether that natural world be Nature is filled with strife—from storms
Once Kallie learned of the curse on her family, she left
swamp, desert, or mountain, all that to volcanoes to the fiercest creatures
The Evergreen behind to seek out a cure for herself and
truly matters is the connection the 2 Determined imaginable. You channel this ferocity in
her siblings. Though it was difficult to leave her
your own life and have learned to burn
user feels towards it. This magic can brighter than the fires around you to survive.
home, she knew it was the right choice.
be jarring for some and downright
shocking the first time they discover You displayed signs of magic early in your The Bru’Gal have always been cruel to the half-orcs of
life, and it only seemed right to channel their ranks, and Uboh had it even worse for utilizing
it within themselves. Many druids 3 Calling
that energy into the very world which magic over brawn. However, he accepted his place with
train under a mentor for years to fosters your existence. grace and had a deeper understanding of the world for it.
hone their skills in shapeshifting
before mastering the art. It is fascinating to you that others When The Evergreen burned, Adro wept. However,
struggle against the natural world, as you he was also on the front line when it came time to
4 Natural have always been able to master it. You repair the delicate ecosystem. His talents as a druid
have a unique understanding of nature, were more instinct than study, but they have been
which helps guide your path. powerful and effective.
rangers take that skill in survival and You always wanted to make something of
Yepip was a strong man with no memory of his life,
hone it, developing a peerless mastery yourself, and it happened to be the arts of
outside of a driving desire to have enough gold to
over Ellara. Few, if any, can lay claim a ranger which suited you best. Life might
2 Determined own his own home and start a family. With this goal
have been easier if you’d chosen a different
to being the most skilled rangers path, but you’ll take a fair share of
in mind, he set out to make his fortune.
outside of the elves: born in nature punches if it means you come out on top.
and striking silently from treetops
Sometimes you need to lose everything to After her family had passed on, Liara finally listened
with beautifully crafted bows. discover what you were meant for. When to her heart and left her small town to make her
3 Calling you sought your answers, your heart name as a monster hunter. Early in her career she
told you to pick up a weapon and begin took some risks that she likely should not have, but
studying the world around you. she learned by doing.
Rangers are often said to be a jacks of all Thoril was a self-trained fighter who seemed to skip
trades, and masters of none. You are the past all of the hardships that came with that title.
4 Natural exception; from the moment you chose From the start, he was able to wield his duel axes as
your path, you felt power brimming extensions of his own body, and he believed himself
within you. invincible as a result.
Magic is the force which flows through An Archmage within Uman’Yiro, Zao always excelled
every living being, and this is something in the natural arts and felt a connection to Ellara as
you know well. Because of that a whole. He believed that he and every other granted
4 Natural
understanding, you are able to harmonize with power should stand tall as both protectors of the
with the magic around you and utilize it world and an example to others, so he choose to use
to your means. his immense power responsibly.
potential ties to demons, many scholars There is a certain thrill that accompanies Though never quite sociable or sane, Darmock
and adventurers see the inherent worth power, as if it is a high that you chase. transcended the art of blood magic. So very clever in
4 Natural Your deal was only the start of a much the magic he wielded, he did not need to trade his own
of someone with unique powers and
longer journey that you know will lead you soul to any demon—he made certain he had plenty of
welcome them with open arms in many to more power. others to offer in his place.
circumstances.
Class Features
3rd +2 1d6 3 Charge
Equipment
You start with the following equipment, in addition to the Starting at level 1 you gain the following attacks:
equipment granted by your background:
• (a) a dagger or (b) a club or (c) a handaxe
Force Punch
Any punching attack you make is always charged with some
• (a) a dungeoneer’s pack or (b) an explorer’s pack
endurant energy. Thus, you will always do your base damage with
• Two doses of blackgrass (Optional)
unarmed strikes. You can also spend 1 fervor point (to a maximum
Emotional Impact determined by your subclass) to add an extra die to your base
At 1st level, your ability to manifest your emotions physically gives Force Punch. This attack counts as force damage.
you an edge when using unarmed strikes.
Force Blast
You gain the following benefits while you are unarmed and you By tapping into your endurant powers you can cast a ranged attack
aren’t wearing a shield: of pure energy. Each fervor point you spend will add an extra die
• You can use Charisma instead of Strength for the attack and of damage to the attack. This attack has a range of 30/60 ft. (9/18
damage rolls of your Force Punch and Force Blast. m). This attack counts as force damage.
• Your Force Punch (unarmed strike) and Force Blast have a
base of 1d6 damage.
The Emotional Well
Fervor Starting at 1st level, you tap into one of the founts of emotional
Starting at 1st level, your ability to manifest emotion allows you energy. This is how you wield your power and how it will manifest.
to convert your feelings into powerful displays. Your access to this The sources are listed below.
energy is represented by a number of fervor points. Your endurant
level determines the number of points you have, as shown in the Emotion Source
Fervor Points column of the endurant table.
Love The Protective Ally
You can use these points to increase the effect of your endurant
powers. These powers depend on your subclass and you will gain Calm The Cool Head During Crisis
more as you gain levels in this class. You will regain half of your Fear The Threat in the Darkness
expended points when you finish a short rest and all spent points
when you finish a long rest. Joy The Light of the World
Some of your endurant features require your target to make a Anger The Enraged Soul
saving throw to resist the feature’s effects. The saving throw DC is
Hate The Baneful Force
calculated as follows:
Fervor Save DC = 8 + your proficiency bonus + your
Charisma modifier
Charge
Starting at 3rd level, you can take a standard action and charge From Top to Bottom
yourself to regain 1d4 fervor points. Starting at 15th level, all unarmed strikes coming from your head and
legs now count the same as if they were your fists.
Nightmares
Starting at 7th level, you gain the benefits of a long rest after only
4 hours of sleep.
Don’t Touch Me
Starting at 8th level, you gain advantage on any check to
escape a grapple.
10th Slingshot
Overflow
Level 17 5 Fervor Points Standard Action
Duration: Instantaneous
A wave of healing energy radiates outward from you in a 20 ft.
(6 m) radius centered on you. You and all allies regain 3d8 + your
Charisma modifier hit points.
At Higher Levels: You can use additional fervor points to add an
additional 1d8 damage for each point spent.
Enough is Enough
Level 20 3 Fervor Points Standard Action
Duration: Concentration up to 1 minute
You create a 20 ft. (6 m) dome centered on you. Within this dome,
all allies are immune to being frightened, charmed,
and stunned. When the dome is initially
cast, all enemies within the dome must
make a Constitution save of 13 or
be stunned until the end of their
next turn. The dome can be freely
passed through by any creature.
The dome shatters if you
are reduced to 0 HP or lose
concentration. It can be
dismissed with a bonus action.
At Higher Levels: You can use
additional fervor points to add
one point to your spell save DC
until the spell ends.
Time Out
Level 20 6 Fervor Points Standard Action
Duration: Instantaneous
All allies within a 20 ft. (6 m) radius of you blink out
of this plane for an almost imperceptible amount of
time. They then return to the field with the effects
of a short rest and spellcasters have 3 of their
highest spell slots returned.
Teraphobia
Level 17 3 Fervor Points Standard Action
You charge your endurant power and emit a blast within a 10 ft. (3 m) radius centered
on you. Any creature caught in the blast must succeed on a Charisma
saving throw or grant advantage
whenever you attack them. Attacks
also do an extra 2d8 damage. This
effect lasts for 1d4 turns.
At Higher Levels: You can use
additional fervor points to add +1
rounds to this effect for each point spent.
Thanatophobia
Level 20 8 Fervor Points
Standard Action
Duration: Instantaneous
You emit a blast of energy in a 30 ft.
(9 m) cone that shaves literal years
off of the lives of creatures caught in
it. Each creature in that area must
make a Constitution saving throw.
On a failed save, a creature takes
the total number of their hit
dice in psychic damage + your
Charisma modifier. On a
successful save, a creature
takes half as much damage.
Any target that fails the save
must roll a d20 and age that
many years. A construct or an
undead is immune to this effect.
At Higher Levels: You can use 3
additional fervor points to ensure
every creature in the cone has
disadvantage on the saving throw.
Phoenix
Level 20 2 Fervor Points Free Action
Once per encounter, if damage results in you dropping to
0 hit points, you can automatically roll 4d6 and regain the
value as hit points. All creatures in a 10 ft. (3 m) radius of
you must succeed on a Dexterity saving throw or take
12d8 + 20 damage and become blinded until the end
of their next turn. On a successful save, the targets
take half damage and are not blinded.
At Higher Levels: You can use additional fervor
points to add an additional 1d8
damage for each point spent.
Total Fury
Level 20 6 Fervor Points Bonus Action
You may make an extra standard attack this turn. Any
attack that hits a creature does an extra 3d20 force damage.
At Higher Levels: You can use an additional 2 fervor points
to add an additional 1d20 damage for each two points
spent. You gain a level of exhaustion for every two points
spent this way at the end of your turn.
At Higher Levels: You can use additional fervor points to add +1 • Devouring Resentment: Secondary damage is increased from
round(s) for each point spent. 4d8 to 5d8 force damage.
• The first attack you make in each combat gains a +5 modifier.
You Die First • Taking You With Me: All damage is increased by 1 damage die.
Level 4 1 Fervor Point Reaction • Aura: Your aura grants all allies standing within 5 ft. (1.5 m) of
Duration: Instantaneous you 2d6 extra force damage to their attacks. They also take this
damage at the end of their turns.
When you are hit with an attack, you may use your reaction
to gain the damage from that attack as temporary hit points
immediately.
Scorn
Example: Karen has 26 hit points and is attacked by a cultist. The
attack does 5 points of damage and Karen chooses to use “You Die First.” Level 10 1 Fervor Point Standard Action
Still taking the 5 points of damage, she then adds 5 points to temporary Hate fueled energy rushes out from you in all directions within 10
hit points giving Karen 21 hit points and 5 temporary hit points. ft. (3 m). All enemies within this blast grant advantage to attacks
for the rest of combat. You also create a zone on the field that
remains until the end of combat. Anything standing in the zone
Devouring Resentment
takes an extra 5 force damage anytime they receive damage for the
Level 7 3 Fervor Points Standard Action rest of combat.
Duration: Instantaneous
After combat, this zone dissipates, but kills any plant life in the area,
You overcharge your punch and deliver a devastating attack rots wood, and generally just blights the spot where the zone existed.
dealing 3d8 + your Charisma modifier force damage. The target
must succeed on a Constitution saving throw or be knocked back At Higher Levels: You can use additional fervor points to add 5 ft.
10 ft. (3 m) and erupt at the start of its next turn, dealing 4d8 force (1.5 m) to the zone for each point spent.
damage to itself and all adjacent creatures. On a successful save it
is knocked back but only receives half damage and does not harm
other creatures.
Massacre
Level 20 5 Fervor Points Standard Action
Make a standard melee attack against a creature
with advantage. If you hit and do damage, you
may make a second attack with advantage
against that creature or a new target within your
movement speed. If you choose to attack a new
creature, you do not take opportunity attacks
while moving to this new target.
At Higher Levels: You can use 2 additional
fervor points to add 1 new attack to the
chain with the same rules as above. You
may do this until you either miss an
attack or run out of fervor points.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 18 (+4) 17 (+3) 15 (+2) 10 (+0) 12 (+1) 10 (+0)
Saving Throws Strength +6, Dexterity +5 Saving Throws Strength +7, Dexterity +6
Skills Perception +5 Skills Perception +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Damage Resistances Bludgeoning, Piercing, and Slashing from
Nonmagical attacks that aren’t silvered. Nonmagical attacks that aren’t silvered.
Condition Immunities Charmed, Frightened Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft. (36.5 m), Passive Perception 15 Senses Darkvision 120 ft. (36.5 m), Passive Perception 17
Challenge 4 (1,100 XP) Challenge 8 (3,900 XP)
Abilities Abilities
Keen Hearing and Smell. The werewolf has advantage on Wisdom Keen Hearing and Smell. The werewolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell. (Perception) checks that rely on hearing or smell.
Multiattack. The werewolf makes two claw attacks. Multiattack. The werewolf makes two claw attacks.
Regeneration. The werewolf (level 1) regains 10 hit points at the start of its Regeneration. The werewolf (level 3) regains 10 hit points at the start of its
turn if it has at least 1 hit point. turn if it has at least 1 hit point.
Pounce. The werewolf (level 3) moves at least 10 ft. (3 m) straight toward a
Actions target and then hits it with a Claw attack on the same turn, the target takes
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. (1.5 m), one target. Hit: 12 (2d8 an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must
+ 3) piercing damage. If the target is a humanoid, it must succeed on a DC 17 succeed on a DC 14 Strength saving throw or be knocked prone. If the target
Constitution saving throw or be cursed with lycanthropy. is prone, the werewolf (level 3) can make another Claw attack against it as a
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft. (1.5 m), one creature. Hit: 8 bonus action.
(2d4 + 3) slashing damage.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft. (1.5 m), one target. Hit: 22
(4d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a
DC 17 Constitution saving throw or be cursed with lycanthropy.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft. (1.5 m), one creature. Hit: 9
Werewolf (Level 2)
(4d4 + 4) slashing damage.
Medium humanoid
Abilities
Keen Hearing and Smell. The werewolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Multiattack. The werewolf makes two claw attacks.
Regeneration. The werewolf (level 2) regains 10 hit points at the start of its
turn if it has at least 1 hit point.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. (1.5 m), one target. Hit: 16 (3d8
+ 3) piercing damage. If the target is a humanoid, it must succeed on a DC 17
Constitution saving throw or be cursed with lycanthropy.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft. (1.5 m), one creature. Hit: 10
(3d4 + 3) slashing damage.
You can’t die of starvation, but the longer you go without blood,
the more likely you will be to lose control. Daily feeding is ideal,
but vampires have been locked away for decades with no food
Once sunlight makes direct contact with you, you lose your regeneration ability for 24
hours. Your skin is also horribly burned where the sunlight touched you. You must
feed in order to heal yourself. Healing magic has no effect on you (mechanically or
cosmetically) until you are fully healed and fed. Depending on the extent of the
burns, it may take a great deal of blood to regenerate the tissue. This process
takes longer with more severe burns and/or less blood to feed on.
Vampire Benefits
Vampire Weaknesses
You also don’t regain healing from spells or potions like mortals
do. The magical virus that protects your body also views any
outside interference (be it damage or healing) as foreign and tries
to resist it. Thus, you only get half of the benefit from healing
spells as mortals do.
Coming Back
Vampires are given a second chance at life. However, it doesn’t
need to be their last chance. As long as your body hasn’t been
reduced to ash, there is always a chance of resurrection. There are
complications with your soul and your body, as your soul is tied to
your body for six days after death. Nothing can be done to extend
this time. Only a blood mage or necromancer can bring you back
to life (undeath). There are a few spells and rituals for this, and
some can even be tied to scrolls or trinkets for later use, but they
take a heavy toll. Many vampires find that coming back from the
brink can be so jarring that it drives them mad. Others desire for it
all to stop and return to the grave. A vampire that is brought back
from death suffers from three levels of exhaustion for three days.
No amount of rest will shorten this time frame.
254 Bestiary
Huge dragon
Bestiary 255
Large beast
STR
22 (+6)
DEX
12 (+1)
CON
16 (+3)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
Briar Troll
Region The Northlands
Saving Throws Str +8
Skills None Among the most aggressive creatures on The Mainland, briar
Damage Vulnerabilities Fire trolls are extremely quick to attack without provocation. Standing
Damage Immunities Cold at 7.5 ft. (2 m) tall on average and often wielding the sharp claws
Senses Passive Perception 11 on its hands and feet as primary weapons, a briar troll is a sight
Challenge 4 (1,100 XP) to fear in the wilderness. It has a thick coat of often-matted
blue/white fur all over its body, along with several sharp, bony
Abilities
protrusions from its head and shoulders.
Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on smell. These creatures typically reside in densely wooded areas that a
Charge. If the ambercomb bear moves at least 10 ft. (3 m) straight common person could manage to avoid, but their hatred of loud
toward a target and then hits it with a gore attack on the same noises will sometimes cause them to leave their domain to seek
turn, the target takes an extra 9 (2d8) piercing damage. If the
out and destroy the source. This has led to horrifying troll attacks,
target is a creature, it must succeed on a DC 14 Strength saving
particularly during festivals or other celebrations.
throw or be knocked prone.
Aggressive. As a bonus action, the ambercomb bear can move up
to its speed toward a hostile creature that it can see.
Bruddak
Actions Region The Evergreen
Multiattack. The bear makes three attacks: one with its bite and
two with its claws. A docile and genuinely pleasant creature, the elusive Bruddak is not
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. (1.5 m), one target. known to many because it blends so well into its habitat. The Bruddak
Hit: 16 (3d6 + 6) piercing damage. has a host of wildlife growing off of its reptilian body, and has no
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft. (1.5 m), one reason to lash out at passersby. Located in the
target. Hit: 11 (2d4 + 6) slashing damage. southern portion of The Evergreen, its home was
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft. (1.5 m), one devastated by dragon fire and was forced to move
target. Hit: 13 (2d8 + 4) piercing damage. north. Druids are currently working to restore the
growth there and expand south into Yemgar Swamp.
256 Bestiary
Abilities
Aggressive. As a bonus action, the briar troll can move up to its
speed toward a hostile creature that it can see.
Regeneration. At the beginning of the briar troll’s turn, it
regains 10 hit points and cannot be killed until this effect is
mitigated in some way, usually through fire damage.
Actions
Multiattack. The troll makes three attacks: one with its bite and
two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft. (1.5 m), one target.
Hit: 19 (4d6 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft. (1.5 m), one
target. Hit: 15 (3d6 + 5) slashing damage.
Large beast
Abilities
False Appearance. While the Bruddak remains motionless, it is
indistinguishable from the plant life in The Evergreen.
Bruddak Living Nature. Whenever the Bruddak spends 24 hours in an
area, that area’s plant life grows twice as fast for a week.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. (1.5 m), one target.
Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.
Poison Gas (Recharge 5-6). The Bruddak exhales poisonous gas
in a 30 ft. (9 m) cone. Each creature in that area must make a DC
14 Constitution saving throw, taking 21 (6d6) poison damage on a
failed save, or half as much damage on a successful one.
Bestiary 257
Tiny beast
Mainland, brun bruns are small and fast but dense animals.
They are incredibly useful to Armor Class 12 (natural armor)
adventuring parties, as just Hit Points 2 (1d4)
one can feed an entire party. Speed 40 ft. (12 m)
These creatures are incredibly
timid, often glancing from one STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)
direction to the next, as if
aware that they make a tasty Saving Throws Dex +4
meal to many predators. Skills Perception +3, Stealth +4
At about 1 ft (30.5 cm) long Damage Vulnerabilities None
and weighing in at between Damage Immunities None
3-6 pounds (1-3 kg), these Senses Passive Perception 13
creatures are compact but Challenge 0 (10 XP)
nourishing, and are known for
Abilities
having tender meat.
Keen Smell. The brun brun has advantage on Wisdom
Though terrified of everything, if a (Perception) checks that rely on smell.
brun brun is raised as a pet from a young age Nimble Escape. The brun brun can take the Disengage or Hide
and treated well, it will imprint on its owner, who will find they action as a bonus action on each of its turns.
are the only thing that the small creature isn’t afraid of. For this Actions
reason, some adventurers refuse to eat them. Bite. Melee Weapon Attack: +0 to hit, reach 5 ft. (1.5 m), one target.
Hit: 1 piercing damage.
Ordinary brun bruns that have not been eaten or domesticated
live in huge families, breeding rapidly and sticking together for
safety in giant mounds filled with burrows that lead to their nests.
258 Bestiary
Large monstrosity
Abilities
Spider Climb. The doratcha can climb difficult surfaces, including
Gahara
upside down on ceilings, without needing to make an ability check.
Region The Northlands
Web Walker. The doratcha ignores movement restrictions A monstrous sea creature that terrorized the countryside near
caused by webbing. Aubrey for many months before an ancient order of druids were
Web Sense. While in contact with a web, the doratcha knows called in to banish it to the depths of the nearby river. While no
the exact location of any other creature in contact with the same web. one is quite sure where it came from, they do know that it can do
Ambusher. The doratcha has advantage on attack rolls against devastating damage in seconds with its sharp claws and teeth. It
any creature it has surprised. hunts by lurking under the surface of the water and then ambushing
Actions its unsuspecting victims. It has been centuries since it was sealed
Multiattack. The doratcha makes three bite attacks. away and now many regard it as nothing more than a legend while
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft. (1.5 m), one target. the mysterious whirlpool of its prison remains undisturbed.
Hit: 10 (4d4) piercing damage plus 9 (2d8) poison damage.
Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range 30/60
ft. (9/18 m), one target. Hit: The target is restrained by webbing.
Gahara CRY P TID
Large humanoid
As an action, the restrained target can make a DC 12 Strength
check, bursting the webbing on a success. The webbing can also Armor Class 17 (natural armor)
be attacked and destroyed (AC 10; HP 5; vulnerability to fire Hit Points 102 (12d10 + 36)
damage; immunity to bludgeoning, poison, and psychic damage). Speed 30 ft. (9 m), swim 60 ft. (18 m)
Abilities
Amphibious. The Gahara can breathe air and water.
Leap. The Gahara has incredibly powerful legs and can leap up
to 10 ft. (3 m) straight ahead or backward as part of its movement;
this counts as withdraw action when moving away from a foe.
Stench. Any creature other than the Gahara within 5 ft. (1.5 m) of
it must make a saving throw or be poisoned.
Gahara Actions
Multiattack. The Gahara makes two claw attacks.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft. (1.5 m), one
target. Hit: 20 (5d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. (1.5 m), one target.
Hit: 31 (8d6 + 3) slashing damage.
Bestiary 259
Large beast
Abilities
Keen sight. The Grend has advantage on Wisdom (Perception)
checks that rely on sight.
Flyby. The Grend doesn’t provoke opportunity attacks when it
Hybrid Dragon
flies out of an enemy’s reach. Region The Blackrock Mountains
Shielded Mind. The Grend is immune to scrying and to any
The children of Straad and Aru’thamar, these black and red
effect that would sense its emotions, read its thoughts, or detect
dragons seem to have taken after both of their respective parents
its location.
Surprise Attack. If the Grend surprises a creature and hits it in the most dangerous sense. Their breath weapon is a concoction
with an attack during the first round of combat, the target takes of fire breath with acidic properties. Not only does it burn their
an extra (2d10) damage from the attack. victims, but any unlucky enough to live through the initial spray
Grappler. The Grend has advantage on attack rolls against any will find themselves coated in a sticky acidic mixture that will eat
creature grappled by it. them alive if they do not remove it quickly.
Actions The most frightening aspect of these hybrid dragons is that they
Multiattack. The Grend makes two attacks: one with its beak are still young. Those in Theria who are aware of their existence
and one with its talons. can only fathom what will become of these deadly creatures if they
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft. (1.5 m), one are given time to mature, and even their most pleasant guesses are
target. Hit: 13 (3d6 + 3) piercing damage. rather grim.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft. (1.5 m), one
target. Hit: 17 (4d6 + 3) slashing damage.
Grappling Charge. If the Grend moves at least 10 ft. (3 m) Kalki
straight toward a target and then hits it with a talon attack Region Yemgar Swamp
on the same turn, the target takes an extra 11 (2d10) piercing
damage. If the target is a creature, it must succeed on a DC 12 Of the many dangers within Yemgar Swamp, the kalki are one of
Strength saving throw or be grappled. If the target is grappled, the most horrifying as they are all but indistinguishable from the
the Grend can move its speed vertically and drop the grappled muck and plant life that surround them. The vine-like tentacles
target as a bonus action. that make up its form reach out and entangle living creatures
to pull them into the pulsing, ever-shifting landscape of its
body. Once their prey is inside, the tendrils constrict until it is
completely crushed, and the organic material is absorbed into the
kalki, which grows slightly larger as a result.
260 Bestiary
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 19 (+4) 9 (-1) 8 (-1) 18 (+4) 19 (+4) 6 (-2) 15 (+2) 10 (+0) 10 (+0) 7 (-2)
Saving Throws Dex +6, Con +8, Cha +8 Saving Throws Str +6
Skills Perception +7 Skills None
Damage Vulnerabilities None Damage Vulnerabilities Fire, Slashing
Damage Immunities Fire, Acid Damage Immunities Bludgeoning, Piercing
Senses Passive Perception 17 Senses Passive Perception 10
Challenge 8 (3,900 XP) Challenge 2 (450 XP)
Abilities Abilities
None False Appearance. While the kalki remains motionless, it is
indistinguishable from roots and vines.
Actions Ambusher. The kalki has advantage on attack rolls against any
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft. (3 m), one target. creature it has surprised.
Hit: 13 (2d10 + 2) piercing damage plus 3 (1d6) fire damage. Grappler. The kalki has advantage on attack rolls against any
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft. (1.5 m), one creature grappled by it.
target. Hit: 9 (2d6 + 2) slashing damage plus 3 (1d6) acid damage. Regeneration. The kalki regains 5 hit points at the start of its
Fire Breath (Recharge 5-6). The dragon exhales fire in a turn if it has at least 1 hit point.
30-foot (9-meter) cone. Each creature in that area takes Surprise Attack. If the kalki surprises a creature and hits it with
56 (16d6) fire damage, or half damage with a successful an attack during the first round of combat, the target takes an
DC 16 Dexterity saving throw. If wearing heavy extra 2d6 damage from the attack.
armor, targets that fail their Dexterity
check suffer a permanent -2 to AC as a Actions
result of their armor partially melting. Slam. Melee Weapon Attack: +6 to hit, reach 10 ft.
If not wearing metal armor, the target (3 m), one target. Hit: 14 (3d6 + 4) bludgeoning
takes 2d4 ongoing fire damage and damage.
1d4 ongoing acid damage, and will Life Drain. Melee Weapon Attack: +6
continue to take the damage to hit, reach 10 ft. (3m), one creature.
until they spend a standard Hit: 10 (3d6) necrotic damage. The target
action to put out the fire. must succeed on a DC 12 Constitution
saving throw or its hit point maximum
is reduced by an amount equal to the
damage taken. This reduction lasts until the
creature finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0.
Tentacle. Ranged Weapon Attack: +6 to hit,
range 10/20 ft. (3/6 m), one target.
Hit: 9 (2d4 + 4) bludgeoning damage.
Kalki
Bestiary 261
Huge dragon
Medium beast
Actions
Multiattack. The dragon can use its Frightful Presence. It then Armor Class 14 (natural armor)
makes three attacks: one with its bite and two with its claws. Hit Points 11 (2d8 + 2)
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft. (3 m), one Speed 40 ft. (12 m)
target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid
damage. STR DEX CON INT WIS CHA
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft. (1.5 m), one 14 (+2) 12 (+1) 14 (+2) 3 (-4) 14 (+2) 10 (+0)
target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft. (4.5 m), one Saving Throws None
target. Hit: 15 (2d8 + 6) bludgeoning damage. Skills None
Frightful Presence. Each creature of the dragon’s choice that is Damage Vulnerabilities None
within 120 ft. (36.5 m) of the dragon and aware of it must succeed Damage Immunities None
on a DC 16 Wisdom saving throw or become frightened for 1 Senses Passive Perception 12
minute. A creature can repeat the saving throw at the end of each Challenge 1 (200 XP)
of its turns, ending the effect on itself on a success. If a creature’s
Abilities
saving throw is successful or the effect ends for it, the creature is
Keen Sight and Smell. The karmoline has advantage on Wisdom
immune to the dragon’s Frightful Presence for the next 24 hours.
(Perception) checks that rely on sight or smell.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 60 ft.
Pounce. If the karmoline moves at least 10 ft. straight toward a
(18 m) line that is 5 ft. (1.5 m) wide. Each creature in that line must
target and then hits it with a bite attack on the same turn, the
make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage
target takes an extra 5 (2d4) bludgeoning damage. If the target is
on a failed save, or half as much damage on a successful one.
a creature, it must succeed on a DC 13 Strength saving throw or
be knocked prone. If the target is prone, the karmoline can make
another bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. (1.5 m), one target.
Hit: 7 (2d4 + 2) piercing damage.
262 Bestiary
A large and slow moving beast of burden in The Northlands, this Armor Class 13 (natural armor)
wooly creature largely keeps to itself. They eat sprigs of grass Hit Points 22 (3d10 + 6)
and tufts of weeds for most of the year and forage for snowcap Speed 40 ft. (12 m)
mushrooms throughout the winter months. They have been
used as a travel animal by people in Camp Icebreaker and The STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 14 (+2) 2 (-4) 11 (+0) 7 (-2)
Northlands explorers. It’s mostly docile and rarely attacks, but
will defend itself if startled. Saving Throws Str +6
Skills None
Kla’kor Damage Vulnerabilities Fire
Damage Immunities Cold
Hell is full of twisted creatures and demonic entities. One of Senses Passive Perception 10
the realm’s most able-bodied foot soldiers is the kla’kor. From Challenge 1/2 (50 XP)
a distance, its slender frame and hunched posture could be
mistaken for a mortal, but the kla’kor’s features are a mocking Abilities
exaggeration of humanity. Its long arms and huge, clawed hands None
dangle at its sides. Bony protrusions cover its body and protect
it from harm. Kla’kor’s are blind, with only rough skin where its Actions
eyes might otherwise be. Long needles fill its mouth, giving the Horns. Melee Weapon Attack: +6 to hit, reach 5 ft. (1.5 m),
impression of a horrific smile. one target.
Hit: 9 (2d4 + 4) piercing damage.
The kla’kor senses vibrations in the ground around it and,
detecting motion, will charge at its prey with alarming speed.
It will throw its body up against its target, using wild overhand
swings until long after the target is dead.
Abilities
Charge. If the kla’kor moves at least 10 ft. (3 m) straight toward a
target and then hits it with a Shoulder Tackle attack on the same
turn, the target takes an extra 9 (2d8) bludgeoning damage. If the
target is a creature, it must succeed on a DC 14 Strength saving
throw or be pushed up to 10 ft. (3 m) away and knocked prone.
Actions
Clubbing Claws. Melee Weapon Attack: +6 to hit, reach 5 ft. (1.5
m), one creature. Hit: 15 (2d10 + 4) slashing damage.
Shoulder Tackle. Melee Weapon Attack: +6 to hit, reach 5 ft. (1.5
m), one target. Hit: 17 (3d8 + 4) bludgeoning damage.
Bestiary 263
Huge monstrosity
Hit Points 55 (10d8 + 10)
Speed 30 ft. (9 m) Armor Class 20 (natural armor)
Hit Points 152 (16d12 + 48)
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 12 (+1) 14 (+2) 14 (+2)
Speed 30 ft. (9 m), burrow 60 ft. (18 m)
Actions
Multiattack. The Kylyra makes two tentacle attacks and a
devour attack if possible.
Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft. (4.5 m) one
creature. Hit: 20 (4d6+6) bludgeoning damage. Target is grappled
(escape DC 15) and restrained until the grapple ends.
Throw. The Kylyra throws a target that it currently has grappled
Kosil up to 30 ft. (9 m). The target takes (3d6+6) damage and falls prone.
Devour. The Kylyra attempts to eat a target that is grappled.
Melee Weapon Attack: +11 to hit, reach 5 ft. (1.5 m), one target.
Hit: 24 (4d8 + 6) piercing damage and the target is incapacitated.
They are no longer grappled and take 3d8 acid damage at the
start of each of their turns. They may make a DC 14 Str saving
throw to be regurgitated by the Kylyra.
264 Bestiary
Omlu BEAST
Small beast
Abilities
None
Actions
Tusk. Melee Weapon Attack: +2 to hit, reach 5 ft. (1.5 m), one
target. Hit: 3 (1d6) piercing damage.
Kylyra
Bestiary 265
266 Bestiary
Rotling MONSTER
Large monstosity
Abilities
Magic Resistance. The rotling has advantage on saving throws
against spells and other magical effects.
Relentless. If the rotling takes 15 damage or less that would reduce
it to 0 hit points, it is reduced to 1 hit point instead. This ability
recharges after a Short or Long Rest.
Actions
Multiattack. The rotling makes two claw attacks. It can replace
one of those attacks with a bite attack.
Romayho
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft. (1.5 m), one target.
Hit: 24 (4d8 + 6) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft. (1.5 m), one
target. Hit: 15 (2d8 + 6) piercing damage.
Bestiary 267
Abilities
Forever. When She spawns, it chooses a target. She spawns 1d4
miles away from the target. She will continue to march toward the
target at all costs. She does not need to eat or sleep and never gets
tired. To the target, She appears to be a pale, thin woman dressed
in white rags with no face. To anyone else viewing She, it appears
to be any number of possible female combinations and does not
appear hostile to the target. She will continue to move at one speed
toward the target until the target dies or She does.
Ethereal Sight. She can see 60 ft. (18 m) into the Ethereal Plane
when it is on the Material Plane, and vice versa.
Legendary Resistance (3/day). If She fails a saving throw, it can
choose to succeed instead.
Regeneration. She regains 5 hit points at the start of its turn if it
has at least 1 hit point.
Actions
Withering Touch. Melee Weapon Attack: +6 to hit, reach 5 ft. (1.5
m), one target. Hit: 38 (10d6 + 3) necrotic damage.
Horrifying Visage. Each non-undead creature within 60 ft.
(18 m) She can see must succeed on a DC 13 Wisdom saving
throw or be frightened for 1 minute. If the save fails by 5 or more,
the target is also petrified for 1 minute. A frightened target can
repeat the saving throw at the end of each of its turns, ending
the frightened condition on itself on a success. If a target’s saving
throw is successful or the effect ends for it, the target is immune
Sheeb (domesticated) to She’s Horrifying Visage for the next 24 hours.
Region The Northlands
On Ellara, sheebs are mostly known as an expensive pet but
they actually come from Athias, where they can be found in the
wild. They were imported to Ellara years ago by pirates who had
trained them to steal from dock workers in ports. It wasn’t long Sheebs are one of the most intelligent breeds of dogs in Theria.
before nobles started keeping them as pets, and they eventually Their intellect comes paired with stubbornness, however. It takes
became more affordable to the masses. Still rare, they can fetch a almost three times as long to train a sheeb as other dogs. Docile
decent price on the open market. by nature, sheebs will almost never intentionally harm people.
They will, however, steal from them. There have been rare cases
The common sheeb stands at about 2.5 ft. (76 cm) tall and weighs
documented of packs of sheebs tackling and looting adventures
an average of 70 lbs (32 kg). Its stocky body is coated in a very
for dried meats and bread.
thick layer of fur. It is not uncommon for a sheeb’s curly tail to
get lost in its own plume of body fur. Trivia: A pack of sheebs is called a “floof.”
268 Bestiary
Slissk MONSTER
Tiny beast
Abilities
Keen Hearing and Smell. The sheeb has advantage on Wisdom
(Perception) checks that rely on hearing or smell. Slissk
Charge. If the sheeb moves at least 10 ft. (3 m) straight toward
a target and then hits it with a Tackle attack on the same turn,
the target takes an extra 1 bludgeoning damage. If the target is a
creature, it must succeed on a DC 12 Strength saving throw or be
pushed up to 10 ft. (3 m) away and knocked prone and lose
2 (1d4) days rations in addition to the rations lost as a result of
the Tackle attack.
Actions
Nibble. Melee Weapon Attack: +1 to hit, reach 5 ft. (1.5 m), one
target. Hit: 1 piercing damage.
Tackle. Melee Weapon Attack: +1 to hit, reach 5 ft. (1.5 m), one
target. Hit: 2 (1d4) bludgeoning damage. The target also loses 2
(1d4) days of rations.
Bestiary 269
Large beast
Abilities
Call the Children Home. When threatened in any way, the slissk
Splitter MONSTER
mother can telepathically summon up to 2d10 of its spawn to its
side for protection. This can be done once per minute.
Large beast
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. (1.5 m), one target.
Hit: 9 (3d4 + 2) piercing damage. If the target is a creature, it must
succeed on a DC 11 Strength saving throw or be knocked prone.
270 Bestiary
Gargantuan dragon
Abilities
Legendary Resistance (3/Day). If the dragon fails a saving throw,
it can choose to succeed instead.
Taq DEMONIC BEAST
Bestiary 271
272 Bestiary
Tiny beast
STR
3 (-4)
DEX
16 (+3)
CON
8 (-1)
INT
2 (-4)
WIS
12 (+1)
CHA
3 (-4) Werewolf
Region The Silver Glade, The Fire Isles
Saving Throws Dex +5
Skills Perception +3, Stealth +5 A terrifying species which can be found anywhere humanoids
Damage Vulnerabilities None are, the true nightmare is the reality for werewolves is that the
Damage Immunities None creature is hiding just beneath the skin of anyone inflicted with
Senses Passive Perception 13 the curse. As soon as stressors become too great, even the most
Challenge 0 (10 XP) mild-mannered person can reveal themselves to be a monster
Abilities inside. When the creature emerges, any trace of their former self
Keen Hearing and Smell. The tyge has advantage on Wisdom is gone until they can regain control—often when it is already
(Perception) checks that rely on hearing or smell. too late (see Lycanthropy, page 244)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. (1.5 m), one
creature. Hit: 1 piercing damage. Werewolf MONSTER
Large humanoid
Abilities
Keen Hearing and Smell. The werewolf has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Regeneration. The werewolf regains 10 hit points at the start of
its turn. If the werewolf takes damage from a silvered weapon, this
trait doesn’t function at the start of its turn. The werewolf dies
only if it starts its turn with 0 hit points and doesn’t regenerate.
Actions
Multiattack. The werewolf makes two claw attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. (1.5 m), one target.
Hit: 12 (2d8 + 3) piercing damage. If the target is a humanoid, it
must succeed on a DC 17 Charisma saving throw or be cursed
with lycanthropy.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft. (1.5 m), one
target. Hit: 8 (2d4 +3) slashing damage.
Bestiary 273
Large beast
STR DEX CON INT WIS CHA
10 (+0) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5) Armor Class 20 (natural armor)
Hit Points 133 (14d10 + 56)
Saving Throws Con +4 Speed 40 ft. (12 m), climb 50 ft. (15 m)
Skills None
Damage Vulnerabilities Fire STR DEX CON INT WIS CHA
Damage Immunities Poison, Blinded, Charmed, Frightened 23 (+6) 16 (+3) 18 (+4) 4 (-3) 12 (+1) 6 (-2)
Senses Darkvision 60 ft. (18 m)
Challenge 2 (450 XP) Saving Throws Str +10
Skills Acrobatics +11, Athletics +10
Abilities Damage Vulnerabilities Fire
Creeping Mold. Every day that the velmine is stationary it spreads Damage Immunities Cold
a greenish mold 10 ft. (3 m) in every direction. This mold begins to Senses Passive Perception 11
rot wood, corrode metal, and blight the land after a 24 hour period Challenge 10 (5,900 XP)
and deals 1d10 to all materials every 4 hours after that. This mold
spreads as long as the velmine is alive. Abilities
Rampage. When the y’allyn reduces a creature to 0 hit points
Actions with a melee attack on its turn, the y’allyn can take a bonus action
Moldy Defense. Each creature within 20 ft. (6 m) of it must to move up to half its speed and make a clubbing blow attack.
succeed on a DC 15 Constitution saving throw or take 10 (3d6) Aggressive. As a bonus action, the y’allyn can move up to its
poison damage and become infected with a disease on a failed speed toward a hostile creature that it can see.
save. Creatures immune to the poisoned condition are immune to Brute. A melee weapon deals one extra die of its damage when
this disease. Spores invade an infected creature’s system, killing the y’allyn hits with it (included in the attack).
the creature in a number of hours equal to 1d12 + the creature’s Berserk. Whenever the y’allyn starts its turn with 80 hit points
Constitution score, unless the disease is removed. In half that or fewer, roll a d6. On a 6, the y’allyn goes berserk. On each of
time, the creature becomes poisoned for the rest of the duration. its turns while berserk, the y’allyn attacks the nearest creature it
can see. If no creature is near enough to move to and attack, the
y’allyn attacks an object, with preference for an object smaller
than itself. Once the y’allyn goes berserk, it continues to do so
until it is destroyed or regains all its hit points.
Evasion. If the y’allyn is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, the
y’allyn instead takes no damage if it succeeds on the saving
throw, and only half damage if it fails.
Velmine
Actions
Multiattack. The y’allyn makes two clubbing blow attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft. (1.5 m), one
target. Hit: 33 (6d8 + 6) piercing damage.
Clubbing Blow. Melee Weapon Attack: +10 to hit, reach 5 ft. (1.5
m), one target. Hit: 24 (4d8 + 6) bludgeoning damage.
Charge. If the y’allyn moves at least 10 ft. (3 m) straight toward
a target and then hits it with a clubbing blow attack on the same
turn, the target takes an extra 9 (2d8) bludgeoning damage. If the
target is a creature, it must succeed on a DC 14 Strength saving
throw or be knocked prone.
274 Bestiary
Large humanoid
Abilities
Aggressive. As a bonus action, the yaro ogre can move up to its
speed toward a hostile creature that it can see. Yaro Ogre
Trampling Charge. If the yaro ogre moves at least 10 ft. (3 m)
straight toward a target and then hits it with a greatclub attack
on the same turn, the target takes an extra 9 (2d8) damage. If the
target is a creature, it must succeed on a DC 12 Strength saving
throw or be knocked prone. If the target is prone, the yaro ogre can
make another greatclub attack against it as a bonus action.
Relentless. If the yaro ogre takes 10 damage or less that would
reduce it to 0 hit points, it is reduced to 1 hit point instead. This
ability recharges after a Short or Long Rest.
Actions
Multiattack. The yaro ogre makes two melee attacks.
Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft. (1.5 m),
one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Bestiary 275
Demigods
Throughout their lifetimes, the gods have gotten further and
Demigods are the children of a god and a mortal, and they are
further along the timeline of crafting their “world.” They have
quite rare in Theria. There are two forms of demigods—those that
learned from each previous world and make certain deviations
are touched by godhood and those that are not.
with each new iteration, this version of Theria having lasted
the longest so far. Their hardest lesson has been their own The first form of demigod is the type most have heard of, but do
imprisonment at the hands of the high elves. They did not realize not currently exist within Theria; children spawned from a god
that the high elves had learned how to tap into the same powerful while in their physical, complete forms. These children would be
magic that the gods had used to seal the demons away and in turn, touched with godly power and become the subject of myths and
locked the gods themselves behind a new seal. legends. That is why they are forbidden. There have been demigods
in the past, in fact there is not a god in the pantheon that had not
Moving Forward sired a child at least once in a past iteration of Ellara, but those
mistakes have taught the gods that fraternizing so personally with
The gods now know that they are not as safe from their own mortals has too high a risk by giving them an unfair advantage.
magic as they first believed, and have taken steps to make sure
neither the high elves nor anyone else can tap into it again. Even As the gods were trapped unknowingly as mortals for many
so, they disagree on many things and, because they are so rooted lifetimes, they do have children currently living in Theria that
in tradition, they are at a standstill. Some believe it is time to make were not touched by divinity and are demigods in name only, with
their presence in the world known again, while others are adamant no special powers. The gods do think fondly of their children but
that influencing mortals with more subtlety is the only possible maintain a distance the way they do with all of their creations.
way to keep Theria thriving.
For now, the gods rule as they had for millennia: once they Ascension
have created everything, they will not destroy their creations Godhood can be granted to extraordinary mortals. There are
themselves, or make large-scale changes that would give away two gods in the current pantheon who began their existence
their existence. They watch and, on rare occasions, make minor as mortals—The Gods of Creation and Justice. Ascension is
changes, but direct intervention is almost unheard of. They try to not a decision made lightly or often, and the mortal has to be
gently guide the entire world in a better direction. Unfortunately, extraordinary in a multitude of ways. The act of becoming a god is
they can’t all agree on which direction that is, and until that is a transformative process; the mortal will be taught slowly how to
decided even the softest touches are rare. use their power and which rules they will need to follow, or else be
banished. During these lessons they also tend to become hardened,
To Rest or Be Cast Aside as they have their eyes opened to a wider, more encompassing
outlook on the world.
There were once many more gods than there are now. There are
two ways to take leave of the pantheon: either a god will leave
willingly and request to be made mortal, or they will be cast Arbitration and
out and confined in Hell. In the case of an amicable separation,
the former god will be reincarnated in human form, but their
the Path to the Afterlife
divine soul remains. Within that soul are the memories of their The balance between gods and demons has raged for millennia,
former existence and, as such, they often find themselves still long before any worlds existed. When a person dies, their soul
disconnected from humanity. Some adjust better than others to travels through the path the gods have created unless something
this life, but as lifetimes repeat and the memories stay, the effects has been done to divert that path. For instance, if a soul is in
of time can either ravage or harden their hearts and minds. contract to a demon, it will be pulled into Hell. While the gods
The Godly Afterlife most likely to communicate directly with followers, though since
their release they have only nudged mortals in the right directions
The Afterlife is an entirely new existence where immortality is and have not directly shown themselves in a physical embodiment.
a given. Some find the lack of threat to be tedious or even have
The God of Plenty
something of an existential crisis at the thought, but after some
time to adjust, they often find themselves enjoying the strange and In a world where plenty may only come in short bursts, this god
mystical world around them. favors the bold and those who follow their own path in life. They
are most often depicted as a female with long auburn hair that
The Afterlife functions differently than Theria, though at first may or may not partially conceal their nude body. They usually
glance they seem similar, with The Afterlife being somewhat are drawn with a goblet of wine or a feast. The starving and poor
idealized. However, death and even pain are nonexistent in this always pray to The God of Plenty.
reality. Distance works differently in the Afterlife as well: once one
has a destination in mind they will arrive there just beyond the The God of Civilization
horizon from where they imagined it. This will happen even without As far as avatars are concerned, this god is a special case as they
having known the way. If one has no destination in mind outside of are represented almost equally as male and female, with a few
dge that in
power. Demons discovered that by acquiring the souls of mortals
e no t ge nd er ed. To acknowle
eria ar , in most
they could add to their own power. By striking bargains with these
e
this tome, they ar ha ve as cr ibed genders to th
lo ca ls se to present
god from claiming it themselves.
the
towns and cit ies pr on ou n th ey most often choo
addressing them w
ith th e onal biases
ng their own pers
When a pact is made with a demon and they get the soul, it is
av at ar s or le tti
their e god governs.
themselves as in d on the realm th
bound to that demon and not only powers them, but the soul is
Raise Dead
You return a dead creature you touch back to life, provided that it
In Theria, bringing back the dead is no easy feat. It’s not quite as has been dead no longer than 24 hours (or 4 days if a Gentle Repose
simple as bringing a body to your local cleric and having them cast spell has been cast on the target). If the creature's soul is both
a spell. It’s a trying, painful, and mentally taxing affair that has willing and at liberty to rejoin the body, the creature returns to life
no guarantee of success. Any number of things can go wrong and with 1 hit point.
you might regret even attempting the ordeal. In some cases, dead
This spell also neutralizes any poisons and cures non-magical
is better.
diseases that affected the creature at the time it died. This spell
There are only a handful of spells that can bring someone back does not, however, remove magical diseases, curses, or similar
from the dead in Theria. A cleric or paladin can learn these over effects; if these aren't first removed prior to casting the spell, they
time and can choose to risk their own life to restore someone take effect when the creature returns to life. The spell can't return
else’s. The more experienced the cleric, the greater the chance of an undead creature to life.
success. However, that doesn’t ensure that the spell will work. It
This spell closes all wounds but does not restore severed body
only increases the odds.
parts. If the creature is lacking body parts or organs integral for its
survival—its head, for instance—the spell automatically fails. Any
The Soul and You wounds closed in this fashion will leave scars.
Every living being has a soul, unless they’ve bartered it away to a Coming back from the dead is an ordeal. Should the target return
demon or lost it through some cosmic mishap. The soul is what from death, the target suffers a -4 penalty to all attack rolls, saving
lives on long after the body dies, and both the gods and demons throws, and ability checks. Every time the target finishes a long
want it for different reasons. Souls equal power. When a person rest, the penalty is reduced by 1 until it disappears. The target of
dies, their soul remains with their body for 1 day while both the spell will also roll a flat d20 on the chart below:
demons and gods try to lay claim to it. The quality of their soul is
d20 Result
judged based on events that have taken place in that person’s life
(see The Godly Afterlife, page 279). 1 (or less) – 3 The spell fails to bring the target back to life.
There are four spells that can bring a person back from the dead. 18 – 20 The target suffers no ill effects to their mental status.
This doesn’t cover pacts with a demon or god, the Wish spell, or
NOTE: This roll cannot be altered in any way by an outside influence, spell, or otherwise.
certain trinkets or artifacts.
re" (+3
True Resurrection bonus to hit and damage).
The rules for True Resurrection are the same as above, with the
following differences:
• The target must not have been dead for longer than 10 years.
• The spell replaces damaged or missing organs and limbs. The Balance • Shortsword
spell can even provide a new body if the original no longer exists, Created by worshipers of The God of Justice, this sword is meant
in which case you must speak the creature’s name. The creature to punish those that break the law. It has been used by bounty
then appears in an unoccupied space you choose within 10 ft. hunters, town guards, and other law-abiding citizens who feel as
(3 m) of you. though they needed an edge when combating thugs, gangsters, and
• The flat d20 table now changes thusly: bandits. How exactly the sword decides who has been unlawful is
d20 Result still unknown.
The target suffers from indefinite madness and rolls a
1–3 Description. This weapon features a polished steel blade with
d100 on the Indefinite Madness table for this effect.
a flared guard and black and white striped hilt. The pommel is
The target suffers from long-term madness and rolls a
4–7 d100 on the Long-Term Madness table for this effect. adorned with The God of Justice’s holy symbol in steel.
The target suffers from short-term madness and rolls a Damage Weight Properties
8 –11
d100 on the Short-Term Madness table for this effect.
1d6 piercing 2 Finesse, light, magic
12 – 20 The target suffers no ill effects to their mental status.
Abilities. You gain a +1 bonus (increases with rarity) to attack and
NOTE: This roll cannot be altered in any way by an outside influence, spell, or otherwise. damage rolls made with this magic weapon.
The Enforcer • Flail Any target hit with this weapon must succeed a DC 12 Constitution
save or receive an additional 2d6 necrotic damage.
Given as a gift to Eliwrath Beestinger by a friend of hers in Ebony
Harbor, this flail was once used by the dragonborn to great effect.
It was used to “motivate” troops and has cracked over 130 skulls.
The Finger
Description. A long black handle striped with a burgundy grip. A of Undeath
length of chain supports a large spiked iron ball of significant weight.
I’alu’rina
Night's Bane
Whenever you hit an undead creature with this weapon, they Thundering Blow. When you roll a 20 on your attack with this
receive an extra 1d6 radiant damage. weapon, your critical deals an extra 2d8 bludgeoning damage. The
extra damage you do is also done to any surrounding enemies
Healing Light. When this weapon ascends to uncommon, it within 5 ft. (1.5 m) of you.
gains the Healing Light ability. As a bonus action, you can target
a creature and heal them for 2d4 HP. You must finish a short rest
before using this ability again.
"ToPoe"
Stormrender
“ToPoe” • Knuckles
Briahna Ebelmare had this gift created for Poe Tutillo in 1663 AEC
but before she could give it to him, she perished while on a mission
to Ki’an. It was later found by Ezhno Masoka with an attached
note: “To Poe.” It’s a punching weapon designed to wrap over the
user’s knuckles.
You may declare that you are aiming for a creature’s throat as part
of your attack. If you hit your target, they receive an extra 2d4
damage and they are incapacitated until the end of your next turn.
If you miss your attack, then you may not attack on your next turn.
Storms' Gale
When you attack a creature with these magic weapons and roll a 20
Storms' Fury
on the attack roll, that target takes an extra 3d6 necrotic damage and
you gain that damage in hit points.
The Alu'yonda
Wave 1
4 You are in very visible pain to the rest of the party. 1 1d4 kla’kor and 1d4 turaag demons attack the party.
Abilities. While wearing this breastplate, you gain advantage to Abilities. When activated, The Clean Slate will split down the
any rolls dedicated to crafting armor or weapons. middle and release a deadly magical illness that infects any essai
within 700 miles (1127 kilometers) of the container. All essai within
that radius must succeed on a DC 20 Constitution save or die
instantly of the illness. Any essai that saves will still be infected
but have 1d10 years left to live.
Cloak of
the Night Elven Armor of Protection
Gifted to Una Anhelada as protection before her fight with Briahna
Ebelmare, this special set of armor is enchanted by the elves to
provide a bit of extra protection when the wearer would need it most.
Material. Scale
Flask of Knowledge
This item looks like an ordinary flask. However, the more a person
drinks from the flask and becomes intoxicated, the more intelligent
they become. It took some time for this effect to be proven as most
drunks find themselves to be very intelligent.
Material. Chainmail
Abilities. For every two ounces of potent alcohol you drink from
this flask, you must succeed a DC 12 Constitution saving throw or
become 1 level of intoxicated. For every level of intoxication you
suffer, you gain +2 to intelligence (see Intoxication, page 190).
The Glittering Prize Abilities. Seats 6 comfortably. Pillows and seats are made of
Gargantuan Sailing Ship crushed purple velvet.
people at once to a location Within 100 Transport to a random place within 25 miles
Transport to a random place within 25 miles
within range when properly Miles (161 15 (40 kilometers) of the target location and 2d20
(40 kilometers) of the target location.
Kilometers) ft. (0.5 m) in the air.
charged with energy. Its random
nature and imprecise results Within 200 Transport to a random place within 50 miles
Transport to a random place within 50 miles
Miles (322 17 (80.5 kilometers) of the target location and
kept it from being a more Kilometers)
(80.5 kilometers) of the target location.
3d20 ft. (0.5 m) in the air.
commonly used artifact.
Within 300 Transport to a random place within 100 Transport to a random place within 100 miles
Miles (483 19 (161 kilometers) of the target location and 4d20
Abilities. A single user selects miles (161 kilometers) of the target location.
Kilometers) ft. (0.5 m) in the air.
a place to travel to within
600 miles (966 kilometers). Within 400 Transport to a random place within 200 Transport to a random place within 200 miles
Miles (644 21 (322 kilometers) of the target location and 6d20
A map helps with this task. miles (322 kilometers) of the target location.
Kilometers) ft. (0.5 m) in the air.
Gripping the rune, they roll an
Within 500 Transport to a random place within 300 Transport to a random place within 300 miles
Intelligence (Arcana) check and Miles (805 23 (483 kilometers) of the target location and 8d20
miles (483 kilometers) of the target location.
see the results below. Up to 7 Kilometers) ft. (0.5 m) in the air.
people can touch the user and Within 600 Transport to a random place within 400 miles
Transport to a random place within 400
travel with them if the user is Miles (966 25
miles (644 kilometers) of the target location. (644 kilometers) of the target location and
successful in charging the rune. Kilometers) 10d20 ft. (0.5 m) in the air.
5 Souls Deal double damage on your next attack that hits. Everyone’s, except the caster’s, clothes disappear within a 30 ft. (9
4
m) radius.
6 Souls Regain 5d10 hit point. The caster and their teammates feel suddenly empowered (deal
5
an extra d6 damage per hit until the end of the caster’s next turn.)
All seven souls join you in your fight for one A random member of the caster's party discovers that their hair is
round. They appear as spirits that surround you. 6 now growing at a rate of 3 inches (8 centimeters) per hour. Roll a
They will block damage and hinder attacks made d20. The result is the number of days before this stops.
against you. They will enhance your attacks. A d100 ft. (0.5 m) deep hole that is 30 ft. (9 m) wide (centered on
7
7 Souls • Disadvantage to all attacks made against you. the caster) appears.
• You take half damage instead of full damage. 8 All weapons within 30 ft. (9 m) of the caster turn to stone.
• You gain advantage to all attacks you make. 9 The caster and all of their allies regain all hit points.
• You do an extra 2d8 damage to all attacks that hit. 10 The caster’s target and all of their party members regain all hit points.
11 Five fireballs appear randomly within 100 ft. (30.5 m) of the caster.
Yuri’on 12 The ground within 30 ft. (9 m) of the caster freezes over.
13 The caster and all of their party members forget how to read.
A gilded sphere created by the high elves centuries ago and locked
14 The caster and all of their party members level up.
away on Co’Dai. Recaptured by Daegon Arcanscape and a group
15 1d20 fireballs are cast on the nearest town or city.
of disgruntled high elves who were dissatisfied with the current
direction of their people, they brought the artifact back to their 16 The caster and all of their party members gain 5 hit points
permanently.
home city of Odysia and used it to reverse time in a small location.
An adult red dragon is summoned 30 ft. (9 m) from
17
Abilities. The Yuri’on can be activated using a short ritual. It the caster.
creates a dome that covers a 2 mile (3 kilometer) area in faintly 18 The caster’s target takes an additional 4d10
damage.
visible magic. Within the dome, the artifact reverts time to the
For the next 1d4 days, everything seems
desired moment. The Yuri’on must remain in the position it was in 19
like an amazing idea to the caster.
when activated and cannot be moved once in use. The caster’s target and all of
that target’s party within
The area under the effect of the Yuri’on is brought back to the 20
60 ft. (18 m) disappear
very moment determined by the user. Any people, creatures, and from existence. A random
objects all appear in the dome. These are all magically created attribute of
copies of the original but all have sentience and act as they would 21 the caster (roll 1d6
to find out which one)
have originally. All creatures and objects are free to enter and leave drops by 1d10.
the dome at any time. All creatures created by the Yuri’on age and A random attribute of the
can even have children. 22 caster (roll 1d6 to find out which
one) raises by 1d10.
If the Yuri’on is tampered with or deactivated, all effects end. The
23 2d20 bats attack the caster.
area reverts to the exact condition it was in before the activation
The party is magically teleported to a random
of the Yuri’on. Any children created by the creations of the Yuri’on 24
place on the continent.
disappear unless one of their parents were from outside the dome. 25 A random member of the party can no longer feel pain.
28 The target ages by 1d100 years. Anyone with a sword of any kind on the
battlefield now does an extra 2d10 damage
29 The party ages by 1d10 years. 69 during any time they land a strike
30 The target explodes into 5d100 gold coins. with that sword. This effect lasts
31 All weapons within 100 ft. (30.5 m) turn into solid gold. until the end of combat.
32 The temperature in the region drops by 2d20 degrees for 1d4 days. The local authorities are
now convinced that
33 The party’s clothing and armor are cleaned and repaired. the caster is wanted
70
A random party member becomes exceptionally charming, gaining a for many, many
34
1d4 to charisma permanently. murders. All of the
A dire bear wearing armor is summoned within 30 ft. (9 m) of the caster. dead in the
35 71 region rise from their
It attacks the nearest creature to it at all times.
graves. They are hell-bent
36 The caster has an almost insatiable hunger for dark elf flesh.
on attacking the living.
37 A small rift to the demon world opens for 1d20 minutes.
There are now “evil” versions of
The person that the caster loves the most appears 45 ft. (14 m) away the party somewhere in Theria. These
38
from them. 72 people are almost the exact opposite of
39 1d20 sheebs are summoned on the battlefield. their counterparts emotionally and morally, but
not physically.
40 A random person within 100 ft. (30.5 m) of the caster dies.
73 The target instantly defecates themselves.
41 The target's blood is replaced with fire.
One random party member will always try to find ways
A 30 ft. (9 m) cone of force energy emits from the Rod
to show off how strong they are no matter how strong they
42 of Wonder. Anything within the cone takes 10d10 74 actually are. No matter the act or outcome, they will believe
force damage and is knocked back 1d6 spaces.
they nailed it. This lasts for 1d10 days.
All plant life within 100 ft. (30.5 m) of the
43 The target becomes rabid and deals an extra 1d10 damage with every
caster dies. 75
successful strike.
The caster has an overwhelming 76 The caster is now blind whenever the sun is out.
need to punch problems to
44 The caster now believes that any crime, no matter how small, is
death for the next 1d4 77
days. punishable by death.
The party reeks 78 The target will attack their friends, no matter what.
of rotten fish for 79 The caster’s arms are replaced with tentacles.
The Rod 45 1d4 days. No amount
Everyone within 30 ft. (9 m) of the caster contracts a random disease
of washing will get rid of 80
of Wonder from this book. Roll for each person.
the stink.
81 Eating small animals while they try to get away makes the caster feel alive.
The sun is instantly blocked by
46 something in the sky causing it to be a A random party member is completely infatuated with one of the
82
constant night for 1d20 days. region’s leaders. They will do anything to be with them.
The caster can’t seem to enter buildings 83 The target's Intelligence drops by 1d20 for 1d20 days.
47
without permission from the owner. 84 The caster’s Intelligence drops by 1d10 for 1d10 days.
One random person in the party has no inner monologue. 85 A shark is summoned randomly on the battlefield.
48
All thoughts they have are said aloud for 1d20 days.
86 The caster grows an amazing beard.
49 The target falls deeply in love with the caster.
87 All the moisture is drained from the target’s body.
50 The temperature in the region increases by 2d20 degrees for 1d4 days.
88 The caster is convinced that water is poisonous.
51 The target becomes an ogre.
89 All weapons within 100 ft. (30.5 m) of the caster turn into venomous snakes.
52 Meatballs rain from the sky for several minutes.
Every party member must make a random roll on the long-term
53 The caster is slowly turning into a wolf. 90
madness table.
54 The target turns inside out. 91 The target turns into a werewolf.
55 The target and everything within 30 ft. (9 m) of the target catches fire. The caster now loses control of themselves and turns into a giant ape
92
56 The caster can only speak in questions for 1d4 days. when angry.
The caster has a deep desire to eat tainted and expired food no matter All life within 1 miles (1.6 km) of the party is destroyed. The party is
57 93
how sick it makes them. unharmed.
58 The target must express their feelings in song. One random member of the party wants to spend tons of gold to host
94 a festival that celebrates fire. Even if they have no idea how to pull it
One random character feels an overwhelming compulsion to sing during
off, they will still be compelled.
59 their turn for every round of combat for 1d4 days. If the player actually
sings, then they receive advantage on attacks. 95 A random member of the party becomes a lizard person.
60 Freshly baked pies of all varieties appear around the caster. A column of light fires into the sky and one of the gods is summoned
96
30 ft. (9 m) from the caster.
The caster is in love with scarves and collecting as many scarves as
61 The region is now coated in a thick fog, the sun is obstructed, and a
possible. Nothing will stop them from this goal.
97 fiendishly powerful vampire is summoned somewhere in the area to
62 The target and all of its allies begin to eat themselves.
haunt the land.
63 The target’s head explodes.
The caster desires only the finest things in life. They will live far
98
64 A random naked person is summoned onto the battlefield. outside of their means.
The caster is now dressed in the worst outfit possible with a matching One party member now believes that everything is free for them. They
65 99
haircut. Each player gets to contribute a detail. will believe this for 1d20 days.
66 All party members gain inspiration. A random god has bestowed a random member of the party with
100 powers. They are now a demigod.
For one day, a random party member can’t die, no matter what. They
67
instinctively know this. They also still feel pain.
Instructions 9–10
The user steps out of the other side of the original Gate with
no ill effects.
A magic user must approach the Gate and place their hands The user is randomly transported somewhere within 3d100
on top of the two stone pillars on the platform so that they are 11–18 miles (5d100 kilometers) of their current location and 1d100
facing the large archway in the center. The user will then begin to ft. (1d30 m) in the air.
channel energy into the pillars through their hands. It will take a 19–20 The user is transported to the next nearest Gate safely.
remarkable amount of concentration and fortitude to keep this up
long enough to successfully open the Gate. 2 Successes
The user will then start to make Intelligence (Arcana) checks. The user has established a slightly unstable connection. Everything
They will need three successful checks to completely and safely above applies but the user will be rolling on a new table.
open the Gate. Anything less and the archway will be unstable (see d20 Outcome
below). The DC for the Intelligence (Arcana) checks will gradually The user steps out of the other side of their current Gate.
scale upward. After every check, pass or fail, the user will need to 1–2 They seem confused and disoriented. After five minutes, their
make a Constitution save with a DC of 14. On a failure, the user head explodes.
will gain a level of exhaustion. The user begins to merge with an insect that entered the
gateway at the same time as them. They emerge on the
Check Intelligence (Arcana) Check DC Constituion Save DC 3–4
opposite side of the Gate that they entered but will transform
1st 16 14 over time.
Flip a coin then roll a d4. Heads = The user gains that many
2nd 20 14
5–8 levels. Tails = The user loses that many levels. The user steps
3rd 25 14 out of the other side of the original gate with no other effects
The user is randomly transported somewhere within 3d100
9–16 miles (5d100 kilometers) of their current location safely on
Should the user pass out from exhaustion (or die) before all three
the ground.
checks can be successfully completed then the Gate will partially
19–20 The user is transported safely to a gate of their choosing.
open but be unstable. This can result in a number of abnormal
or harmful things to occur, should someone or something pass
through the archway in that state. Anything less than three 3 Successes
successful checks and the Gate will remain cloudy and users will If all three checks are successfully completed, the user will be
be unable to see through it. Any attempt to place a person or object able to mentally select any one of the other Gates in the world
within the partially active gateway will result in a tremendous and connect their current archway to it. Even if the user has never
force pulling on that object from the opposite side. There are no been to the other Gates, they will become aware of them. The user
magical ways to see the opposite side. can then stop channeling energy into the Gate and catch their
breath. The destination will be clearly visible in the passage and
Note: It is extremely important to NOT inform the party whether or
will remain open for up to 4 minutes (roll a d4 for the exact time).
not they have succeeded or failed on these checks. The uncertainty is
Stepping beyond the entrance to the Gate will result in a person or
the entire point of this exercise.
object exiting the opposite side of the destination gateway. Once
this time is up, the Gate will power down and the process must be
started from scratch to reopen it.
Inventory. 200 Gold, A Disguise Kit You become attached to a “lucky charm,” such as a person
46–55 or an object, and have disadvantage on attack rolls, ability
A Great Place to Start. Aldmoor. As close as you can get to the checks, and saving throws while more than 30 ft. (9 m) from it.
forest without actually being in it. Gathering information from the Your hearing has been tainted by something from the beyond.
locals is going to be vital to your mission. Get to know everyone in 56–65
You become deaf.
town and see who might be willing to help.
You experience uncontrollable tremors or tics, which impose
66–75 disadvantage on attack rolls, ability checks, and saving throws
that involve Strength or Dexterity.
The character becomes incapacitated and spends the duration "I am the fastest person alive! There is no problem on the
21–30 16 - 25 planet that can’t be solved using my speed." Your speed does
screaming, laughing, or weeping.
not change.
You are terrified of the dark. The shadows reach out for you
31–40 “I try to become more like someone else I know—adopting his
and you’ll do anything to avoid them. 26–30
or her style of dress, mannerisms, and name.”
You begin babbling and are incapable of normal speech or “I must bend the truth, exaggerate, or outright lie to be
41–50 31–35
spellcasting. interesting to other people.”
You must use your action each round to attack the nearest “Achieving my goal is the only thing of interest to me, and I’ll
51–60 36–45
creature. Everyone is your enemy. ignore everything else to pursue it, including friends.”
You experience vivid hallucinations and have disadvantage on “I see no danger in wild animals. The more ferocious they are,
61–70 46–50
all ability checks. the more I want to snuggle them.”
Your body feels foreign to you and things like eating, drinking, 51–55 “I don’t like the way people judge me all the time.”
71–75
and sleeping are all actions you will avoid. Nothing feels right. “I am the most beautiful person I know. The world needs to
56–70
appreciate my looks.”
You experience an overpowering urge to eat strange things
76–80
such as dirt, clothing, or garbage. “I am convinced that powerful enemies are hunting me, and
71–80 their agents are everywhere I go. I am sure they’re watching
81–90 You firmly believe that you are hidden from sight no matter what. me all the time.”
You need to run. You need to get away in ANY direction. Just “There’s only one person I can trust. And only I can see this
91–100 81–85
as long as it can’t find you. special friend.”
“No one has earned what I’ve earned. People need to know
86–95
how great I am.”
96–100 “I’ve discovered that I really like killing people.”
“There’s a secret person controlling me! There are people You feel chest pains. Roll a Constitution save with
31–35 a DC of 15 or suffer a heart attack that does 10d10
controlling us all! Our lives are just a game, can’t you see?!” 1–5
unpreventable damage to you. If you survive, you suffer
You are terrified of being forgotten after you die. You do 2 points of exhaustion and are prone.
36–45
everything you can to be “memorable.” 6–10 You break a random bone.
46–50 “Furniture can’t be trusted.” You receive disadvantage to all Dexterity checks for the
11–15 next week.
“I am born again in (choose a god)’s image! I must spread their
51–55
word.” You will NOT shut up about your chosen god. Your weapon or implement will break randomly in the
16–20
next week.
You forget everything about one random party member. That
56–70 21–25 An explosive will go off near you within the next week.
person is now a stranger to you.
“Causing pain to others makes me feel alive and powerful. I A random meal you will eat in the next week will be
71–80 26–30
will always advocate torture.” spoiled and give you food poisoning.
Somehow, in the next week, someone is going to drop a
You truly believe that drinking blood keeps you alive. You will 31–35
81–85 hammer on you from above.
crave it every day even if your body rejects it.
You receive disadvantage to all Strength checks for the
86–95 “Clothing is madness! I will not imprison my body with any of it” 36–40
next week.
You forget math. It is now an impossible subject for you and 41–45 Horses hate you for the next week.
96–100
you cannot learn it.
If you are traveling in a vehicle within the next week,
46–50
that vehicle is twice as likely to break down.
51–55 All of your hair falls out in your sleep.
You receive disadvantage to all Constitution checks for
56–60
the next week.
61–65 Ducks will go out of their way to attack you for the
next week.
66–70 A bird defecates on your head.
d100 Results
Your nightmares have so deeply affected you that
1–2 you can never shake them. (Roll on the Incurable
Madness Table)
6 Pulled Muscle. You are stunned until the end of your next turn.
I'm Sorry. You hit an ally with a basic attack. If this action
9 is impossible, your original target gains advantage on their
next attack.
Dislocation. A forceful pop in your shoulder is heard as you Slippery Hands. You throw your weapon/implement 2d10 ft.
18
14 feel your arm go limp. The arm you used to make the attack is (0.5 m) in a random direction.
incapacitated for 1d4 + 1 rounds, or until it is healed. 19 Oopsy Daisy. You fall prone.
Trick Knee. Your knee hyperextends awkwardly. Your Bloody Mask. You hit yourself in the head causing a minor
15 movement speed is reduced to 10 ft. (3 m) and cannot charge 20 flesh wound (4 damage) and you are blinded by blood flowing
for 1d4 + 1 rounds. into your eyes for 1d4 rounds.
Group 2 months, they have helped to broker a tenuous peace between the
Moz’zogg and the elves of The Evergreen and investigated the
disappearances in Donhurst while speaking with the vampire
“Live every day like it’s your last.” element there. They seem to be ambitious and capable.
The tale of this group can be told in two parts, before Lochfort
Benefits Making tangible changes in the world with a group that
and after. As a young team of rising stars they had accomplished
seems to want to do general good.
much before wandering into Lochfort and then The Silver Glade.
Sadly, through overconfidence many members of the team lost Drawbacks This does not always go smoothly as moments of
their lives to a pack of werewolves. The remaining members spontaneous decision making have cost the group dearly.
rebuilt and ventured down a new path. They eventually wrapped
themselves into a much larger mission to free the gods from The
Seal in Ki’an and rescue the lost high elves. Group B
Benefits Memorable deeds. This group had their fingers in many “The past will always catch up with you.”
pies and as a result played a part in some huge portions of the A team with massive ups and downs, Group B has a past with
continents history. The Black Hand that has haunted them thoroughly. They have
Drawbacks Almost operating as a hive mind, it was almost recently made the choice to take the fight to her. If they should
unheard of to see a group member go against the grain or break succeed, they could change the landscape in Brightport forever.
away from the party once it had made a decision. Benefits Seeing and experiencing strange new sensations, sites,
and locations. No two days are ever the same.
Group 3 Drawbacks No true sense of relaxation or letting your guard down.
“Life is about learning from
your past and moving forward.” Group C
Starting as citizens of Overwatch and believing in its laws and “Over the horizon and beyond the familiar.”
way of life, this group eventually had second thoughts and left
the city to fight for the other side. After the war they spent much A seemingly directionless group at first, they buckled down when
of their time embroiled in larger matters such as freeing the gods a common enemy emerged in the form of The Royals. Now a
from The Seal in Ki’an. In their time they made connections to group of explorers, they aspire to unlock the secret of the Gates
cities like Esterholt and did their best to rid it of organized crime and potentially unlock a form of fast travel for the masses. Time
and more insidious threats. will tell if they accomplish this mission.
Benefits Action. It was very rare for Group 3 to stay in one place Benefits Seeing places which may not have been visited in
for too long. They often had little downtime before the next big centuries or longer.
adventure would come knocking on their door. Drawbacks Incredibly dangerous sea travel and leaving behind
Drawbacks Members of the group were often divided on how the comforts of The Mainland.
problems should be solved, with some of them jumping straight
into the fray without a strong plan and others hanging back to
the point of indecision.
DRP
“Chaos rarely fits in with polite society.”
Group 4 The initials are synonymous with some of the most morally
bankrupt people in the world. “Desperate”, “Repugnant” and
“Just because the war is over “Poor” are what those initials stood for at one time. Throughout
doesn’t mean that the job is done.” its history, murderers, thieves, drug addicts, and more have called
DRP home. They have caused irreparable damage to many lives
A team of White Ravens sent out from Overdale to be an and townships properties. Still in operation and running jobs
influence of good in the world. Sadly, they had a terrible go of today, they often work for middle management thugs in order to
things for the most part. Infighting caused a mild rift in the make a living.
group before they could carry out their first task, investigate
the werewolf activity in Lochfort. Things got worse when they Benefits A completely clean slate for your actions as you do
arrived and were immediately attacked by the beasts. Many lost whatever it takes to get the job done and whatever you want in
their lives, but they did eventually beat back the werewolf threat your off time.
and move on to notable success in diplomatic missions later in
Drawbacks Absolutely zero good will come from any decent
their career.
person who abides by the law.
Benefits Seeing the world through fresh eyes and a possibly
new perspective.
Drawbacks Being under-prepared and ill equipped for certain tasks.
A human with long flowing bright red hair, Alona Hoss is easily
spotted in a crowd. A self-described negotiator, she travels from
town to town and brokers deals with neighboring areas in order to
get a cut of the profits. She has also been known to find specialty
items for the right price. She will almost always try to negotiate
in order to find a solution that works for everyone. She is both
charming and shrewd.
The only child to a wealthy and affluent high elf family of Odysia,
Born of the human Maya and elven Enra Yeslee, Amvin Yamil felt
Althea Len’Arrn was promised at a young age to be married to the
unaccepted by both races. Often forgotten as he was growing up
equally-wealthy eldest son of the Arcanscape family, Ensioc. On
in Aubrey with his mother and quite alienated from his father, he
the eve of her seventeenth birthday, their union was secured and
learned of the city of Uman’Yiro by accident at a young age, and
so began their loveless marriage. Ensioc cared little for home life
he could not shake the thought from his head that it was there he
and only wanted to expand his own sphere of influence and power.
belonged. He would be valued not because of his race, but because
As such, Althea was left to her own devices. She dedicated all her
he had magic…if only he had magic.
time to learning about magic. After many years of study, she was
recognized as one of the best magic users in the city. Even her He loved to read and study with his good friend Clarissa Edmon;
husband began to take notice. He used her fame and renown to his it was in the library that he found a magic scroll and discovered he
advantage within the Odysian government, and in turn, she used could perform the spell. It confirmed everything he had always felt
his connections to become a professor. While they still did not love deep inside. After his mother passed away and he found his elven
each other, they did find a mutually beneficial partnership. father as cold as ever, Amvin went to Uman’Yiro to test his magical
Despite this lack of love, the two did manage to produce a son, aptitude…only to learn that performing a spell from a scroll did not
Daegon Arcanscape. Althea had never loved anyone as much as make one magical.
she had her son. They were a happy, imperfect family until the Amvin knew from his studies that oftentimes it took an important
high elves were trapped by the Witch in a century-long sleep event to spark the first innate magic in a student. For him, it
inside a mountain. When she awoke, her beautiful city had been was when one of the examiners insisted he leave Uman’Yiro and
abandoned and destroyed. She found her beloved son, but not as give up on his dreams. All his rage burst from him all at once—
she remembered him. He had lived a life of loneliness and hardship. physically forcing the examiner and others away. It was then that
Two years later, Daegon approached her with a plan to locate the the examiner finally—officially—welcomed the young mage to
Yuri’on, a powerful device that could turn back time and restore Uman’Yiro.
Odysia and its people back to their former glory. Althea, still Amvin focused on an underexplored subject: the bonds between
grieving the misfortune of the high elves and the corruption of her magic and everything else. He started with his own bond with
son, agreed. magic, taking copious notes on the topic while he worked under
After retrieving the device and activating it in the ruined city, one of the other mages in the city who was researching something
Althea held her son for one last time before driving a dagger into quite similar. After completing his courses to become a full
his heart. She held him until his last breath, with tears streaming wizard, Amvin was expected to write a thesis to be added to the
down her face. After steeling herself, she had one last thing to city library. He declared his study to officially be on magic and
do—the Althea who had slept for hundreds of years took her own bonds, and left Uman’Yiro to research more thoroughly—starting
life. The other version of herself created by the Yuri’on still lives in by searching for endurants, the rarest mages in the world, who
seemed to have a bond between their emotions and their powers.
Odysia, blissfully unaware of all that had taken place.
He met up with a group of adventurers in Winterhaven and
decided to join them to study their magic, their bonds to it, and
Aralove
Grimnas
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 10 (+0) 10 (+0) 16 (+3) 18 (+4) 16 (+3) 14 (+2) 17 (+3) 15 (+2) 12 (+1) 13 (+1) 7 (-2)
The tiefling leader of the Temple of The God of Creation in As leader of the Nu-Val and general overseer of the camp, Asher
Esterholt, Arsus Valaini believes that art and creation are to be Ames is ruthless and cunning. He feels nothing for the slaves
cultivated. He is very welcoming of newcomers to the temple and under his watch and callously refers to them as merchandise.
will often help them find their calling. Arsus fosters some ill will A slightly older man, Asher often tells stories of how things
toward the Temple of The God of Courage and argues that they are were when he was younger. He feels as though people are too
too aggressive, and they bully the other temples. comfortable nowadays and need to toughen up. If he had his way,
he would take over a city and reshape it in his image. Too bad he’s
Artimus Peck stuck in the forest.
Assora Kinkaid
Race Human Occupation Bartender
Age 45 Armor Class 11
Height 6’5” (196 cm) Hit Points 34
Athana Eylphire
Race Elf Occupation Adventurer / Archer Race Half-Elf Occupation Cleric
Age 25 Armor Class 15 Age 32 Armor Class 14
Height 6’1” (185 cm) Hit Points 39 Height 5’11” (180 cm) Hit Points 55
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 19 (+4) 10 (+0) 8 (-1) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 14 (+2) 14 (+2) 16 (+3) 9 (-1)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 17 (+3) 10 (+0) 11 (+0) 8 (-1) 7 (-2) 9 (-1) 9 (-1) 12 (+1) 13 (+1) 16 (+3)
The epitome of a dragonborn leader, Balsk is a hulking and scarred Owner of The Siren’s Song Tavern in Ebony Harbor, Bartholomew
warrior with a gruff attitude. He believes that the dragonborn have “Goose” Larew is welcoming and kind, but does not allow drunks
been led astray for years and wants to expand the dragonborn’s in his establishment. Many are split on whether this makes him
territory to the east to take more land for future generations. He is an upstanding businessman or someone in the wrong profession
often quiet unless addressing his people of Or’Rash at large. Even entirely, but the quality of his drinks more than make up for it.
then, he is a man of few words.
Benny Augusta
Barden Amdir
Race Tiefling Occupation Leader / Forager
Race Dwarf Occupation Explorer
Age 38 Armor Class 13
Age 52 Armor Class 13
Height 5’11” (180 cm) Hit Points 28
Height 5’1” (155 cm) Hit Points 42
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 13 (+1) 15 (+2) 16 (+3) 11 (+0)
15 (+2) 10 (+0) 12 (+1) 12 (+1) 14 (+2) 11 (+0)
A tiefling who knows that people will always need good herbs.
Specializing in exploration, Barden Amdir never fit in with his Unfortunately for those who go about gathering these herbs, the
dwarven brethren in Stonesunder. For years his main focus has best and most expensive of them mostly grow in hard-to-reach
been seeing everything the world has to offer. It’s this dedication areas. That’s where Benny Augusta and his group come into play.
and passion that eventually led to him gaining a reputation as “the He leads The Pickers through Bandits’ Rest in search of the most
man that freed the gods.” While he did serve as the guide for an elusive and powerful herbs to sell to the highest bidder.
adventuring party and led them to Ki’an, it’s up for debate on how
much he actually did. Nevertheless, he can be found in Uman’Yiro
basking in his newfound fame and fortune. Big Richard
Race Half-Dwarf Occupation Companion / Masseur
Age 30 Armor Class 13
Balsk Height 6’3” (191 cm) Hit Points 34
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 11 (+0) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 18 (+4)
Bill Freeman worked on his parents’ farm until he was 23. He then
moved to Fairbay and trained as a blacksmith. Slowly, he gained “I’m the Child Star of Brightport, man. I’m
a reputation in the town for his small feats of strength. He would Braylon Gallbuck.”
help load wagons or get people unstuck from the mud. Everyone – Braylon Gallbuck (Arc 2, Episode 53)
started calling him “The Strongest Man in Theria.” He now shows
off for locals and does demonstrations for charity. Born into a family of merchants, Braylon Gallbuck was the
youngest of six brothers. Physically the weakest, he stood out for
Blaine Kolja having a sharper wit than the rest, along with a natural talent for
music. As a young boy he would sing and play his lute on street
Race Human Occupation Shopkeeper
corners and bars, and eventually stages and small auditoriums.
Age 42 Armor Class 11 He became known as the Child Star of Brightport, but he did not
Height 5’8” (173 cm) Hit Points 21 know that his parents and older brothers, particularly Leon, were
using him for his fame and money. It wasn’t until a bard named
STR DEX CON INT WIS CHA Danny took him under his wing that he tried to escape his family,
8 (-1) 9 (-1) 12 (+1) 13 (+1) 12 (+1) 14 (+2)
who had used the small fortune earned by Braylon’s concerts to
turn themselves into a small-time criminal organization.
The human owner of the general store The Flake in Camp
Icebreaker who takes great pride in its selection. Blaine Kolja During the escape, Danny was killed by Leon. Braylon buried his
would like to see the camp grow into a major city one day. friend and mentor in Lochfort, and from there found a place in an
Attempting to grant creature comforts to a populace that has adventuring party led by Daegon Arcanscape.
removed itself from so much is difficult, but Blaine enjoys the Despite the group seeing some of the worst the world has to
challenge. Any time he can make leader Agnus Joyce smile with a offer, Braylon had always done his best to keep up his optimism
home-cooked meal is time well spent. and childlike wonder regarding the world. He formed close
relationships with his companions and gave them his undying
The Bowhunter Brothers loyalty at every turn. Despite his seemingly naive nature, Braylon
understands Theria better than many others and chooses to face it
Race Lizardfolk Occupation Butcher / Hunter with a laugh and a song.
Age ?? Armor Class 12
In his travels, Braylon has lived through a lot, including helping to
Height 5’10” (178 cm) Hit Points 35 free the gods in Ki’an, avenging his mentor’s death on Leon, and
facing the wrath of The Black Hand.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 8 (-1) 9 (-1) 7 (-2)
Brek Mueler
“Me and my brother Terry, we’re experienced Race Human Occupation Human Supremacist / Fighter
hunters. That’s probably why you didn’t see too Age 35 Armor Class 18
many animals around here.” Height 5’11” (180 cm) Hit Points 44
– Dallas Bowhunter (Arc 1, Episode 14)
STR DEX CON INT WIS CHA
A pair of lizardfolk eventually found their way to Camp Icebreaker 16 (+3) 13 (+1) 17 (+3) 12 (+1) 12 (+1) 11 (+0)
and lived there for a time. While the camp was still very young and
few travelers ventured through, Terry and Dallas Bowhunter began A former soldier for The Overwatch, Brek Mueler dedicated his
eating their fellow townsfolk during one of the worst recorded entire career to protecting the city and upholding its beliefs-
blizzards in history on Ellara. When this was discovered, the two mainly, the separation of humans and non-humans. After the
fled and headed south. The last sighting of the brothers was in a regime fell, Brek was a man without a country. He found solace
small outpost near Yemgar Swamp. in his fellow soldiers who were equally as bitter, and the group
formed the basis for what would become The Watch. Brek takes
great pride in his roots and will often attempt to remind his fellow
man of their place within society.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 12 (+1) 12 (+1) 12 (+1) 11 (+0) 15 (+2) 13 (+1) 14 (+2) 5 (-3) 12 (+1) 13 (+1)
Brekthal Broadforge is one of the most accomplished smiths in A soft-spoken and somewhat naive minotaur with an eye for all
the history of the Broadforge name, which is linked to some of the things beautiful, Brennan Thunderfist can also be very dangerous
most noted and precious items in dwarven history. While swords once angered or threatened. When that does happen, he reacts
and shields are his bread and butter, Brek loves to create unique with an animalistic rage and tries to destroy his target to the best
and unusual items. Enchanted armors, powerful artifacts, and of his ability.
one-of-a-kind weapons are what he lives for.
Brettana Moonshadow
Race Elf Occupation High Maiden
Age 183 Armor Class 12
Height 5’10” (178 cm ) Hit Points 84
Briahna Ebelmare
Race Human Occupation White Raven / Endurant
Age 26 Armor Class 14
Height 5’5” (165 cm) Hit Points 32
Brock Banfield and Krista Donlock are two small-town thugs that
managed to wrap themselves up in The Fang. This power couple
started their career of crime in Durnhollow and moved east,
robbing small vendors and breaking into houses. They eventually
caught the eye of Ripley Noonan and were recruited right away into
his gang. Bolstered by a larger crew, Brock and Krista had a surge of
confidence and took on larger and larger jobs before being turned as
vampires in Donhurst. They now stalk the city’s streets at night to
ensure that every last Fang member has been either turned or eaten.
direct this strange power she had, even though he understood very
little about it. His love for her made him very protective, and he
would often try to keep her powers hidden from others.
During the Siege of Winterhaven, Briahna watched in horror as
Sir Ian Serverus, next in line for the throne of Winterhaven, killed
both the current lord of Winterhaven, Daniel Padraig, and her
father. He approached and burned her face as a warning to hold
her tongue, and Briahna fled.
At first, she secluded herself. Without the hope that Martin had
provided, she was lost. Eventually the young endurant was taken Briahna
in by a passing couple—Liara Bryos and Trias Draverson—and Ebelmare
through them she was introduced to The White Ravens. Through
the years. Briahna aligned herself with their cause, partially
because she believed it to be right, and partially because she
realized it was Malchus Grimnas who had set the rise of The
Overwatch into motion. When the two met once more, it was a
tearful but short-lived reunion. They had an army to build, but
Malchus was proud of the woman Briahna had become, and she
forgave him for leaving her for so long.
While traveling from Durnhollow, she was ambushed and
captured by an Overwatch strike force. This group included Una
Anhelada, a paladin of The God of Courage who, despite her
convictions, eventually helped Briahna escape. Going to The
Evergreen with Una and a few other soldiers questioning their
allegiance, Briahna was able to convince Una to join The White
Ravens against Overwatch. She proved to be a formidable ally, and
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 12 (+1) 12 (+1) 14 (+2) 11 (+0) 8 (-1) 8 (-1) 10 (+0) 17 (+3) 16 (+3) 16 (+3)
Caileb Besson can be found at The Pounce and Claw most nights A young human female and orphan, Clarissa Edmon is the head
working in the kitchen. A fairly talented chef, Caileb grew up researcher at the Temple of The God of the Sun in Aubrey. She’s
cooking for several younger siblings and would often get them known for having a chipper attitude with nervous energy to spare.
to taste-test new recipes. When he was 22, he left his hometown Although she doesn’t want the job, she is currently in the running
of Ebony Harbor and traveled to Esterholt to become a famous to take over leadership of the temple and of Aubrey for Father
chef. He failed miserably. However, he was given a second chance Angus White when he passes. She would much rather do some
by Marrek Aethelred and now works at his restaurant in Fairbay. hands-on research for her projects but is finding it difficult to
Caileb is not good at handling pressure but he’s doing his best. gather support. Her life in Aubrey was a fairly quiet one until she
met Alexandra Holden. The two hit it off rather quickly and have
Clay Brecken been in love ever since. She can usually be found in the town’s large
library or within the halls of the temple.
Race Human Occupation Innkeeper
Age 54 Armor Class 11 Clifford Turner
Height 5’10” (178 cm) Hit Points 14
Race Human / Vampire Occupation Adventurer-in-Training
STR DEX CON INT WIS CHA Age 12 Armor Class 13
11 (+0) 10 (+0) 13 (+1) 13 (+1) 13 (+1) 15 (+2)
Height 5’1” (155 cm) Hit Points 36
Clay Brecken is an older human gentleman who runs Brecken’s STR DEX CON INT WIS CHA
Hearth, the local inn of Fairbay. Normally the first person in town 15 (+2) 15 (+2) 12 (+1) 9 (-1) 8 (-1) 11 (+0)
that visitors talk to, he tries to be open and friendly to everyone he
meets. His bushy blonde beard is speckled with gray and his hair is Clifford Turner was born in Whitehedge and taken care of by his
normally in need of a trim. mother Daphne. While she did her best to care for him, things
became difficult after she lost her job and they had to move west to
her old family home. On the way, they were grabbed by members
of The Fang and taken to Donhurst. There, Daphne was eaten by
the vampires and Clifford was taken to Castle Donhurst where he
was held captive for weeks. The Countess turned the boy and tried
to raise him as her son. Any disobedience would be met with swift
punishment from the vampire and soon, the boy just remained quiet.
It was only after a group bartered for his release that he saw the
outside world again. He is currently learning to cope with his new
life as a creature of the night.
A tiefling often plagued with the voices of others in his own mind,
most know to avoid Cooper. He can be seen speaking to unseen
people, and has a reputation as someone who will work for cheap
but is also rather unreliable. There are many stories about Cooper
and most have some merit. Some say that he was a teacher in
Durnhollow until some tragic event drove him insane. In any
event, he is a fixture of current-day Brightport and has knowledge
about the city and its workings that few others do, such as the
Temple of The God of Undeath.
The Countess
Race Elf / Vampire Occupation Leader of Donhurst
Age 186 Armor Class 17
Height 5’6” (168 cm) Hit Points 189
Craig Mason
Race Human Occupation Paladin
Age 47 Armor Class 18
The
Countess
Height 6’0” (183 cm) Hit Points 63
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 14 (+2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 13 (+1) 14 (+2) 18 (+4) 13 (+1)
Damerai Nessbet has a simple philosophy: you shouldn’t have to Though not as favored by the clan, Dealin Blackpelt would be Lariss
spend an arm and a leg to eat healthy. A strict vegan and part-time Darkhoof’s choice to lead the minotaur in his place. Dealin is very
health guru, he runs a restaurant called Apple-ca-Dabra, dedicated even-tempered and will often try to solve problems diplomatically.
to supplying and improving upon the dietary needs of the people. He trained as a fighter for many years but often spends his time
Damerai speaks in soothing tones and tries to promote a relaxed hunting in solitude. He believes that the minotaur must find a new
atmosphere. While he and his brother do not see eye to eye on home and not fight over their past with the dwarves.
nutrition, they still (mostly) treat each other with respect.
Decado “Decki” Banglan
David Crowley Race Gnome Occupation Leatherworker
Race Human Occupation Steward Age 27 Armor Class 12
Age 43 Armor Class 13 Height 3’9” (114 cm) Hit Points 24
Height 5’11” (180 cm) Hit Points 31
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 11 (+0) 13 (+1) 13 (+1) 16 (+3) 16 (+3) 16 (+3)
13 (+1) 14 (+2) 13 (+1) 13 (+1) 14 (+2) 12 (+1)
David Crowley grew up in Brightport and is a huge stickler for “Heh. Killed my friend a few days back though.
honor. He believes that a man’s word is as good as a promise. A So, I kinda needed that poison.
reserved and proper human man, David works for the people of He’s much larger than me.”
House Dragonkeep, a job he takes quite seriously. He has amassed – Decki (Arc 2, Episode 28)
a large number of connections within the city and is one of Tessia’s
closest confidants. Originally a leatherworker from the west coast, Decado “Decki”
Banglan and his partner decided to make their way east in search
of new opportunities. Due to a falling out and a slight mental
break on Decki’s part, the two parted ways after Decado drugged
his partner, tied him to a tree, and set fire to the man. Decki feels
perfectly justified in his actions when talking about it. He can now
be found in Brightport looking for a new partner.
Deppin Sol
Race Halfling Occupation Bard
Age 23 Armor Class 12
Height 4’6” (137 cm) Hit Points 27
Deppin Sol lived most of his life in the town of Lochfort and didn’t
know much about the outside world. He kept to himself and was
always a bit shy. After barely escaping with his life after the largest
werewolf attack the town had ever seen, Deppin decided to see more
of the world and chase his dream of being an entertainer. This was
a bit tougher than he anticipated. After moving to Brightport and
trying to engage with the crowds in local bars, he found that he
had little in the way of enthralling stories. A group of travelers took
him under their wing as they met weekly to swap stories and share
Dealin experiences. Thanks to this group, Deppin was able to move past his
Blackpelt terrible memories of Lochfort and become a better storyteller.
Diana Astaroth
Race Tiefling Occupation Emissary Race Human Occupation Adventurer / Postman
Age 25 Armor Class 17 Age 22 Armor Class 20
Height 5’6” (168 cm) Hit Points 48 Height 6’5” (196 cm) Hit Points 72
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 10 (+0) 20 (+5) 13 (+1) 17 (+3) 20 (+5) 13 (+1) 18 (+4) 10 (+0) 10 (+0) 17 (+3)
Diana was born with magical abilities, but the magic itself was “Sometimes a kiss is
highly unpredictable and it made her mother’s life rather difficult.
more powerful than a weapon.”
They moved often, and never quite found roots. When their house
burned down as a result of her uncontrollable magic, Diana ran off – Donovan Weiss (Arc 2, Episode 1)
on her own. It was not long before she was forced to seek help from Donovan Weiss was born in Aldmoor to Jed and Rocio Weiss, a
the first people she came across: a small nomadic group of humans mason and town guard, respectively. They were a happy family
who treated her kindly, at least until they reached a port city and the until Donovan was five years old, when Rocio took part in a raid
young tiefling was sold into slavery without another word. that drove back slavers into Bandits’ Rest, dying in combat during
What happened after is the story of countless other slaves clapped the assault. Enraptured by the stories of the mother he barely knew,
in bonds and shipped around the world, and the girl likely would Donovan romanticized her life and service as he grew up, much to
have been sold to a brothel of ill repute if not for Archmage Emon his father’s dismay. The death of his wife turned Jed bitter and stern,
Thermack. She started as an experiment and tool, but soon rose to and he forbade Donovan to learn combat. Instead, he forced the life
of a mason onto his son and got angry at any mention of Rocio. Over
be the mage’s right hand. He fused her mind to a demonic entity
the years, both men grew to hate each other. At the age of fifteen,
and kept her under his control.
after one last fight with his father in which their last words were
Her mind was not her own until her twenty-first birthday. In used to wish death on one another, Donovan left for Brightport.
a nightmare, she remembered her old self. It was at odds with
His years as an apprentice mason had sculpted him into a burly,
“Astaroth,” the servant Thermack had built. Astaroth found her
strong teenager, and Donovan had no problem fending for himself
blood boiling with hatred, leading her to drive a knife through her in the streets. He spent his days in Brightport partying and fighting
master’s throat. She knew that he had a phylactery somewhere and in equal measure. His life may have become one of the many clichés
that someday he would return for her but for now it was enough to of the city if not for a slightly older elf named Hilas Ashengaze.
allow her to escape. His looks, grace, and fine tastes were matched by his fighting
She fled, stumbling her way through the world at odds with herself. prowess. Their motives aligned and together they sought out refined
She hated humans who she perceived as guilty for Thermack’s pleasures. At no point did Donovan and Hilas profess their love for
crimes. After years of traveling with groups she often felt ostracized each other, but Donovan knew they were soulmates despite their
platonic relationship.
Draid Gammer
Race Arazar Occupation Bartender
Age 36 Armor Class 11
Height 6’2” (188 cm) Hit Points 23
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 17 (+3) 15 (+2) 17 (+3) 20 (+5) 16 (+3) 20 (+5) 11 (+0) 14 (+2) 14 (+2)
After barely meeting the physical standard that all dragonborn are Once the greatest general of the Solus army, Drock made a name
held to in Or’Rash, Drakonis was never a strong fighter. However, for himself as a fearsome leader and merciless fighter. After years
he did excel in the magical arts, and while those abilities are not as of combat and pillaging, Drock and his army disappeared. It wasn’t
valued as raw strength in dragonborn society, it still has its uses. until centuries later that they were found in an icy tomb in The
Over the years, Drakonis’ weakness began to get the better of him. Ivory Peaks (see Drock’s Tomb, page 44).
Pain shot through his body at random intervals, and the only thing
that could keep it at bay was bloodroot. It was when the leader
Heskin took over Or’Rash that Drakonis’ life became even more
Duncan Joybottom
miserable. One of the child-king’s early commands was to slaughter Race Dwarf Occupation Adventurer / Bard
of Drakonis’ family for harboring the sickly Dragonborn, and Age 42 Armor Class 18
Drakonis was banished from Or’Rash. Height 4’3” (130 cm) Hit Points 71
After his exile, Drakonis stumbled through life, moving from one
place to another to get his fix, and eventually found himself jailed STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 18 (+4) 11 (+0) 10 (+0) 20 (+5)
for murder. He was freed by Malchus Grimnas and his group, and he
joined them on their travels, though mostly as a means of continuing
his supply of bloodroot. His addiction only worsened as his sanity “Duncan adventured aggressively. He always
eroded. When the group disbanded, Drakonis eventually came out
lived in the moment. He never gave up until he
of a months-long bender to join up with another group, this one
with much less noble intentions, which suits Drakonis just fine. thought something was completely hopeless.”
– Malchus Grimnas (Arc 1, Episode 7)
Born in unforgiving and arduous circumstances, Duncan grew up
hating his father Rufus Sourbeard. The man was a criminal, and
he was violent towards Duncan’s mother almost daily. When the
young dwarf tried to speak up or defend her, he was beaten as well.
They lived in Bandits’ Rest due to the nature of his father’s work, but
that only deepened the wedge between father and son. Duncan was
“soft” according to the kindest of his father’s associates, and even in
traditional dwarven society he would have been mocked relentlessly
for his affinity to music and stories. Duncan’s father eventually
murdered his mother, and the young dwarf went running blindly
into the woods to get away.
He was found and saved by a man who he came to accept as his true
father, Rodswell Joybottom. Rodswell gave Duncan the chance to
live the life he always dreamed of: training in bardic tradition and
embracing that lifestyle as his identity. When he was old enough, he
bid his father farewell to search for the man who had ruined the first
half of his life. Along the way, he met with Malchus Grimnas and a
few others, forming a party that would go on to make history. Much of
that history was made without him, however, as Duncan plummeted
tragically to his death after misjudging a rickety old rope bridge.
Seventeen years later, he was resurrected by a near-impossible stroke
of luck (and the Rod of Wonder.) He rejoined his companions soon
after but found that he and Rodswell had grown apart. Duncan
was devastated to find out the man who raised him had sold out his
friends and joined The Overwatch. After confronting him, a tearful
Duncan drove a knife between the ribs of his father figure.
Drakonis Duncan has played many parts in his lifetime and now has a statue
erected in the heart of Winterhaven to honor his accomplishments
and the numerous speeches he gave to motivate and inspire the
Dutch Freeman
Race Human Occupation Council Member
Age 53 Armor Class 11
Height 5’8” (173 cm) Hit Points 34
Dutch Freeman has his own definitions of law and order. He prefers
to not pay attention to petty squabbles when at all possible and focus
on what he calls “the big picture” of Winterhaven. Infrastructure,
crime, poverty, and expansion, these are the true focal points of a
council member in his opinion. He’s never been a people person and
doesn’t even speak with his own family in Fairbay very often outside
of a letter or two. Thus, he tends to be a bit blunt when dealing with
his fellow colleagues and has little patience for excuses.
Eada Arafiel
Race Elf Occupation Hunter / Marksman
Age 29 Armor Class 18
Height 6’0” (183 cm) Hit Points 46
Eada Arafiel is a master hunter and has been praised for her expert
marksmanship again and again. While she has been approached
by members of The Wardens, a prestigious group of guards for
The Evergreen, to join their ranks, Eada prefers to hunt. She will
often disappear for days on end only to return with her group and a
bountiful array of meats. She has a profound respect for the natural
balance and tries to instill this belief in those she hunts with as well.
Soft spoken and light on her feet, she can remain silent for very long
stretches of time.
Ebbin Kintor
Race Dwarf Occupation Adventurer
Age 51 Armor Class 17
Height 5’0” (152 cm) Hit Points 56
Ebbin
Kintor STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 11 (+0) 13 (+1) 14 (+2)
STR
7 (-2)
DEX
8 (-1)
CON
8 (-1)
INT
12 (+1)
WIS
13 (+1)
CHA
15 (+2)
Elena Fischer
A loving home born from ashes, the Ebelmare family is presided
over by Valerie, a human woman once married to Martin. She now
lives in Whitehedge as the owner of The Silver Mace where she sells
premium weapons and armor. She lost all
three of her daughters, which made her
believe her time as a mother was forever
over. However, after losing their parents
in Lochfort during The Great Purge,
Shaw and Lucia were both in need of
a foster home. Valerie saw this as her
chance to make amends for her past
mistakes and contribute something
good to the world. Though none of
the three are related by blood, they
love one another all the same. Race Human Occupation Adventurer / Fighter
Age 22 Armor Class 16
Height 5’9” (175 cm) Hit Points 100
Ellanan Duskwalker
Race Elf Occupation Archmage
Age 146 Armor Class 12
Height 6’1” (185 cm) Hit Points 42
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 13 (+1) 12 (+1) 16 (+3) 8 (-1) 11 (+0) 11 (+0) 19 (+4) 17 (+3) 14 (+2)
A kind half-elf who owns and operates Ridley’s Rest in Whitehedge, Elrow Quidae is an up-and-comer with a fantastic mind for magic
Ellie Ridley inherited the business after her wife’s death. She now who is able to grasp complex spells and rituals nearly twice as fast
keeps it open to honor her memory. Ellie is quite the archer and has as most of his peers. What he has an even better aptitude for is
won numerous competitions over the years. She has often thought climbing the social ladder within the Council of Archmages. As
of striking out on her own and seeing the world. treacherous as a fight with an orc, the delicate balance one must
maintain within Uman’Yiro’s high society is perilous. He is Ellanan
Ellis Rigby Duskwalker’s greatest rival.
Ensioc Arcanscape
Emzara “Em” Krill
Race High Elf Occupation Council Member
Race Dark Elf Occupation Assassin
Age 85 Armor Class 11
Age 40 Armor Class 15
Height 6’0” (183 cm) Hit Points 23
Height 6’2” Hit Points 49
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 8 (-1) 8 (-1) 11 (+0) 18 (+4) 15 (+2) 9 (-1)
12 (+1) 20 (+5) 12 (+1) 12 (+1) 16 (+3) 10 (+0)
Ensioc Arcanscape is a member of the high elven council, and had
A ruthless dark elf living in Brightport with a penchant for poison. dedicated his life to defending the great city of Odysia. He was an
Emzara “Em” Krill is a woman who knows what she wants and exemplary high elf—a husband, father, and provider. He taught his
doesn’t let her conscience get in the way. Her mother was a trained son Daegon how to fight and looked forward to watching the young
assassin and went to prison early on in Emzara’s life. Em decided man he raised follow in his footsteps. When he awakened from the
that she would carry on her mother’s legacy but not get caught. She spell that befell all high elves to a changed world and an adult son,
has a large network of contacts and has even made friends with he had much to come to grips with very quickly. Despite his son
some of the higher nobles in the area. In her eyes, everyone needs a wanting to repeat the events of their past to regain his endurant
friend like Em from time to time. powers, Ensioc voted against it with the rest of the council. He lives
in Onak-Al with many of the other high elves, knowing full well that
Enra Yeslee another version of himself now exists within the restored Odysia.
Farros Nessbet
Race Gnome Occupation Restaurateur
Age 31 Armor Class 11
Height 3’6” (107 cm) Hit Points 28
Farros Nessbet has always stuck up for his little brother Damerai.
When they were little, the other kids would pick on him for being
Race Half-High Elf Occupation Adventurer / Rogue adopted. Farros’ gruff nature helped a lot in those instances, and he
would often get into fights with those children. He is not above using
Age 30 Armor Class 16
dirty tactics to win a fight or to get a leg up in business. Running a
Height 5’10” (178 cm) Hit Points 47 restaurant called Ala-ka-Ham in Uman’Yiro, Farros provides one
of the finest buffets of prepared meats in Theria, often featuring
STR DEX CON INT WIS CHA
9 (-1) 18 (+4) 13 (+1) 15 (+2) 8 (-1) 19 (+4)
rare and exotic animals. This has been a matter of contention with
Demerai, who runs his own vegan restaurant next door.
but that ring will be gone tomorrow morning. Age 38 Armor Class 14
And I’m not getting caught.” Height 5’9” (175 cm) Hit Points 47
– Ezhno Masoka (Arc 2, Episode 48) STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 19 (+4) 18 (+4) 11 (+0)
Orphaned as a child and raised in an abusive Temple of The God
of the Sun in Brightport, Ezhno Masoka never had an easy life. As Fay is the daughter of Sal and Nina Donlocke, both nobles of
soon as he could crawl, he developed a bad habit of thieving. He Brightport. She was extremely sheltered for most of her life and
spent a lot of time in the “hole,” a place the matrons sent children kept in her room almost all hours of the day. Originally, she thought
who misbehaved. To this day he bares scars on his back from the that this was because her parents were overprotective and simply
corporal punishment inflicted on him as a child. His life was not making sure she was safe. She spent years of her life studying and
Finway Dawnharp
Race Elf Occupation Researcher
Age 23 Armor Class 11
Height 5’9” (175 cm) Hit Points 23
Fraida Ironjaw
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 11 (+0) 14 (+2) 13 (+1) 16 (+3) 14 (+2) 18 (+4) 13 (+1) 13 (+1) 14 (+2) 18 (+4)
Gabby Blaggard is a quiet halfling who can often be found reading “The Kind Cutthroat” is the nickname given to this smiling assassin.
behind the counter at The Whispering Pillow in Lochfort. Upon the Both charming and seemingly trustworthy, she has no problem
arrival of customers, she becomes energetic and incredibly friendly. cozying up to targets to either get information or eliminate them.
Her inn is one of the most welcoming and hospitable in any town on There have even been reports of her offering a last meal to targets or
The Mainland. She dreams of one day being able to open a franchise a final chat about the afterlife. Glendra feels that there’s no need to
of inns across the continent and teaching people how to do it right. be rude while doing her job.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 13 (+1) 15 (+2) 14 (+2) 11 (+0) 19 (+4) 12 (+1) 18 (+4) 11 (+0) 8 (-1) 7 (-2)
Born and raised in Brightport, Gaileth Gallar prides himself on Glory Sharphoof is a quiet and reserved female minotaur. She
his dark elf heritage, embracing much of the negative stereotype prefers to do her work in silence if at all possible. Joining up with
attached to it and venomously detailing each slight against his race The Royals as a consultant while the group was in the east of Ellara,
when the topic arises. It was his father who put those thoughts in she stayed with the team after things went sour with her people
his head, despite having never seen the Underworld. In fact, Gaileth in Thunderspire. A disagreement between herself and Razlin
has never once stepped foot outside the city walls of Brightport, Heavyhoof was too
and he does not imagine any other place would offer him as much much to overcome and
stimulation and comfort. He spends most of his nights telling stories Glory felt that Razlin
with his friends in the Safe Haven, often playing with a dagger or would lead her
tipping back his chair in a nonchalant, but very practiced, fashion. people to ruin.
Gesa Groz
Race Halfling Occupation Hunter Glory
Age 31 Armor Class 15 Sharphoof
Height 4’0” (123 cm) Hit Points 34
The son of Angus White, Grayson White was bitten by one the
vampires that ravaged Aubrey when he was in his early twenties.
Grayson and his father tried to keep his affliction a secret but
eventually Grayson fled town with his lover Tamera Sellars. He had
been on the verge of explaining his situation to the townspeople, but
Tamera has lycanthropy and he felt that while the people of Aubrey
Gregory Levy
Race Human Occupation Waiter
Age 34 Armor Class 10
Height 5’8” (173 cm) Hit Points 14
Grimnas-Grace Twins
Nearly three years of age, young Tessia and Patrick are the children
of Jadzia and Vallus Grimnas-Grace. They have inherited similar
traits from both of their parents, such as their mother’s bright green
eyes and their father’s horns. Though Tessia has seemed to take Halie
after her mother more than her brother, whose skin is more red
“The Peg”
than brown. Tessia is also the more talkative of the two, insightful
Scalarri
like her namesake and able to communicate incredibly well for her
age. Unlike her grandmother, Tessia has not yet learned how to
hold her tongue and can often be too blunt. Patrick is much more
reserved than his sister, though just as smart. He enjoys being active
and playing pretend—often trying to get to his father’s helmet and
climbing high up on furniture, much to their mother’s chagrin.
Both children are loved and have the whole community of Esterholt
looking after them, though Jadzia can sometimes be overprotective
of her babies.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 11 (+0) 12 (+1) 11 (+0) 8 (-1) 9 (-1) 9 (-1) 14 (+2) 14 (+2) 18 (+4)
One of the few goliaths outside of Bo’ten, Halie Scalarri is a ruthless Hamlin Lushstone has aspirations of becoming the greatest
thug and manager of many dockworkers. She found that being magician to ever live. A human born and raised in Whitehedge, he
larger than most of the workers gave her an edge in negotiations. wants to tour the countryside and find fortune and fame. There is
Halie now spends her days shaking down the hardworking people one problem: he doesn’t know any magic. Fortunately, Hamlin found
of Brightport for protection money. If she had her way, she would an old tome that has taught him how to summon someone who
gather enough money to start her own crew and purchase a few might be able to help him. His stage name is “The Great Lushstone.”
ships for a trading company.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 7 (-2) 16 (+3) 9 (-1) 11 (+0) 12 (+1) 13 (+1) 11 (+0) 15 (+2) 15 (+2) 13 (+1) 11 (+0)
A well-meaning but somewhat dense trainer at the Temple of The Hilni Zorrin always favored her skill with runes over her brute
God of Courage in Esterholt, Hans Bulcado is a fantastic person to strength, which made her an outlier with her dwarf companions
whip recruits into shape. Hans was never a big picture guy and will back in Stonesunder. She would find herself coming to blows over
often defer to either Julie or Una in matters not pertaining to squats the effectiveness of her craft. Eventually she understood that nobody
or deadlifts. In the Temple courtyard, however, there is no one is as stubborn as a dwarf and no one was going to change their mind.
better at physical training than Bulky. He has promised that he can Once in Uman’Yiro, she was able to demonstrate her true power. She
maximize anyone’s strength and resilience in just eight weeks. is growing bored, however, and thirsty to test her skill in combat.
A very handsome man by most people’s standards, Hans has had
many suitors. He’s quite bad at picking up on signals though and Horval Gallaris
might need a more direct approach when flirting.
Race High Elf Occupation Bartender
Race Human Occupation Teacher / Tutor / Babysitter STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 15 (+2) 14 (+2) 14 (+2)
Age 24 Armor Class 10
Height 5’4” (163 cm) Hit Points 15 Ian Serverus was the former captain of the guard in Overdale until
an accident with a giant purple worm cost him his right hand. He
STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 11 (+0) 14 (+2) 13 (+1) 15 (+2)
left in disgrace but reemerged years later near Winterhaven courting
Talia Padraig, daughter of the then-Lord of Winterhaven. While
A soft spoken and very kindhearted human who teaches the retraining to fight with his left hand, he met a master swordsman
Durnhollow school. On occasion, Hazel Stanhope can be hired for who took him under his wing. Ian discovered that this man had the
personal tutoring and babysitting for some of the people at the Harlot. ancient weapon Storm’s Gale in his possession and killed him for
it. After marrying Talia, Winterhaven was attacked by murderous
Essai sent from the Overwatch. During the chaos he murdered Lord
Padraig, taking his place as the new Lord of Winterhaven.
Years later, after the battle of Winterhaven, the adventuring parties
who helped his army win exposed him for the liar and murderer he
was. In his attempt to flee persecution, he stabbed Talia in the back
to keep her from informing the people. A fight ensued and by the end
Ian was slain. His soul was captured and later bartered to the then-
Demon Lord Valnor. Ian is now the eternal property of demons.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 7 (-2) 12 (+1) 13 (+1) 18 (+4) 16 (+3) 8 (-1) 11 (+0) 11 (+0) 17 (+3) 14 (+2) 14 (+2)
Iris After knowing for certain her soul was her own, Jadzia settled down
Hawker in Esterholt with her husband and bore two children, Patrick and
Tessia. She took up the role of mayor and is attempting to redeem
herself from her time in Overwatch by welcoming all races in her
town and encouraging acceptance in the people. With her husband
as the captain of the guard as well as counsel and trust in the once-
untrustworthy Sarrif as her third council member, she believes she
can help build a better world for the outcasts that inhabit it.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 13 (+1) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 11 (+0) 13 (+1) 12 (+1) 12 (+1) 12 (+1)
One of the current operators and chefs at The Pounce and Claw A simple man who enjoys a quiet life, Jim Dale was fifteen when he
along with Caileb Besson. Jaina Mun, a half-elf, is the more went with his father to a logging camp and met the most beautiful
composed of the duo and works well under pressure. They form an dark elf girl he had ever seen, Vinthras. She was a year older than
excellent tandem and are currently working to improve the quality
of the restaurant.
Jaris Beneth
Race High Elf Occupation Collector
Age 46 Armor Class 14
Height 6’1” (185 cm) Hit Points 31
A young human and ex-con, Jeremy Kavens was never the most
enthusiastic employee. That goes for any job he ever had, including
crime. Jeremy approaches most situations with apathy and
disinterest. Originally growing up in Esterholt, Jeremy fell in with a
bad crowd and worked as a thug for several years. After his boss died,
he started working as a host at The Pounce and Claw in Fairbay.
Jeremy Vernon
Race Human Occupation Guard
Age 13 Armor Class 10
Height 5’2” (157 cm) Hit Points 12
Once the gate guard for Durnhollow, Jeremy Vernon has since
decided that when he grows up, he will become a vampire hunter.
He heard stories about the vampires in Aubrey and has been
fascinated ever since.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 11 (+0) 12 (+1) 15 (+2) 19 (+4) 8 (-1) 9 (-1) 10 (+0) 16 (+3) 18 (+4) 14 (+2)
Despite her disposition, which would lead others to the contrary, Councillor Judith Combs has lived in Winterhaven for most of her
Joy Spenan did not lead an easy life. She was orphaned as a babe life. She understands that it is a tough time for the city and wants to
in Durnhollow, likely a child to one of the brothel workers who do her very best to ensure that actual governing is being done to solve
could not care for her. There were many children, and Joy spent problems instead of petty squabbles. While she may not always agree
her childhood watching her friends either find good families or be with her fellow council members, she does her best to come to some
sent out of the orphanage with few prospects. Despite not having kind of agreement with them so that things may move forward.
a family of her own, Joy became a favorite of the caretakers at
the orphanage because she often helped take care of the younger
children and always seemed to have a smile on her face. Joy likely
Julie Fairway
would have never known about her powers, but one faithful day Race Half-Elf Occupation Lead Paladin of Courage
she had let her mind wander while out exploring, and found herself
Age 36 Armor Class 19
face-to-face with a wolf. She needed to defend herself, and though
Height 5’11” (180 cm) Hit Points 53
she knew her death might be imminent, she made an attempt.
Her endurant powers showed themselves, and though she did not
STR DEX CON INT WIS CHA
understand them, Joy practiced with them on her own. Her core 15 (+2) 11 (+0) 14 (+2) 15 (+2) 14 (+2) 12 (+1)
emotion was so strong, so she quickly became a master of her
powers and left her small town to help spread happiness to others by
protecting them from the ills of the world. “Look, whatever you think of me,
I don’t really care.”
– Julie Fairway (Arc 1, Episode 111)
Kaagan
Race Dragonborn Occupation Blacksmith
Age 35 Armor Class 14
Height 6’5” (196 cm) Hit Points 48
Kale Orilla
Race Half-Elf Occupation Council Member
Age 42 Armor Class 11
Height 5’11” (180 cm) Hit Points 23
Kalras Grimnas
Race Tiefling / Vampire Occupation Thief
Age 58 Armor Class 17
Height 6’3” (191 cm) Hit Points 102
Katha
Race Human Occupation Innkeeper
Age 34 Armor Class 10
Height 5’5” (165 cm) Hit Points 18
A feisty and somewhat flirty innkeeper at The Silver Flagon Inn & Age 27 Armor Class 18
Tavern in Aubrey. Katha does her very best to make people forget Height 6’4” (193 cm) Hit Points 138
about the troubles of the outside world while within her walls. She
has seen many travelers in her day and has witnessed the stress and STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 17 (+3) 10 (+0) 11 (+0) 7 (-2)
hardship that adventuring can put someone through. Her ultimate
goal is to open a chain of special inns all over the world that cater to
adventurers and their special needs. This hulking menace of an orc is the current leader of the Bru’Gal
clan. He is everything an outsider would imagine upon hearing
the word orc. He is furious at Gork-Al and the other orcs of the
Kava Truvor Moz’zogg clan for abandoning the Bru’Gal and wants nothing more
than to crush them into dust. Ruling through fear, he hopes to carve
Race Dragonborn Occupation Adventurer
the remaining orcs into a proper war machine. Kazz has exhibited
Age 87 Armor Class 20 the capability of long-term planning and is able to periodically hold
Height 6’4” (193 cm) Hit Points 55 his temper at bay if it suits his goals.
STR
18 (+4)
DEX
6 (-2)
CON
14 (+2)
INT
11 (+0)
WIS
9 (-1)
CHA
7 (-2) Kendara Theda
Race Elf Occupation Assassin
Originally from Or’Rash, Kava Truvor was a trainer of elite fighters
within her clan. As Kava got older the clan began to take notice of Age 27 Armor Class 18
her mistakes with recruits, her blatant disregard for authority, and Height 6’3” (191 cm) Hit Points 90
her blooming addiction to liquor, gambling, and drugs. Finally, after
a major mishap with her nephew, Drakonis, Kava was cast out. After STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 11 (+0) 14 (+2) 9 (-1) 17 (+3)
this she became well known in the city of Brightport as the owner
of The Rusty Nipple for a short time. Kava is known for her quick
temper, addictive nature, and endless debt. Though she did gain A wry and arrogant assassin hailing from The Evergreen, Kendara
some notoriety returning to her clan in Or’Rash, it was short-lived Theda thinks very highly of both himself and his ability to—as he
and her last known whereabouts were Onak-Al. puts it—“rectify complications.” He is a long-standing member of
a group of thieves specializing in making arrangements and fixing
undesirable situations. He does not like to be called a mercenary, but
Khoury Forestkeeper For the first decade of her life, Kie’ri Amamaul did not have a name.
Her owner within the Nu-Val only called her “you” or “that one.” She
Race Goliath Occupation Adventurer was thrown into the fighting pits with the other children at a tender
age, and her desire to avoid pain made her an accomplished, though
Age 28 Armor Class 16
rather feral, fighter. Her tongue was cut out like many of the others,
Height 7’8” (234 cm) Hit Points 63 but she learned to speak to her brothers and sisters with her hands.
When she was ten, she was sold to Overwatch, but during the trip
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 12 (+1) 11 (+0) 19 (+4) 9 (-1)
there the cart was stopped. The assumption was bandits, but it had
actually been The White Ravens—who slaughtered the Nu-Val slave
traders and set the girl and her companions free. Being young and
“If one more falls by my hand mute, they debated what to do with the small, angry half-dwarf.
rest assured I will not return next time.” Kie’ri found herself named and adopted, and then brought to The
Evergreen to be raised in a loving family. However, the lessons she
– Khoury Forestkeeper (Arc 1, Episode 106) learned while young never left her. She still fights as she had in the
pits she was raised in, and finds herself unable to connect with her
At the age of thirteen, Khoury Forestkeeper was ostracized by her
elven family as much as she wishes she could.
people for having markings that could not be read by her clan’s
prophet. She was the first to ever be unreadable, and as a result she
was banished from her village. She found her way to a ship that was Klak
sailing to The Mainland, leaving her home in Bo’ten forever. When
she arrived on Ellara she journeyed to The Evergreen, to which she Race Essai Occupation Shopkeeper
quickly grew attached. Age 76 Armor Class 14
Khoury was forced out of The Evergreen by Overwatch soldiers, Height 6’0” (183 cm) Hit Points 34
though Khoury had no understanding of who they were. She fought
STR DEX CON INT WIS CHA
her way to keep from being burned alive but was unable to save her 13 (+1) 6 (-2) 11 (+0) 11 (+0) 12 (+1) 9 (-1)
home and the only thing left for her to do was to reignite her bold
dreams of travel. She made her way across the continent, eventually One of the newer essai to join the community of Aldmoor, Klak
joining an adventuring party, but it seemed that death followed her previously lived in Overdale. After gaining their independence they
wherever she went. She saw her comrades fall over and over again, heard about the town with a large population of their kind. They
and became convinced that her people had been right about her— had always had a wonderful knowledge of killing implements and
that she was a bad omen. A curse. decided to open a weapon shop soon after settling in. Unlike most
When she traveled to The Witch of Yemgar Swamp, she learned of their essai neighbors, Klak has a pretty upbeat attitude about
the truth. She wasn’t cursed, she was The God of Death trapped in things in general. While this can be charming in its own right, their
mortal form. The proof was in Acteronis, one of her friends who had somewhat disconnected attitude toward killing and weaponry can
fallen in battle, who had been brought back by Khoury’s will even put people off. To them, it’s just clinical and factual, no need to get
without her understanding. emotional about it.
Because of her new kinship with The Witch, who claimed to also
be one of the trapped gods, Khoury traveled alongside her friends
and searched for clues to unlock the chains that bound them to the
mortal plane. During the Blood Moon, the group traveled to Ki’an
where they managed to sever the bonds that tied the gods to the
world. In so doing, the world lost Khoury Forestkeeper as she had
been. Her memories live on as a part of The God of Death themself.
Kurras
Race Dwarf Occupation Bartender
Race Half-Elf Occupation Adventurer / Fighter
Age 57 Armor Class 14
Age 21 Armor Class 16
Height 4’6” (137 cm) Hit Points 47
Height 5’6” (168 cm) Hit Points 44
Five years later, Larg completed his paladin training and swore his
oath to protect whoever he could. His first mission was to enter
the forest and track down a creature terrorizing the forest outside
his town. Upon returning unsuccessfully to Donhurst, he found
it abandoned; a misuse of the Bell of Undeath having released a
demon that killed hundreds and drove the survivors west through
The Divide. Larg met an adventuring party there and helped
them banish the demon, deciding afterward to join them as the
Larg opportunity to help them was too good to pass up.
Race Half-Orc Occupation Adventurer / Paladin Hoog’s current whereabouts are unknown.
Age 20 Armor Class 18
Height 6’6” (198 cm) Hit Points 84
�
Lauren Graves, ‘The Black Hand’
Race Tiefling Occupation Shopkeeper STR DEX CON INT WIS CHA
9 (-1) 7 (-2) 10 (+0) 13 (+1) 13 (+1) 20 (+5)
Age 34 Armor Class 11
Height 5’8” (173 cm) Hit Points 21 An aging stage actor with a flair for the dramatic. Leeroy Garvey
has played some of the most prestigious parts in plays for nearly 25
STR DEX CON INT WIS CHA
years. He has a bit of a problem with alcohol and in recent years his
11 (+0) 9 (-1) 11 (+0) 12 (+1) 13 (+1) 13 (+1)
popularity has diminished. Many claim to have seen him die, though
that might have been his last performance of “My Son the Dwarf.”
Layton Consworth is the third owner of The Fancy Gentleman.
After a lucky break in Winterhaven Leeroy found his new passion:
The establishment has been in his family for years and he takes
directing! He is currently writing a brand-new play that will begin
great pride in catering to the upscale of the city of Winterhaven. He
touring just as soon as Leeroy finds a star suitable for the lead role.
fancies himself as elite and the upper echelon of the city. However,
he isn’t a snob. He believes that everyone has the right to be treated
like royalty. If you visit his inn, you’ll be treated like a king or queen. Liara Bryos
Race Human Occupation Queen
Lazin Talg Age 48 Armor Class 15
Race Arazar Occupation Archmage Height 5’10” (178 cm) Hit Points 72
Age 46 Armor Class 11
STR DEX CON INT WIS CHA
Height 6’2” (188 cm) Hit Points 37 15 (+2) 16 (+3) 13 (+1) 14 (+2) 17 (+3) 12 (+1)
Lilta Brög
Race Elf Occupation Circus Worker
Age 137 Armor Class 13
Height 5’10” (178 cm) Hit Points 14
Not much is known about Lilta Brög, other than she came to The
Mainland on a boat from Rookwood many years ago, and that she
is a very old elf. For her age to be showing, she would have to be far
beyond a hundred years of age but if anyone were to ask her, she
would just say that a lady never tells. She far prefers the company
of animals to that of humanoids, but she does find people highly
amusing and has joined the circus in order to observe them. She
currently works as a dancing bear in Dr. Thrask’s Requiem Circus,
though she accepts no pay.
Liara
Bryos
Maïwen Halek
Race Elf Occupation Retired
Age 67 Armor Class 10
Height 5’9” (175 cm) Hit Points 15
Me’gile
Race Essai Occupation Council Member /
Age 75 Essai Advocate / Cleric
Melanie Estus
Race Human Occupation Tracker / Slave Wrangler
Mav Oxus Age 35 Armor Class 16
Height 5’8” (173 cm) Hit Points 43
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 12 (+1) 14 (+2) 16 (+3) 15 (+2) 14 (+2) 13 (+1) 11 (+0) 13 (+1) 13 (+1)
Originally from Overwatch but currently hailing from Winterhaven, Morgan Osgood is a conspiracy theorist to his very core. He is a
she and her late husband Bartholomew “Bart” Bates retired to human man who has spent his life in search of “the truth” and has
Winterhaven after performing, along with their children, in the traveled town to town in order to pull back the veil of lies and reveal
travelling Martin & Bates Family Circus. In her prime she was the dark underbelly of society. Morgan currently lives in Aubrey to
known as “The Magnificent Millie Martin,” specializing in palm “better gauge the vampire threat.” Even though three vampires live
and tea readings, fortune telling and tarot. With the passing of her peacefully within the town’s borders, this only makes Morgan more
beloved Bart, Millie has since left Winterhaven to re-join a new positive that they are up to something.
travelling circus.
Myriss Arrin
Milo Acerus Race Dwarf Occupation Council Member
Race Arazar Occupation Shieldhand Age 46 Armor Class 12
Age 23 Armor Class 13 Height 4’3” (130 cm) Hit Points 34
Height 5’2” (157 cm) Hit Points 22
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 12 (+1) 11 (+0) 14 (+2) 13 (+1) 16 (+3) 14 (+2)
12 (+1) 14 (+2) 11 (+0) 12 (+1) 11 (+0) 15 (+2)
A member of the council which presides over Aldmoor, Myriss
In Ta’lor, Milo Acerus was the youngest child born to an Arrin is a dwarf who enjoys baking. She often cooks far too much
impoverished family, destined for war. His father died there, his food and is constantly giving it to folks around town, including any
brother died there, and his sister married above her social rank adventurers who cross her path. She is kind-hearted and motherly,
before she had to go. He was resigned to his fate until the day his and as a council member she always does her best to keep the town’s
mother died. She was sick, and could have been treated if they’d most at-risk residents safe, particularly the children and essai.
had the money, but Milo was not able to raise the funds in time.
Disillusioned with the “cause,” he travelled to Westport as soon as Myrkin Silvershaper
his mother was buried.
Race Halfling Occupation Shopkeeper
He was just outside the peace zone when he ran into a pack of
orraka. Two of them mocked him for thinking he was safe. His Age 37 Armor Class 13
means of defense were pathetic, and even as the third orraka told the Height 4’5” (135 cm) Hit Points 33
other two to leave him be, one took their sword and slashed down
the length of his arm. Milo blacked out, and when he awoke the third STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 14 (+2) 14 (+2) 11 (+0)
orraka was with him. His arm was in a bandage, and he thought he
would be alright. The next time he woke, the arm was gone.
Myrkin Silvershaper is an expert craftsman of prosthetic limbs in
The orraka who stayed was named Sa’tai, and for a fortnight he Winterhaven and has been operating a shop for nearly eight years.
allowed Milo to venomously attack him with all his ire and did not While many of the limbs that are fully functional require some
leave his side despite it. The two left for The Mainland together, blood magic to bond with the user, many accept the risk. Recently
and after one last spat on the ship there where Sa’tai made it clear Myrkin has posted a no credit policy in light of someone placing
he was done with Milo’s wallowing, they made it to Brightport. a rather expensive order and then never returning. Completely
The two worked whatever jobs they could take, with Milo as the stunned by this turn of events, he no longer does any work without
brains of whatever operation they were running. His sense of humor gold upfront. This hasn’t soured him on people as a whole though.
eventually resurfaced and he felt more himself. He spent about three He is still just as friendly and helpful as he always was.
months’ rent on a special crossbow he can load with one hand, and
has begun taking up mercenary work alongside Sa’tai, staying out of
melee range with the orraka’s help. When they are home, they often
stop by Safe Haven to trade stories with friends.
The only son of Talia Padraig and Ian Serverus, Nathaniel is the
current Lord of Winterhaven. However, the young lord almost never
makes an appearance to the citizens of his city after dragon fire left
his body mutilated. Despite this, Nathaniel does his best to rule over
the city with the guidance of the council. He is young, only nineteen
years of age, and the constant pain of his burns and burden of
leadership can be nearly overwhelming at times. Even so, he does his Nathaniel
best to be the leader Winterhaven needs. Serverus
Naza Arehala
Naza Arehala is the almost unbearably chipper host at The Tipsy Pig, Nemeru J’nai
Fairbay’s tavern. A young tiefling, she took over the business when
Race Tiefling / Vampire Occupation Companion
her father Ermos passed away in 1264 AEC. Naza is known for her
talkative nature and weekly tavern parties. She normally keeps her Age 64 Armor Class 14
hair tied back in a tight bun. Her cheeks are full and are normally a Height 5’5” (165 cm) Hit Points 43
brighter shade of red. When in the Fairbay area, ask for a “red farmer
surprise” and be treated to an amazing drink of her own design. STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 14 (+2) 14 (+2) 11 (+0)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 12 (+1) 15 (+2) 16 (+3) 14 (+2) 9 (-1) 11 (+0) 11 (+0) 17 (+3) 16 (+3) 11 (+0)
Netti Dekan is the young gnome who operates The Toasty Tusk in A good-natured and shy high elf, Nymira Alderthien can be found
Camp Icebreaker. She hates the giant dire boar pelt inside but it’s the at the city bookstore in the lower quarter most days. She has a thirst
namesake of the establishment and fears getting rid of it will drive for organization and is excellent at placing things in their proper
people away. She would like to save up and perhaps move further order. For the century that the high elves vanished, there have been
south one day, but for the time being she puts up with the cold. many interesting books written in all subjects. This infuriated
Nymira as she prided herself on knowing nearly everything about
The Newbury-Stanton Clan the most recent releases before the high elves century-long sleep. She
can often be found reading random books while pretending to work.
Originally from Fairbay where Daniel Stanton currently runs the
Stanton Farm along with his wife, Sarah Newbury-Stanton, who
is known for her baked goods all through Fairbay. They are known
Olaf Shattershield
for being wholesome parents who have taken in lost or orphaned Race Dwarf Occupation Right Hand to the King
children to give them a good home. Their sons Norwood and Devon Age 69 Armor Class 20
help on the farm when they can and eldest child William and middle
Height 4’5” (135 cm) Hit Points 78
child Tatiyana are often off the farm seeking success across Theria.
The youngest, Martin and Winifred spend most of their time with STR DEX CON INT WIS CHA
their mother, baking or doing housework. The Stanton-Newbury 17 (+3) 12 (+1) 16 (+3) 11 (+0) 14 (+2) 12 (+1)
Clan is widely known for their generosity and kindness.
The right hand to King Takard Stonesunder and a veteran soldier,
Nora Olaf Shattershield is the calming influence that the King often
needs. With long gray hair that is braided into intricate knots and
Race Dragonborn Occupation Trainer / Fighter battle-worn armor, Olaf stands out as an elder member of the city.
Age 27 Armor Class 19 He carries some guilt over taking the mountain from the minotaur,
Height 6’4” (193 cm) Hit Points 108 however most of his fellow dwarves will hear nothing of it.
STR
20 (+5)
DEX
17 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
11 (+0)
Olhona Wilhorn
Race Half-Elf Occupation Co-Owner of
Nora oversees training the dragonborn troops within the city of Age 67 The Order of the Scale
Or’Rash. Balsk has made it clear to her that they will be needed
Height 5’11” (180 cm) Armor Class 10 Hit Points 22
soon. She has proven herself time and time again to be an apt fighter
and always follows through on her orders. Cold and calculating, she STR DEX CON INT WIS CHA
is rarely caught with her guard down. 6 (-2) 7 (-2) 9 (-1) 16 (+3) 16 (+3) 12 (+1)
Norhorn Hammerhand One of the two leaders of The Order of the Scale, Olhona Wilhorn
is very dedicated to the Order’s cause of living side-by-side with
Race Dwarf Occupation Leader of House Hammerhand dragons—she believes them to be greater than the gods themselves.
Age 76 Armor Class 18 She holds the group together while her partner, Zaneak Oslamire’s
Height 4’6” (137 cm) Hit Points 121 mind has grown soft in his old age. She was a magic user in her
youth and to this day practices small spells and rituals as well as
STR DEX CON INT WIS CHA blending potions.
18 (+4) 14 (+2) 16 (+3) 14 (+2) 14 (+2) 13 (+1)
The stout and fair dwarf who presides over House Hammerhand.
Norhorn Hammerhand approaches most situations with a level
head and opts for violence only when absolutely necessary, though
he does indulge himself with an angry outburst now and again.
Keeping his business honest isn’t always easy but it’s critical to
keeping the doors open. While there are many companies that offer
armed escorts and bodyguards, House Hammerhand has a sterling
reputation and Norhorn aims to keep it that way.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 14 (+2) 18 (+4) 14 (+2) 16 (+3) 18 (+4) 14 (+2)
The stoic dark elf leader of House Silverclaw, Oolanda the Blade is Ora Klad has been fighting for a spot at the table on the surface
cutthroat and ruthless in matters of business, and believes strongly world while simultaneously trying to retain her people’s culture
in an eye-for-an-eye. While there may not be honor among thieves, belowground. It’s not an easy balancing act but she believes the
she does believe that they should be held to a certain standard. The time has nearly come to take back their home beneath Stonesunder
difference between a member of House Silverclaw and a common Mountain. The dwarves stole that from them many years ago and
murderer is a thin line but Oolanda is quick to remind others of the all peaceful talks have broken down. If Ora has her way, the dark
skill it takes to be named as one of hers. May the gods help you if elves will take back Na’lue by force.
you should tarnish that name somehow.
Patrick Grace
Or’agg Bloodrinker Race Human Occupation General of the Overwatch /
Race Orc Occupation Advisor / Bodyguard White Raven
Age 54
Age 33 Armor Class 18 Height 6’3” (191 cm) Armor Class 17 Hit Points 67
Height 6’7” (201 cm) Hit Points 99
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+2) 17 (+3) 16 (+3) 16 (+3)
19 (+4) 14 (+2) 17 (+3) 9 (-1) 11 (+0) 6 (+2)
Or’agg Bloodrinker is a pure orc; constantly pushing Gork-Al into “I love my daughter very much.”
conflict with the surrounding countryside to expand – Patrick Grace’s Final Words (Arc I, Episode 52)
the new camp. He sees things like
treaties and bargains as weakness The son of a general, Patrick Grace was raised to live by the sword.
and will stop at nothing to end In his teenage years, he traveled with his fellow Overdale soldiers to
the silly charade of “fitting in” Durnhollow quite often and saw a lovely companion by the name of
with the other races of Ellara. Helen there whom he was quite taken with, though he thought that
He believes an orc’s place was all there was to it. It was a handful of years after he became a
is in conquest. general himself that he learned of his daughter, Jadzia, and he began
to take regular trips to visit her and her siblings. He gave them all
his own surname, knowing that they could use it in their future.
Or’agg This was just when things took a turn in Overwatch, and it was on
one of the visits to the brothel that he met with one of The White
Bloodrinker
Ravens and felt something of a moral crisis.
He found the ideals of Overwatch more and more distasteful over
the years and did not wish to allow the xenophobia to continue.
He joined The White Ravens in secret and continued to play at
being a proper bureaucrat and soldier. He pulled back from little
Jadzia then, knowing that if he were discovered she could be hurt
by the repercussions. Years later he signed her onto Overwatch
as a soldier, though he could not tell her his secret, even after
everything she had been through. He could see her hatred of
non-human races was genuine, and though it hurt him to
allow that streak in her, he would be giving himself away
to dissuade it.
His proudest moment came just before he was publicly
executed as a traitor, knowing that his daughter had
defected to The White Ravens as well.
Peepos Quinton
Race Halfling Occupation Assistant
Age 29 Armor Class 10
Height 3’11” (119 cm) Hit Points 14
Penny Witherton
Ora Klad
Race Gnome Occupation Shopkeeper / Blacksmith
Age 38 Armor Class 13
Height 3’7” (112 cm) Hit Points 23
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 12 (+1) 14 (+2) 13 (+1) 16 (+3) 13 (+1) 11 (+0) 14 (+2) 12 (+1) 11 (+0) 14 (+2)
Peter “Sleazy Pete” Hornsdale is a halfling, noted pervert, and all- As a fashionable goliath, Puunan Hax never fit in on Bo’ten.
around creep. He makes a living in purchasing debt from individuals However, he did find a place to peddle his wares on The Fire Isles.
in order to have them work in his brothel. At least, this is the Though the island has fallen on hard times, he still runs the finest
reputation he has cultivated. While it is true that he purchased debt haberdashery in Baylow. He specializes in men’s hats.
from others to gain their employment, he ultimately pays more to
these employees than the debt ever amounted to. He keeps this hard Qubert Danning
reputation in order to seem tougher to the other brothel owners in
the city. Race Half-Elf Occupation Shopkeeper
Age 37 Armor Class 10
Poe Tutillo Height 5’6” (168 cm) Hit Points 11
Rama Hadley
Race Human Occupation Shopkeeper
Age 60 Armor Class 10
Height 5’4” (163 cm) Hit Points 14
has decided to head to Overdale and help his old friend Liara with
whatever problems she might be facing. Razlin Heavyhoof might have the largest backing to lay claim to the
leadership of the minotaur in Thunderspire. She has spent years
with the clan and has led them into battle many times. She is gruff
and warlike in nature. She will often fly off the handle with little
provocation and is very slow to cool off. A devout worshiper of the
one of the fallen gods, she believes that the minotaur must take what
they want if they are ever going to be happy again in this world.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 11 (+0) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 14 (+2) 13 (+1) 15 (+2) 14 (+2) 13 (+1)
Reed Willingsly is many things: a fantastic chef, well versed on One of a litter of children, Remy’s mother fled from The Underworld
many topics, comes from an affluent high elf family, and he is also and attempted to live above ground and give them a chance for a
stuck up beyond measure. He rarely takes criticism, and almost better life. Remy took to the skills of a druid as naturally as most
never stops to consider that he might be wrong on any given topic. children learn to climb trees; natural magic became instinct.
Currently, he is working for Marrek as the sous chef aboard The Eventually, he learned to utilize his talents in adventuring parties
Glittering Prize but who knows how long this might last. and still acts as a hired arcane specialist when needed. Although he
holds power, Remy is something of a coward when on missions.
Renee Warger
Race Human Occupation Bartender
Age 28 Armor Class 10
Height 5’6” (168 cm) Hit Points 13
Renee Warger runs one of the outdoor bars called The Golden
Circle in Onak-Al. She is a very well-mannered human and will go
out of her way to avoid conflict. She prides herself on pairing just
the right drink with each person and will normally not rest until
every patron is happy.
Reyna Helayga
Race Half-Elf Occupation Archmage
Age 52 Armor Class 11
Height 5’11” (180 cm) Hit Points 26
For the entirety of Reyna Helayga’s life she has been dedicated to the
pursuit of healing wounds and mending the injuries of others. Born to
a cleric in Fairbay, Reyna quickly found a love of healing the sick and
injured. Sadly, she felt no strong attachment to the gods and felt that
service to them might be a waste of her efforts. Eventually she found
her way to Uman’Yiro and after several years, a place on the council.
Rilia Quarth
Race Tiefling Occupation Council Member / Thief
Age 36 Armor Class 14
Height 5’7” (170 cm) Hit Points 36
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 13 (+1) 14 (+2) 14 (+2) 14 (+2) 11 (+0) 13 (+1) 14 (+2) 14 (+2) 12 (+1)
Rodrick Dale
Race Human Occupation Retired Lumberjack
Age 68 Armor Class 10
Height 5’7” (170 cm) Hit Points 13
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 10 (+0) 14 (+2) 9 (-1) 11 (+0) 18 (+4) 14 (+2) 18 (+4) 11 (+0) 14 (+2) 13 (+1)
A gnome who was brought into the orphanage system as an infant, Though still a relatively young dwarf at only 58 years, Ryneth
Rue was picked on constantly by the others. Eventually, he was Copperbelly has an impressive record in battle. Normally wielding
adopted by nobles in Brightport who had gotten rich through dual handaxes, she strides into battle with the confidence of
nefarious means. Rue’s father taught him the art of stealth when someone who has already seen the fight play out in her favor. Ryneth
he was old enough, while his mother showed him the beauty of is loud and boastful of her accomplishments and celebrates heartily
the blade. The Traxthericus household was rocked one day when after each victory. She keeps a variety of orcish trophies in her home
Brightport authorities raided their manor and hauled Rue’s parents and loves to show them off to suitors.
to prison; the young gnome now must use his skills to both rebuild
his house’s name and earn a living. Recently, this work has led him Sa’tai
into the employ of The Black Hand.
Race Orraka Occupation Shieldhand
Age 33 Armor Class 18
Rufus Sourbeard Height 6’7” (201 cm) Hit Points 49
Race Dwarf Occupation Supplies Manager / Bandit
STR DEX CON INT WIS CHA
Age 58 Armor Class 17 18 (+4) 16 (+3) 16 (+3) 11 (+0) 12 (+1) 8 (-1)
Height 4’3” (130 cm) Hit Points 54
A very stern and stalwart orraka, Sa’tai grew up in his brother’s
STR DEX CON INT WIS CHA shadow in the tribe he’d been born into on Ta’lor. He idolized his
15 (+2) 12 (+1) 17 (+3) 9 (-1) 12 (+1) 7 (-2) elder brother as much as he resented him, but when the elder orraka
fell in battle he felt conflicted. On one hand, he loved his brother,
A dwarf who is mainly in charge of supplies for the Nu-Val camp. but on the other he knew that he was foolish to enter a battle he
Rufus Sourbeard replenishes their stock by stealing from hapless could not possibly win. This conflict drew a wedge between Sa’tai
individuals along stretches of highway. When times are tough, and his parents, along with the rest of the tribe.
he will go to areas like Whitehedge and actually purchase goods.
Because of his sour nature and smell, he rarely gets a discount. Sometime after his brother’s death, he was on a routine patrol with
two other members of his tribe when they ran into an arazar just
outside of Westport. He was clearly not a threat, but the other two
Rusty Gunderson viewed him almost like sport. Sa’tai stood back, but when blood
was shed and it was clear the small man was going to die without
Race Human Occupation Transporter help, he sent the other two orraka away and brought the man into
Age 53 Armor Class 11 Westport. The arazar, Milo, lost his arm to infection, and Sa’tai felt
Height 6’1” (185 cm) Hit Points 22 remorse for allowing it to happen. He became the arazar’s caretaker
for several weeks, and the two sailed to The Mainland together.
STR DEX CON INT WIS CHA In Brightport, the two took odd jobs for some time, though now they
12 (+1) 7 (-2) 11 (+0) 11 (+0) 12 (+1) 9 (-1)
mostly work as bodyguards and mercenaries, and always as a pair.
Sa’tai isn’t sure now whether he preferred it when Milo was surly and
At the age of 53, Rusty Gunderson has been a transporter of goods sulking, but currently the arazar teases and pokes fun at the orraka at
for about 23 years. Having only been robbed three times and stabbed every turn. Despite that, Sa’tai cares deeply for his friend, and for the
merely twice, Rusty boasts an impressive resume compared to most others he meets at the table of the Safe Haven to trade stories with.
other travelers. A man of few words, he will often stand silently until
his input is absolutely needed, and even then, he will grumble just
a few words. Suffering from a blood sugar illness, a local cleric was
quoted as saying that he would take his foot if Rusty didn’t start
eating better. Rusty still enjoys the occasional snack on the road.
Sarrif
Race Dark Elf Occupation Consultant / Assassin
Age 45 Armor Class 17
Height 6’3” (191 cm) Hit Points 109
Shep Dag
Race Human Occupation Thug
Age 31 Armor Class 16
Height 5’11” (180 cm) Hit Points 33
Race Dark Elf Occupation Companion
STR DEX CON INT WIS CHA
Age 33 Armor Class 14 15 (+2) 14 (+2) 14 (+2) 8 (-1) 11 (+0) 7 (-2)
Height 6’0” (183 cm) Hit Points 33
One of two identical brothers who lived within Whitehedge,
STR DEX CON INT WIS CHA Norman and Shep Dag both had reputations within their
12 (+1) 15 (+2) 12 (+1) 17 (+3) 13 (+1) 20 (+5)
community. While Norman was known for being a hardworking
man with a loving wife, Shep was a troublemaker—always looking
A dark elf hostess and companion at The Honest Harlot, Sespa takes
for the easy way out of things. The two had a very tense relationship,
her job quite seriously. She does everything in her power to ensure
which only heightened when Shep joined up with The Fang. In an
that everyone walks out of the Harlot happy as can be. Growing up
act of spite, Shep pretended to be Norman and had sex with his
in Brightport and moving west after some unsavory business in her
brother’s wife, and in the altercation that followed, Shep killed his
old hometown, Sespa found great success in the comfort industry.
brother. He has since been arrested and is awaiting trial.
Watching Durnhollow grow and change has been fantastic for
business, though the establishment of a second brothel across the Sillik
street is not very welcome. Her current goal is to one day own The
Honest Harlot. Race Essai Occupation Stable Owner
Age 76 Armor Class 15
Simone Le’bbo
A young elf originally from Uman’Yiro, Shaleth Halill thinks quite
highly of herself and her ability to brew potions and use herbs. She Race Human Occupation Assistant
also vehemently believes that Durnhollow is nearing a renaissance Age 27 Armor Class 10
when it comes to craft works. Height 5’7” (170 cm) Hit Points 23
While it might not be the most glamorous job, the very wheels of
Winterhaven’s government might fall off without Simone Le’bbo
there to lend an organizational hand as assistant to the council.
From interacting with freelancers to handling squabbles with
local merchants, Simone keeps a calm and collected demeanor in
all her interactions.
Sora Greywing
Race Human Occupation Captain of the Guard
Race Halfling Occupation Teacher
Age 46 Armor Class 18
Age 25 Armor Class 17
Height 6’0” (183 cm) Hit Points 67
Height 4’0” (122 cm) Hit Points 42
Tabi Koplin
Race Gnome Occupation Butcher
Age 34 Armor Class 10
Height 2’7” (79 cm) Hit Points 13
Tamara Sellers
Race Human / Werewolf Occupation Runaway
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 14 (+2) 12 (+1) 13 (+1) Age 25 Armor Class 14
Height 5’8” (173 cm) Hit Points 34
The career of a butcher is more or less the same in most places, with
a major exception in Baylow. Meat became a scarce resource after STR DEX CON INT WIS CHA
the werewolf attacks began, as hunters only venture out to gather 13 (+1) 12 (+1) 12 (+1) 14 (+2) 15 (+2) 12 (+1)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 17 (+3) 8 (-1) 8 (-1) 7 (-2) 14 (+2) 11 (+0) 12 (+1) 13 (+1) 9 (-1) 12 (+1)
Tark was found almost half a decade ago washed up on the shoreline Taryyn Damir took over the day-to-day operations of Lochfort
of a small island off the coast of Ebony Harbor. He was sailing in a after The Great Purge in 1263 AEC. As a tiefling mayor with almost
small boat and the waves overcame him. After he had been banished no one left in town and no real resources to work with, he had to
from his home island of Bo’ten, he had nowhere to go and refused to make new deals with locals and earned a reputation for taking care
talk about the event in any detail. A strong fighter and always ready to of townspeople above all else. Slowly, over the course of a little over
learn something new, he is eager to prove himself useful in the world. a year, Taryyn built Lochfort back up as a safe and quiet town. He
handles newcomers carefully and tries to gauge their interests before
letting them out of his sight.
Tatiyana Stanton
Race Human Occupation Adventurer / Rogue
Age 21 Armor Class 17
Height 5’5” (165 cm) Hit Points 76
Ted Martel
Race Human Occupation Hired Goon / Management
Age 29 Armor Class 18
Height 6’4” (193 cm) Hit Points 56
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
8 (-1)
CHA
8 (-1)
Tempest Cross
Race Tiefling Occupation Adventurer / Cleric
The current right hand to Lariss, Teefa Wolfbreaker is furious that Age 27 Armor Class 17
any minotaur would want to leave the clan behind and start a new
Height 6’7” (201 cm) Hit Points 34
life in Ebony Harbor. She feels that the minotaur have become too
civilized for their own good and need to choose a new path within STR DEX CON INT WIS CHA
nature. She is fiercely loyal to Lariss even though she doesn’t agree 15 (+2) 13 (+1) 13 (+1) 14 (+2) 14 (+2) 8 (-1)
with his direction for the clan. In her eyes, the king’s word is law.
When Tempest was five years old, he witnessed the up-close death
of another young boy after an unfortunate fall from a tree, and his
family says he was never the same since.
Tessia Grimnas
Race Tiefling Occupation Leader of House Dragonkeep
Age 57 Armor Class 11
Height 5’8” (173 cm) Hit Points 23
Grimnas
“I’m not going to pretend to know what you went
through. I can’t tell you it’s going to be alright
or whoever would be looking for you would stop
but you have a place here. You will always be
welcome here.”
– Tessia Grimnas (Arc 1, Episode 77)
Despite being born and raised in an environment that drove many
to crime, Tessia took the path of most resistance from an early age.
She worked hard, and if things went poorly, she took a deep breath
and worked harder. One of her earliest jobs was that of a barmaid,
where she learned that she had a knack for sales. Later, she worked
for a mage who sold books and small magical artifacts to young,
aspiring magic-users in Brightport. He was a good man, and all he
wanted was to spark curiosity in the next generation of mages in a
city where jaded cynicism was too common.
During this time Tessia fell for Kalras Grimnas. Despite his
reputation she saw some good in him and encouraged him to get by
Tharn
Race Orc Occupation Right Hand to the Clan Leader
Age 26 Armor Class 19
Height 6’4” (193 cm) Hit Points 139
By all accounts Tharn could be labeled rabid by most outside of the Tharn
Bru’Gal. He is vicious beyond reason and will often charge headlong
into combat with no weapon or cover. Preferring to tear his enemies
limb from limb by hand and often times biting them in sensitive
areas like the face or genitals. He takes commands from no one
other than Kazz.
Trent Stevens
A wolf among sheep, Titus Crane has all the mannerisms of a well-
to-do businessman with none of the moral compunction. Cutthroat
and sinister, Crane has opened a brothel called Cherry Blossom Race Human Occupation Drifter / Ladies’ Man / Thug
Heaven in Durnhollow to compete with the long-established Honest Age 26 Armor Class 15
Harlot and has taken steps to ensure that it will be the only brothel Height 5’11” (180 cm) Hit Points 33
in town soon enough. Blackmail, threats, and even outright violence
are not beneath him. STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 11 (+0) 12 (+1) 14 (+2)
Torth Martsk Known as “Simply Trent” to many people across many bars on The
Race Human Occupation Council Member Mainland, Trent Stevens considers himself to be an incredible ladies’
Age 52 Armor Class 11 man. He will home in on a woman and pester her until she relents
and allows him to purchase her a drink or until she escapes from his
Height 5’7” (170 cm) Hit Points 22
advances. This, however, never deters Trent from trying again on the
STR DEX CON INT WIS CHA
next female to walk into the bar.
12 (+1) 11 (+0) 10 (+0) 14 (+2) 16 (+3) 13 (+1)
Trias Draverson was the founder of The White Ravens and mentor
to many young members of the group. After leaving Overwatch due
to his disagreement with how its people were being treated, Trias
started The White Ravens to fight against his former city and to
stop the destruction of the people there. Working side by side with
Liara Bryos, the two were a huge thorn in the side of King Carter.
While gathering supplies, he found himself in ambush and was
caught in a hail of crossbow fire. He managed to protect Briahna but
lost his own life.
Race Half-Orc Occupation Adventurer / Druid
Trina Gallows Age 24 Armor Class 16
Race Human Occupation Companion Height 6’0” (183 cm) Hit Points 45
Age 26 Armor Class 10
STR DEX CON INT WIS CHA
Height 5’10” (178 cm) Hit Points 19 18 (+4) 16 (+3) 14 (+2) 13 (+1) 18 (+4) 10 (+0)
Umash
Race Orc Occupation Warrior / Warlock
Age 27 Armor Class 16
Race Half-Elf Occupation Paladin
Height 6’2” (188 cm) Hit Points 43
Age 26 Armor Class 19
STR DEX CON INT WIS CHA Height 6’0” (183 cm) Hit Points 56
12 (+1) 12 (+1) 12 (+1) 8 (-1) 8 (-1) 6 (-2)
Uu’lak to see what it had to offer, Vallus stayed behind to help guard the
family shop, The Filigreed Fawn. Vallus grew to resent his brother
Race Orc Occupation Warrior for leaving the family behind.
Age 33 Armor Class 17 Vallus was an imposing figure in the city; he kept the family business
Height 6’3” (191 cm) Hit Points 57
safe and earned a reputation for killing would-be thieves. Eventually
he was given the nickname “The Butcher of Brightport.”
STR DEX CON INT WIS CHA Years passed and it became time for Vallus to leave the city to see
18 (+4) 13 (+1) 15 (+2) 9 (-1) 8 (-1) 10 (+0)
the world. While he spent most of his time alone and taking small
jobs, after a time he did occasionally join parties looking for extra
A commander of the Moz’zogg battle units, Uu’lak is decisive and muscle. Through a long and complicated series of events, he was
headstrong. She is protective of her people and absolutely loathes captured and enslaved by the previous rulers of Onak-Al. He was
failure. She possesses a keen military mind and implements forced to fight in the Arena many times and grew calloused to killing
strategies that have rarely been seen in orcish combat. She speaks his fellow slaves. Eventually, a party was captured alongside him and
very little but keeps a close eye on her forces. together they managed to fight their way out of the city after it fell
to a zombie plague.
Uulyn Tanaka He eventually was hired by a group of Overwatch defectors
including Jadzia Grace. They had many adventures and suffered
through some close calls with dragons, demons, and much more.
Through it all, the bond between Vallus and Jadzia grew. Today,
they are married and Vallus is the current captain of the guard
in Esterholt. While Vallus can still be stern, he has softened
considerably since his days in Brightport.
Vaysys Durse
Race High Elf Occupation Cleric
Age 55 Armor Class 10
Height 6’4” (193 cm) Hit Points 22
A kind and patient high elf, Vaysys Durse sees her people’s return as a
second chance to do right by the world. She has advanced knowledge
Race Half-Elf Occupation Adventurer / Monk of the teachings of The God of Wilderness and does what she can
Age 19 Armor Class 16 to pass that on through her students, even going so far as to risk
Height 5’2” (157 cm) Hit Points 40
her own life in attempts to bring others back from the dead. Vaysys
doesn’t agree with the path of greed that many of her kin seem
STR DEX CON INT WIS CHA to be following at the moment but hasn’t raised much in the way
8 (-1) 16 (+3) 13 (+1) 9 (-1) 16 (+3) 12 (+1) of outright objection. She is easy to spot at the temple with long,
platinum blonde hair and a lovely smile with which to greet travelers.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 14 (+2) 14 (+2) 13 (+1) 11 (+0) 11 (+0) 8 (-1) 12 (+1) 11 (+0) 17 (+3) 14 (+2)
One of the wealthier nobles of Brightport, Vincent De’Lorne’s Weldon Roth is the human sheriff of Ebony Harbor. Due to the
father made his fortune in the spice trade from Ta’lor. Vincent has small size of the town, he is the closest thing to a government
made allies with the Houses of Brightport and is currently waging they have. He is an older man with long gray hair, and is generally
almost open war with The Black Hand. He sees this new influence considered to be a friendly and outgoing gentleman.
as a threat to his way of life. While sometimes appearing snobby
when speaking to others, Vincent is generally well-meaning and Whisper
somewhat approachable for a noble. He is currently trying to keep
tabs on his adopted son that cut ties with him. This is a very sore Race Half-Elf / Vampire Occupation Companion
spot for Vincent and causes him great sadness. Age 34 Armor Class 14
Height 5’7” (170 cm) Hit Points 45
Vinthras U’rath
STR DEX CON INT WIS CHA
Race Dark Elf Occupation Hunter 14 (+2) 16 (+3) 14 (+2) 13 (+1) 14 (+2) 17 (+3)
Age 37 Armor Class 16
Working at Sleazy Pete’s in Brightport, Whisper is a vampire with a
Height 5’6” (168 cm) Hit Points 49
mysterious past. Even her coworkers know very little about her. Soft
STR DEX CON INT WIS CHA spoken and very invested in her job, she almost floats around Pete’s
13 (+1) 19 (+4) 14 (+2) 14 (+2) 14 (+2) 11 (+0) and wraps customers in a warm blanket of seduction. She often
uses her powers to influence purchases and tips while ensuring that
A dark elf warrior to her very core, Vinthras U’rath became a everyone walks away with broad smiles.
mother to a beautiful half-elf girl at a very young age, but chose to
take responsibility and raise the child as best as she could. It was William Tenbolt
difficult at first, but the most difficult thing was relinquishing her
daughter to her human father once a month so the two could have a Race Human Occupation Fighter
relationship. She loves being a mother, even though she is not quite Age 26 Armor Class 18
as good at showing emotion as her human ex-lover. Height 6’1” (185 cm) Hit Points 43
As Vinthras is one of the best hunters of the terrifying creatures
lurking in The Underworld, she trained Klara in combat and taught STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 11 (+0) 14 (+2) 12 (+1)
her to be strong. She raised her daughter to be as strong as she
is, while hoping to deter the girl from making the same mistakes
The son of Chaden Tenbolt, William prefers not to mention his
she had in her childhood. Now that Klara is traveling the world,
father as they did not get along. During the height of the Overwatch
Vinthras has the selfish desire to ask her to return. She knows she
war, William assisted others in fleeing the city via underground
cannot act on that impulse though, and holds her tongue. Instead
Winnie Dior
Yeldir Branchstrider has been the leader of The Wardens for over
Race Half-Elf Occupation Leader of The Crazies three decades. During this time he has pushed for much more
Age 34 Armor Class 16 stringent restrictions on outsiders and more violent solutions to
Height 5’10” (178 cm) Hit Points 46 those who present dangers to The Evergreen. Brettana has kept
these impulses at bay for the most part but this has become harder
STR DEX CON INT WIS CHA since the destruction of nearly one third of their beloved forest.
14 (+2) 17 (+3) 14 (+2) 14 (+2) 16 (+3) 12 (+1) Many other elves have started to side with Yeldir, and agree that
something must be done to protect Cal Cas and the forest as a whole.
Winnie Dior is a half-elf who was very young when her family was
kidnapped by the Nu-Val. As she grew, she needed to find out what Yelena Rhiawen
became of her family and try to save them if possible, but knew she
couldn’t live among the criminal groups in the forest of Bandits’ Race Human Occupation Slaver / Rogue
Rest. She came up with a plan to act as if she had lost her mind to Age 47 Armor Class 16
frighten away others. The plan worked (for the most part) and she Height 5’8” (173 cm) Hit Points 44
taught the same tactic to others seeking to bring down the Nu-Val,
or those who have nowhere else to go. STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 13 (+1) 14 (+2) 6 (-2)
Wyrnal
A woman with absolutely no motherly instincts that she did
Race Half-Dragon Occupation Advisor not resent, Yelena Rhiawen did not live a particularly charmed
Age 31 Armor Class 13 life before her children were born. She became a member of the
Height 6’0” (183 cm) Hit Points 34 Nu-Val long before her children came, and they were all almost
certainly the result of her using some of the more attractive
STR DEX CON INT WIS CHA slaves as temporary “comfort.” She was abusive towards both of
9 (-1) 10 (+0) 11 (+0) 13 (+1) 14 (+2) 10 (+0) her daughters and doted on her only son as if he were one of the
gods made flesh. It was after he died in a river that she sold off her
Puny and somewhat cowardly, Wyrnal is the very opposite of Balsk, daughters, blaming them for the loss of her most beloved child.
the current king of Or’Rash. Nevertheless, he has managed to carve To this day she remains the picture-perfect vision of a ruthless
out a modest life for himself amongst the tribe of warriors. He is the slaver, cutting out any seed of empathy or kindness at the base and
eyes and ears of the King and will often be present to whisper in his leaving behind only cruelty and manipulation.
ear about the comings and goings of city members. He has taken
many beatings from his fellow dragonborn for informing the King Yenward Firestomp
of their activities. While this is not a respected position, even by
Balsk, his is still a necessary one. Race Minotaur Occupation Adventurer / Barbarian
Age 24 Armor Class 21
Yarley Ward Height 7’11” (241 cm) Hit Points 110
Race Human Occupation Deckhand STR DEX CON INT WIS CHA
Age 53 Armor Class 12 20 (+5) 9 (-1) 17 (+3) 9 (-1) 10 (+0) 13 (+1)
Race Gnome Occupation Adventurer / Ranger After the high elves returned to Ellara, many were furious that they
lost so much of their influence on the continent. Feeling particularly
Age 28 Armor Class 15
cheated, Yorvan Zerreth has made it his mission to find a way to
Height 2’7” (79 cm) Hit Points 19
return the high elves to their natural place above all other races on
The Mainland. Snooty and demeaning to those he speaks to, he is
STR DEX CON INT WIS CHA
9 (-1) 18 (+4) 14 (+2) 15 (+2) 16 (+3) 13 (+1) often tasked with delivering messages from the council to nearby
cities and towns, a task which often requires him to interact with
Commonly known as Pip, Yepip Corben was raised by a wealthy the racially diverse adventurers who visit Odysia.
merchant, living up to the standards of a “traditional life.” In so
doing, he married and had a child while he was a young adult.
Yoste Primshall
Unfortunately, after a brutal mugging he lost everything and ended Race Human Occupation Shopkeeper
up in a coma. The local healers were able to mitigate the damage, Age 36 Armor Class 10
but it was still too late for him to return to his past life. The incident
Height 5’10” (178 cm) Hit Points 15
caused him to forget the majority of his life, yet he clings on to the
hope of one day owning a well-constructed house large enough STR DEX CON INT WIS CHA
for a family, although he is not sure why. He also decided to name 7 (-2) 7 (-2) 8 (-1) 14 (+2) 14 (+2) 8 (-1)
his giant, heavy crossbow Betty after having several dreams of him
holding the hand of a little girl as they walk in a park. Human owner and operator of The Golden Blade weapons shop in
Esterholt, Yoste Primshall has a reputation for being stuck up and
Yersa Da’lai admittedly sees himself as better than nearly everyone. He believes
his shop is something that Esterholt should feel privileged to host
Race Elf Occupation Cleric and will often undercut other merchants in a bid to drive them out
Age 52 Armor Class 13 of business. He is also rumored to currently be involved in shady
Height 6’5” (196 cm) Hit Points 35 dealings with adventurers in order to obtain high-end collectibles
and artifacts. He has a cat in his shop named Stormie.
Zalu
STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 12 (+1) 15 (+2) 13 (+1) 15 (+2)
Zao Drusk
Race Elf Occupation Archmage
Age 54 Armor Class 11
Height 6’3” (191 cm) Hit Points 43
Zao Drusk has a very strong attachment to nature and was appalled
at the destruction of The Evergreen. As an Archmage in Uman’Yiro,
he has butted heads with Ellanan Duskwalker many times over
the essai situation and even threatened action once. A powerful
Race Human Occupation King sorcerer in his own right, Zao has suggested that Uman’Yiro has a
Age 62 Armor Class 11 responsibility to the outside world and that they should lend a hand
Height 5’11” (180 cm) Hit Points 74 to those in need. This plea has fallen on mostly deaf ears.
STR
7 (-2)
DEX
6 (-2)
CON
10 (+0)
INT
17 (+3)
WIS
18 (+4)
CHA
20 (+5)
Zed Singehardt
Race Tiefling Occupation Student
Age 29 Armor Class 13
“It troubles me greatly that every time
Height 5’10” (178 Hit Points 32
someone new enters your group, they don’t
particularly fit the mold of a common citizen STR DEX CON INT WIS CHA
of Overdale—particularly the tiefling and 11 (+0) 14 (+2) 10 (+0) 16 (+3) 18 (+4) 15 (+2)
minotaur, not to mention the vampire.” Brightport had never been known for having a remarkably
– Zannon Carter (Arc 1, Episode 5) happy populace, but Zed Singehardt was happy there. He had his
schooling, friends, and planned to one day own a ship that would
Zannon Carter was once a spiritual leader in the small town of
allow him to travel the world. He spent much time by the docks,
Overdale. He was known for his piety and his steadfast dedication
watching the ocean and the dockworkers with a rising feeling of
to upholding order within the town, though he often had to kowtow
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 12 (+1) 15 (+2) 12 (+1) 14 (+2) 12 (+1) 13 (+1) 11 (+0) 12 (+1) 12 (+1)
A loving man and good friend who believes that a simple solution A barbarian with a voice as deep as The Underworld, Jamieson
is best. For the most part James Wilkinson is a laid-back cleric who Alcorn is often seen as a serious and stalwart barbarian. However, he
only wants to help, but if someone or something threatens the is actually quite soft-hearted, and can often be found enjoying what
people he cares about he will not let it go until it has been settled. the local pub has to offer while indulging his dearest friends.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 7 (-2) 13 (+1) 10 (+0) 13 (+1) 13 (+1) 11 (+0) 9 (-1) 11 (+0) 13 (+1) 13 (+1) 13 (+1)
A storyteller of great renown, Jason Massey has created worlds and An expert in her field and not one to be trifled with, Karen Huesman
wonders that have delighted his friends and the population of Ellara lives up to her namesake as a paladin who seeks glory in battle by
at large for nearly a decade. He is a good friend, though one of his making sure others show her and hers the respect they deserve.
greatest weaknesses is that he can often be too kind. Whether she is fighting or caring, Karen puts everything she is into
the task at hand, and it shows.
Jason “Jasper” Permenter
Kelsey White
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 13 (+1) 13 (+1) 12 (+1) 12 (+1) 9 (-1) 10 (+0) 11 (+0) 15 (+2) 14 (+2) 11 (+0)
Lisa Kanoy is a champion who is quite infatuated with water— Michael Cameron is a warlock constantly in search of answers. He
something of an expert, in fact. Easily excitable and passionate when believes there are no limits to what can be accomplished, but can
she is curious, Lisa is a fierce warrior who knows what she wants and sometimes be distracted when a new interesting bit of information is
makes sure she gets it. offered to him. He likes nothing more than a good mystery, because
it means he has a problem to solve.
Mandy Miyahira
Robert Wiesehan
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 7 (-2) 15 (+2) 10 (+0) 14 (+2)
Sly and clever, Ryan Garner is a monk who always plans ahead. He A remarkable friend and brilliant student, Valerie Spanier spends
carries that strategic mind forward in everything he does, and uses it quite a lot of her time in the depths of nervous excitement that some
to help himself and his loved ones succeed in life. He is as reliable in might call worrisome. Even so, she always overcomes the odds and
combat as he is outside of it, and brave enough to face all challenges impresses her friends with her astounding abilities. Despite her
laid before him. nerves, she is always there to provide clarity on a topic and offer a
helping hand to those around her.
Susan Spenader
Xavier Trudeau-Deschênes
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2) 10 (+0) 13 (+1) 12 (+1) 12 (+1) 15 (+2) 14 (+2)
Susan Spenader is a beacon of joy to all who are near her, Inspiring and dignified, with just a touch of quirky humor that
relentlessly chipper in the face of even the most downtrodden makes him a delight to be around, Xavier Trudeau-Deschênes loves
pessimism. Sweet and bold in equal measure, she uses her abilities to make people laugh and is always looking for the perfect time
as a ranger to protect and bring justice wherever she travels. Her to tell a joke he’s been saving. Goofy though he sometimes is, he
closest compatriots love listening to her stories and answering her is also a swordsman of the highest order, and holds himself to his
unpredictable questions. own moral code.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 13 (+1) 12 (+1) 12 (+1) 15 (+2) 11 (+1) 10 (+0) 12 (+1) 15 (+2) 14 (+2) 13 (+1)
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