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The Adventurer's Guide To Theria Volume 1 Ellara

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100% found this document useful (7 votes)
7K views396 pages

The Adventurer's Guide To Theria Volume 1 Ellara

Uploaded by

luis.yamakawa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Adventurer’s Guide to

THERIA Volume 1 • Ellara

Jason Massey Brianna Marie

Luis Yamakawa (Order #46326322)


Luis Yamakawa (Order #46326322)
The Adventurer’s Guide to

THERIA Volume 1 • Ellara

dandrpodcast.com

Luis Yamakawa (Order #46326322)


Credits
Lead Writers: Jason Massey and Brianna Marie Our Patrons
Managing Editor: Jamieson Alcorn Legends Royals
Aimee Richard Beth Taylor
Editing, Proofreading, & Additional Content: Alex Herrera, Jason “Jasper” Permenter, Alex Zerbinos Brian Smith
Nick Bortell, Rob Taylor, Susan Spenader, Valerie Spanier Anthony Shier Michael
Art Direction: Jamieson Alcorn Ashleigh McKenna “Lasersniper” DeBondt
Atrum Lupus Mark Mathis
Layout & Design: Jason “Jasper” Permenter Matthew Prifty
Cait Ellis
Cover Illustrator: M “Crowbar” Henry Chris Wilson Shawn Barber
Special Edition Cover: Jerome Gagnon & Craig Florence Colin Hastings
Demon Slayers
David Rider
Cartography: Daniel Hasenbos (Daniel’s Maps), Gregory Shipp, Robert Altbauer, Dyson Logos Andy Barley
Erick and Irene Viorritto
David Sheeks
Interior Illustrators: Aaron Bolduc, Adam Kovar, Arthur Hesli, Bee Eaton, Brandon Ethan B.
Jane DelFavero
Crampton, Brandon Gorski, Brian George, Britt Anderson, Carlos “Sneak”, Carlos Cara Hank Dean
Jeremy Lerner
Álvarez, Cat Caro, Delacey James Foster, Henry Du, Ian MacDougall, Jamieson Alcorn, James McNatton
Ruf
Kiyoshuki, Laura Ketcham, M “Crowbar” Henry, Maude Beaumier-Breton, Nimbus Jen Staton
Rob Taylor
Studio, Rastislav Le, Ricardo “Rock” Alves, Rod Langhi, Roger Bonet, Roman Klepinin, Joseph Jones
Rowan Ash, Sebastian Diaconu, Sierra Barnes, Silky Noire, Xavier Trudeau-Deschênes Mitchell Wohl
The Dungeons & Randomness Cast: Jason Massey, Brianna Marie, Alex Herrera, Osric Ironhand
Amanda Miyahira, Ian Duncan, James Wilkinson, Jamie Bonés, Jamieson Alcorn, Tom Mitchell
Jason “Jasper” Permenter, Karen Huesman, Kelsey White, Lisa Kanoy, Michael Cameron,
Robert Wiesehan, Ryan Garner, Susan Spenader, Valerie Spanier,
Xavier Trudeau-Deschênes, Zach Clark
Quote Hunters: DSheeks, Megan Evenson, Steve Tremblay, Ruf
Special Thanks to all of our supporters via Kickstarter and Patreon, our friends and loved
ones, and our listeners. Many out there fall under all three of those categories. Also, thank
you for giving us a shot and picking this book up.

ISBN 978-0-578-67299-1
First Printing: May 2020
10 9 8 7 6 5 4 3 2 1

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.

Printed in PRC. Manufactured by Print Ninja (printninja.com).

www.dandrpodcast.com • www.patreon.com/dandr

Luis Yamakawa (Order #46326322)


Contents
Preface ........................................................ 6 The Wastes ....................................................... 138 Endurants ........................................................ 230
Mirage Bay..................................................... 139 Fount of Love ................................................... 232
Onak-Al ............................................................. 139 Fount of Calm .......................................... 234
Welcome to Ellara ..................................... 7
Razormaw Mountains ..............................144 Fount of Fear.................................................236
How to Play in the World of Theria .............. 7
Travel Tables ................................................. 144 Fount of Joy ...................................................238
The Continent of Ellara ................................. 7
The Battered Coast...........................................146 Fount of Anger............................................. 240
The History of Ellara ................................... 10
Aldmoor.............................................................147 Fount of Hate............................................... 242
Chronicle of Ellara ....................................... 12 Bandits’ Rest .................................................. 149 Class Augments................................................244
Brightport...................................................150 Revenants ................................................. 244
Regions of Ellara The Naked Manof Brightport .....................156 Lycanthropy ................................................. 244
The Mourning Shore...................................... 14 Butchers’ Bay................................................. 163 Vampirism .................................................... 249
Crystal Bay .......................................................... 15 Whitehedge ................................................... 163
The Evergreen .................................................... 15 Travel Tables..................................................... 165 Bestiary................................................. 254
Moz’zogg Encampment ................................ 18 Target.................................................................166 Amarah ........................................................ 255
Yemgar Swamp...................................................21 The Islands ........................................................ 172 Aru’thamar .................................................... 255
The White Ravens’ Cave................................21 Drake Island ............................................... 173 Ambercomb Bear ........................................... 256
Travel Tables................................................... 22 Travel Tables.............................................173 Briar Troll ......................................................... 256
Ten Thousand Horns.........................................24 The Fire Isles ................................................. 174 Bruddak ......................................................... 256
Broadtide Bay......................................................25 Baylow....................................................... 174 Brun Brun...................................................... 258
Ebony Harbor .................................................25 Travel Tables............................................ 176 Dire Kobolds..................................................... 258
The Hyland Mountains ..........................28 Serpent Island................................................177
Doratcha ........................................................... 258
Travel Tables................................................... 29 Travel Tables............................................... 177
Gahara ......................................................... 259
White Wolf Valley............................................ 31 Grend............................................................. 260
Life on Ellara ........................................... 179
Avak-Ur Bay .....................................................32 Hybrid Dragon .................................................260
Betrayal Ridge..................................................32 Calendar ........................................................ 179
Currency............................................................179 Kalki..........................................................260
Overdale ....................................................... 32
Diseases .........................................................180 Kaelthorn ....................................................... 262
Travel Tables................................................... 38
Drugs ............................................................. 186 Karmoline......................................................262
The Northlands ..............................................40
Flora...................................................................189 Kental Yak......................................................... 263
Camp Icebreaker ............................................ 41
Intoxication ..................................................... 190 Kla’kor............................................................... 263
Drock’s Tomb .................................................44
Medicine............................................................196 Kosil ................................................................264
The Frost Basin........................................44
The Ivory Peaks........................................... 44 Trade..................................................................196 Kylyra..............................................................264
Thunderspire ............................................. 44 Weather & Nature.............................................197 Omlu ................................................................. 265
The Whirlpool ............................................ 46 Razor Fly ........................................................... 266
Winterhaven ...................................................46 Character Creation ................................. 203 Romayho ........................................................266
Travel Tables................................................... 52 How to CreateTherian Characters............ 203 Rotling .............................................................. 267
The Siege of Winterhaven ................................54 Character Creation Tables ..........................204 “She” .................................................................. 268
The Divide ......................................................... 60 Ellaran Backgrounds ....................................... 209 Sheeb ................................................................. 268
Aubrey..................................................................61 Slissk ...............................................................269
Bru’Gal Encampment.................................... 65 Races of Ellara ......................................... 216 Slissk Mother .................................................270
The Deadwood ...............................................69 Dark Elves.......................................................... 217 Splitter............................................................270
Durnhollow ................................................ 69 Dwarves ......................................................... 218 Taq .....................................................................271
Pyre Forest....................................................... 72 Half-Dwarves .................................................... 218 Turaag ............................................................... 272
The Stonesunder Mountains ................. 72 Elves................................................................... 218 Tyge...........................................................................272
Stonesunder ................................................72 Essai............................................................... 219 Werewolf .......................................................... 273
Travel Tables................................................... 76 Gnomes .............................................................219 Velmine ............................................................. 274
Divided................................................................ 78 Half-Elves ...................................................... 220 Y’allyn................................................................ 274
The Blackrock Mountains .............................. 84 Halflings ....................................................... 220 Yaro Ogre ...................................................... 275
Odysia...........................................................85 High Elves ........................................................ 220
Travel Tables...................................................89 Humans ........................................................ 220 Mechanics & Miscellany.......................... 277
A Dying Breed ....................................................90 Lizardfolk ...................................................... 221 Magic ............................................................. 277
Heroes’ March ................................................. 94 Minotaur ....................................................... 221 Pantheon of Gods .......................................... 277
The Blistering Peaks ............................... 95 Orcs.................................................................... 221 Pantheon of Demon Lords .............................. 282
Esterholt .......................................................... 95 Bringing Back the Dead................................... 284
Half-Orcs ..........................................................222
High Mantle Forest .......................................99
Red Dragonborn ...............................................222 Ellaran Treasures ............................................. 285
Travel Tables...................................................99
Tieflings.............................................................222 Weapons ........................................................285
Dragons’ Reach................................................. 102
Half-Tieflings ...................................................222 Objects & Artifacts ................................. 290
Barrier Bay.................................................103
Vanali.................................................................222 Gate Mechanics .............................................298
Blacktip Forest ..........................................103
Donhurst ............................................... 103 Campaign Starters ..................................... 299
Player Classes .......................................... 225 Charts & Tables.................................................301
Travel Tables................................................. 106
Class Archetypes ........................................... 225 Madness ......................................................... 301
Hunters’ Bounty............................................... 108 Barbarians ............................................... 225
Fairbay............................................................ 109 Critical Fumbles.......................................... 302
Bards............................................................. 225 Critical Hits .......................................... 304
Lochfort ...................................................... 113 Clerics ............................................................226
The Silver Glade ............................................114 Druids........................................................ 226 Ellaran Characters ................................. 306
Titanshard Bunker.................................... 116 Endurants......................................................226 Guilds & Groups............................................... 307
Travel Tables.....................................................120 Fighters ..........................................................227 Characters of Ellara ...................................... 310
The Hazaan Mountains................................. 122 Paladins ................................................... 227 The Dungeons & Randomness Cast............... 384
Da’Sari Gradd ................................................... 123 Rangers...................................................... 228
Or’Rash ........................................................123 Rogues ....................................................... 228 License ..................................................... 391
Uman’Yiro..................................................... 128 Sorcerers........................................................228
Travel Tables..................................................132 Warlocks........................................................229
She ...................................................................... 134 Wizards ..................................................... 229

Luis Yamakawa (Order #46326322)


Luis Yamakawa (Order #46326322)
Luis Yamakawa (Order #46326322)
I
didn’t know it at the time, but in 2012 I started an adventure that would change my life.

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.

I consider myself to be luckier than I have any right


to be. There have been some tough times over
the years, but the good far outweighs the bad. I
have been able to meet and get to know some
incredible and incredibly talented people. It’s
been a joy to spend so much time with the
show’s cast and its listeners.

D&R has given me something that


I never knew I always wanted: a
family. I could never thank you
all enough for that.

This book is the product of


several people working for
a long time on something
they believed in. We
poured our hearts and
souls into this for years,
and we truly hope that
you take the ideas within
these pages and explore
Theria with your friends.
Change things, cut things,
and add things until it
suits your playstyle.

Make it your own.

6 Welcome to Ellara

Luis Yamakawa (Order #46326322)


Welcome to Ellara
HOW TO PLAY IN THE WORLD OF THERIA
Throughout this book you will learn all about our world and the wondrous people, places, and creatures in it. Before you learn about them,
we thought it might be a good idea to tell you a bit about our playstyle and the type of campaign we’ve been running since 2012. The cool
thing about this book is that you can change anything you like. These are merely suggestions for the way we like to play

A Lower Magic Setting


On Dungeons and Randomness, we tend to scale back on things
THE CONTINENT OF ELLARA
like resurrections, teleportation, and mind control. While these
things are standard practice in rules of tabletop gaming, we find The melting pot of Theria, Ellara is home to a diverse variety of
that they can take away some of the drama or tension in encounters races, religions, and classes. It’s also the largest continent and
or scenes. Coming back from the dead has a high cost, and almost its inhabitants take pride in that. Over the course of centuries,
always involves someone risking their life for you. Making friends is many groups of people have journeyed to the varied landscape
a great way to both stay alive and invest in your future. of Ellara in search of a new life. These people have settled in its
outlying regions, leaving much of the central and coastal portions
of the landmass to be inhabited by more traditional towns and
Shades of Gray cities. Usually run by a small government and some system of
You will very rarely encounter situations that are morally black and law enforcement, these settlements are filled with shops, inns,
white in Theria. Most times you will walk away from an encounter and taverns. The sheer number of settlements scattered around
wondering how your decisions might impact the area or even Ellara dwarf even the second largest continent. This has led to a
questioning whether you made the right choice. This is intentional modernization that can’t be found anywhere else in Theria. Trade,
and normally creates a brand-new wrinkle in the story. A good hygiene, healthcare, and safety from wildlife are all things that are
campaign should never fully be exhausted of ideas to explore. taken for granted by most Ellarans. There is truly no shortage of
things to experience and discover on The Mainland.

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.

More Than Skill


This setting can be rough at times. Fights are usually difficult, and
no situation is a guaranteed win. Even a pack of kobolds can have a
good day. Stay close to your friends and try to make smart decisions.
In the end, sometimes all you can do is hope for some high rolls.

We wish you all the luck in the world!

Welcome to Ellara 7

Luis Yamakawa (Order #46326322)


Luis Yamakawa (Order #46326322)
Luis Yamakawa (Order #46326322)
THE HISTORY OF ELLARA
The Ellaran calendar was established as a basic structure unifying many cultures. Ellara was becoming more connected than ever before
due to the expansion of humankind, yet the leaders were fractured and split into their own little worlds. A large coalition of elves, seeing
that these fractures only increased the strife, gathered as many leaders within the continent as possible to discuss this challenge. After some
heated debates from the delegates, new rules were put into place. Trade deals were worked out and the continent would now use the same
measurement for time throughout.

BEC = Before Elven Calendar


AEC = After Elven Calendar

2096 BEC 957 AEC


A mysterious illness sweeps through northwestern The Rancor/Solus war ends. Rancor is victorious;
Ellara, killing over 25,000. The plague becomes known 953 AEC Solus loses its kingdom.
as “Raven’s Breath.” Drock and his army disappear.

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.

1954 BEC 782 AEC 975 AEC


The bandit uprising is quelled. Odysia is founded. Esterholt is founded.

1603 BEC 672 AEC 976 AEC


Only 50 black dragons remain. The Rod of Wonder is crafted.
Onak-Al is founded.

1487 BEC 528 AEC


978 AEC
The first crude, magic-infused prosthetic limb is crafted. The Tiri’Val clan of high elves disappear from The
Winterhaven is founded.
Silver Glade and Alcorn Grove.

1352 BEC 982 AEC


Mygar Forest burns to the ground during a summer drought. 501 AEC
The Order of Les’riele banish Gahara.
The first official Ellaran coin is minted.

1228 BEC 997 AEC


The El’enza, a religious order, bands together and 63 AEC
Uman’Yiro is founded.
begins to hunt down tieflings. Heroes’ March becomes a common travel route.

1 AEC 1045 AEC


1067 BEC Hunters and fishermen flock to the area that would
After a lengthy summit, multiple races agree to use
Plague wolves terrorize the southeastern settlements. become Ebony Harbor.
the Elven Calendar.

921 BEC 1059 AEC


56 BEC
Work begins on a road through what will come to be The town of Overdale is formed.
Slough fever epidemic breaks out near The Hyland
known as “The Divide.”
Mountains. It lasts 4 years and kills over 700 people.
1105 AEC
756 BEC 131 BEC Ebony Harbor officially founded.
Red dragons attack and destroy many east coast
The Artifacts of Light are wielded for the first time.
settlements, killing thousands.
1112 AEC
139 BEC Ebony Harbor docks are built.
545 BEC The Dragonborn of Or’Rash form a pact with the great
The first shipment of sheebs is brought to Ellara
red dragon Straad.
from Athias. 1146 AEC
Temple of The God of Courage built in Esterholt.
377 BEC
The undead begin to rise from cemeteries in central
Ellara. No cause was ever found.

10 Welcome to Ellara

Luis Yamakawa (Order #46326322)


1246 AEC
Kyler Westhook becomes a werewolf on The Fire Isles.
1246 AEC
An adventuring party wins a book detailing where 1266 AEC
Drock’s Tomb is in The Northlands.
1246 AEC The Countess assumes control of Donhurst.
Zannon Carter rises to power in Overdale.

1245 AEC 1266 AEC


Talia Padraig is kidnapped from Winterhaven.
1246 AEC The Black Hand of Brightport attempts to
A treaty between Winterhaven and Overdale is signed, assassinate Tessia Grimnas.
known as Malchus’ Folly.
1238 AEC
Camp Icebreaker forms. 1265 AEC
1248 AEC The Yuri’on is activated and Odysia is restored.
People migrate to Camp Icebreaker when Overdale
1201 AEC starts campaigning against non-humans.
Uman’Yiro is magically lifted into the sky. 1265 AEC
Mox rings the Bell of Undeath and summons demons
1250 AEC in Donhurst.
1196 AEC Overdale re-named Overwatch.
Whitehedge begins to thrive due to travelers
heading west to find ore. 1265 AEC
1255 AEC Overwatch reverts to Overdale.
Minotaur are welcomed to Ebony Harbor.
1196 AEC
Rare ore is discovered in The Ivory Peaks. 1264 AEC
1257 AEC Islanders try to escape The Fire Isles but most
Talia Padraig and Ian Serverus get married. are killed by werewolves.
1193 AEC
Aldmoor is founded.
1258 AEC 1263 AEC
The Siege of Winterhaven takes place. The Seal is opened, the gods are released, and
1191 AEC the high elves reemerge.
The essai are created.
1261 AEC
1172 AEC
Trevor McBride becomes a werewolf and expands 1263 AEC
the werewolf population in The Silver Glade. The Great Purge occurs.
Fairbay is founded.

1261 AEC 1263 AEC


1168 AEC The Great Hunt begins in Lochfort. The great red dragon Straad is slain.
The high elves of Odysia disappear.

1263 AEC 1263 AEC


1167 AEC The adventuring party re-emerges from Drock’s Tomb. Overwatch is assaulted. King Zannon Carter is slain.
Alcorn Grove is settled by criminals and becomes
Overwatch falls.
known as Bandits’ Rest.
1263 AEC
Lariss Darkhoof names Yenward Firestomp his successor. 1263 AEC
1166 AEC The Battle of White Wolf Valley takes place. The
Brightport is founded. ancient red dragon Straad is summoned and lays waste
1263 AEC to hundreds of soldiers, buildings, and one-third of
The Honest Harlot in Durnhollow is burned down by The Evergreen.
1153 AEC Drakonis and Group 1.
Takaras Blackhoof is slain and the minotaur lose their
mountain home to the dwarves. Mountain range
renamed to the Stonesunder Mountains.

1151 AEC
The first known werewolf appears in Heroes’ March.

Welcome to Ellara 11

Luis Yamakawa (Order #46326322)


922 AEC
CHRONICLE OF ELLARA With both the kingdoms of Rancor and Solus grasping for
power and expanding with little regard for anyone outside of
their respective cities, it was only a matter of time before these
1603 BEC two juggernauts went to war. Though it would take decades to
The killing of black dragons began around the year 1730 BEC. At finally resolve, both kingdoms ended up crumbling due to their
the time, it was seen as tremendously brave for young knights and unwillingness to compromise.
adventurers to prove themselves by hunting these beasts down
and bringing back a trophy of some sort. This mostly targeted the
male dragons as they were plentiful in swamplands and far smaller
969 AEC
than their female counterparts. As they became harder to find, this Having reached what they felt was the pinnacle of society, the high
practice faded into obscurity. elves still felt as though they were limited by the ever watchful
presence above. It haunted them and they eventually decided to

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.

The eastern and western halves of north Ellara were completely


separated by dangerous wildlife and dense forests. An initiative 1168 AEC
was taken on by merchants and traders to forge a path directly
Although the ritual used by the high elves did work in sealing away
through the center of the continent for easy travel to either side.
the gods, the spell began to fracture after a century or two. The
This was a long campaign, taking almost four years and costing
God of Justice started to remember who they were and the many
a small fortune. The project was wrapped in 909 BEC and was
lives they had lived. Currently living as a witch in the Yemgar
considered a great success. Since then, the expansion of the
Bru’Gal clan of orcs, bandits, and wildlife have made this path Swamp, she used her extensive knowledge of magic to tap into
much more deadly than originally hoped. the power of an endurant high elf named Daegon Arcanscape.
She banished all the other high elves into a holding area on the
continent of Ta’lor. This left the city of Odysia completely deserted.
528 AEC
By the 520’s the Tiri’Val clan of high elves, a splinter group of
high elves also known as Dragonsoul Elves, were suffering from
1246 AEC
leadership woes. Their former king, Vordan Arinis, had pushed Tension started to build between the northern city of Winterhaven
for the acceptance of outsiders into The Silver Glade. This was and the southern city of Overdale after a party of adventurers
seen as a stunning departure from tradition by some within the made waves in the latter. Though knighted in Winterhaven, the
clan. When he then took a human as his bride it was a step too group traveled south to explore new horizons. After making a
far for the hardline traditionalists on the council. Hadon Galeon, name for themselves, they took the law into their own hands and
the king’s advisor, snuck into Vordan’s chambers and slew both slew a powerful criminal figurehead in Overdale. Mayor Zannon
him and his wife. Shortly after this, the King’s son Orlas took the Carter summoned the group to his chambers to speak with them
throne with no knowledge of Hadon’s betrayal. Hadon did his best directly. During this exchange, the mayor accidentally cut himself
to guide the young king to his whims, but this was not to be, as with his letter opener and the vampire member of the vigilante
Orlas chose instead to follow in his father’s footsteps. group lunged at him.
Orlas’ death was plotted and carried out shortly after he took Though he survived the encounter, Carter saw this as punishable
power. It is a complete mystery what happened to the clan after by death. He was a man of the cloth and hated the idea of this
this as the forest itself seemed to close itself off to outsiders. The vampire in his city from the start. The group fled north to
clan was never heard from again. Winterhaven to seek refuge and shortly thereafter Overdale came

12 Welcome to Ellara

Luis Yamakawa (Order #46326322)


for the party’s surrender. The two sides had a small summit and
signed a peace treaty that stated the group may go free but could
never venture to the south again under any circumstance. Malchus
Grimnas was the first to sign this document, without consulting
with his fellow party members.

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.

The attack on Winterhaven was carried out by these new essai as


they burned down its walls and slaughtered many of its people.

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.

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The Mourning Shore
Home to some of the most thick and lush vegetation on western Ellara, The Mourning Shore fits cozily under The Hyland Mountains to the north
and is cradled by water to the south and west. When the elves made their home within The Evergreen, they did so for both its ample resources and
natural beauty, though such bounty comes with its own perils. The abundance sustains quite a few dangerous creatures, but most of the humanoid
inhabitants are willing to brave the dangers of the dense wilderness if it means benefitting from the plenty that The God of Nature provides them.

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CRYSTAL BAY
There are no shops in The Evergreen, though they often barter
with outsiders. Specialized weaponry and armor are popular with
the other races, as well as herbs native to the region.

Crystal Bay is where the inhabitants of The Evergreen fish and


sometimes acquire their water. As it is protected by the forest, most
History
The elves found themselves in The Evergreen out of convenience
non-elves have no idea what a beautiful sight the bay provides.
more than anything else. Once ruling over most of Ellara, they
The water is clear as glass and any sea life can be seen from quite
happily gave most of the land over to the other races so long as
a distance. A precious jewel of The Mainland, it is almost a shame
their own territory was respected. Until recently, it had been.
that so few have heard of its splendor. The elves view this as a
blessing, though, as the more people who know of the beauty that It was King Zannon Carter of Overwatch who violated this
hides behind their forest, the more travelers would see fit to enter unwritten treaty, as his ambitions of expansion started with the
their homeland uninvited. southernmost reaches of The Evergreen. Rather than invade the
forest, the army of Overwatch stayed on the border and harvested
trees. The elves fought back but lost each battle, eventually

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.

The elves of The Evergreen fought alongside the allied armies in


You need to reach Cal Cas, the tree within the Battle of White Wolf Valley, but when the great dragon Straad
which the elves congregate, but before you was summoned to the battlefield, indiscriminate dragonfire fell
reach the lush trees of The Evergreen that upon allies as well as enemies, and the forest burned. A third of
have been growing for centuries and shelter The Evergreen was completely destroyed in the attack.
the largest one at their center, you are struck Since that brutal night, the people of The Evergreen have had to
by the blackened ground and charred remains come together and try to rebuild what was lost, even as the new
of fallen timber. There are spots of green, threat of the Moz’zogg orcs lurk just outside their home. However,
you note, on your way. Seedlings, desperately new buds bloom in the dark soil of the tattered and torn forest, and
reaching out from the charred land for sunlight, it is in nature’s ability to recover that they find hope.

pepper the ground the closer you get to the new


entrance to the forest. Even so, it is a stark and
Government
The society of The Evergreen is built upon tradition. Their high
painful reminder of what has been lost. maiden is an elven woman named Brettana Moonshadow. She
settles disputes, does any long-term planning, and is in charge of
food, education, restoration of The Scar, and any other matters
Introduction that must be settled within the forest. She does not work alone and
her job requires her to be open and earnest with her people. Their
The Evergreen is a huge forest in western Ellara. Once upon a time safety is her responsibility.
it encompassed Yemgar Swamp, but in recent years the forest has
drastically shifted and now part of the swamp itself is laid bare as Luckily for Brettana, elves are typically willing to work through
the trees guarding it have burned away. The southernmost third their problems, as they live much longer than most other races and
of the forest was burned to the ground by the ancient red dragon deem squabbling and grudges as a waste of time. Though disputes
Straad, but the central point of the elves stayed intact: Cal Cas, the are as common as anywhere else, most parties are willing to
oldest and largest tree that towers above the center of the forest. compromise for the good of all.

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.

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Factions & Groups largest freestanding structures in The Evergreen, though it still
manages to blend in with the nearby foliage. The tent is filled with
The Wardens the scents of salt and leather, with high skylights to help tan the
The Wardens are the first line of defense against destructive leather and darken it to a suitable state. At any given time, several
outsiders. They are scattered throughout the entirety of The dozen hides are in each stage of the leatherworking process: being
Evergreen, often in the trees. It is nearly impossible for an outsider skinned and fleshed, cured, washed, tanned, dyed, stretched,
to perceive them, due to their knowledge of the forest and training. and sewn into the shape of functional items. Many of the finest
Although their main duty is reconnaissance, they have been leatherworks in all of Theria are crafted in this unassuming hall.
known to attack if a group is particularly chaotic.
Temple of The God of Wilderness
The Exalted The only living temple within Theria, the Temple of The God
During the Overwatch war, this sect of druids defended the trees
of Wilderness is formed from trees, moss, and roots. The roots
from clearcutting with their lives. Now, these noble souls are
form the archways, and several trees merge together to shape the
again willing to risk their own health and wellbeing by constantly
temple itself. The clerics who live near and within the temple are
channeling magic to try and regrow vast swaths of the forest that
fully devoted to The God of Wilderness and spend much of their
have been burned away.
time praying when their healing abilities are not needed. It is also
The Anaur’ians within this temple that The Evergreen druids train. Both the
The final wall of defense against attacking outsiders. These elite clerics and druids have one overall goal: to help regrow the forest
warriors train their entire lives and remain ever-vigilant in case that Straad destroyed.
of an outside threat. Living close to Cal Cas, they constantly
perfect their bodies to be absolutely deadly, while also remaining
undetected by outsiders.
Notable NPCs
Brettana Moonshadow
The Lorekeepers High Maiden of the elves (page 320)
The Lorekeepers are responsible for providing lessons to the
young elves. This often involves the children learning their stories Enra Yeslee
verbatim to one day accurately repeat them to future generations. Diplomatic advisor to Brettana Moonshadow (page 333)
Although Elven is a written language, elves have great memories
Yeldir Branchstrider
and highly value their ancient traditions.
Captain of The Wardens (page 381)

Notable Places Eada Arafiel


Master hunter and marksman (page 329)
Cal Cas
The giant tree in the center of the forest and meeting ground for Adro Sylren
the elves who live there, Cal Cas was mercifully spared the fate Lead druid regrowing The Evergreen (page 310)
that befell the forest to the south. Absolutely massive in scale, it is
rumored to have been planted by The God of Wilderness herself. It
is a symbol to the elves of their unity and perseverance, and many
find themselves drawn there when they feel lost or alone.
Garden of Remembrance
Elves are widely considered the greatest historians on The
Mainland. Many keep detailed written accounts of their lives that
MOZ’ZOGG ENCAMPMENT
represent how much history of Ellara is known. This reverence
for the past is reflected again in the Garden of Remembrance.
Protected with druidic magic, this garden is filled with beautiful
As you approach the Moz’zogg Encampment,
flowers that are in bloom year-round. It is an intimate atmosphere you can’t help but compare it to the
where anyone can come and reflect upon those passed who Bru’Gal. Everything is set up the same as the
have made a positive impact on the world. Plaques can be seen encampment near Stonesunder: it builds up
throughout the garden, showing the names of those who have toward the center where the pregnant females
left this world: Thoril Songsteel, Venistrasa Lararath, Toddessius stay protected at all times. The tents around
Silverleaf, and many others. There is also a ledger that documents
the accomplishments these individuals achieved during their lives.
the edges are made to be taken down and re-
built elsewhere, while the ones near the center
Leatherworkers’ Hall are held up by entire tree trunks and meant
Almost all of the elves of The Evergreen wear leather armor and to last a long, long while. Every so often, you
as such, the demand for those wares are quite high. Nestled under notice something unusual: non-orc faces in the
the branches of Cal Cas, the Leatherworkers’ Hall is one of the crowds. Half-elves teaching Common, humans

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Normally, orcish society has a very straightforward approach to
learning Orcish. Perhaps this will help bridge questioning leadership. You fight the leader, you kill the leader, you
the gap between cultures, but a part of you become the leader. Gork-Al knew he could not defeat Kazz in single
combat, but as far as he was concerned, that should not matter.
doubts any of these orcs would stay their hands
Dying would not help the orcs thrive. He discussed the situation
in battle for their teachers or students if they with the other orcs and found he was not alone in his sentiment.
ever tried to hamper their expansion. During this time, he gathered enough support to form a new clan.

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.

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Factions & Groups Notable Places
The Unbroken/The Wall The Krak-Al
Protecting the Moz’zogg Encampment is not an easy feat. It is Known in Common as the Ring of Judgement, the Krak-Al is
surrounded on all sides by possible threats. While it is the duty something of a proving grounds in the Moz’zogg Encampment.
of everyone within the encampment to help defend their home, This is the area where fights to determine leadership take place and
the most hardy and brave among them call themselves The Wall, is also the battleground for any major disagreement. These battles
though others refer to them as The Unbroken. They don’t consider are always meant to be fair and are rarely allowed to continue to
themselves as individual beings, but rather a collective that, as a the death, with the only exception to either of these rules being
whole, are indomitable. They erode their would-be attackers until when someone is accused of wrongdoings against the clan. In cases
the threat can no longer muster the strength to attack any further. such as these, at the very least the guilty party will be up against
insurmountable odds and will most certainly leave broken and
The Speakers beaten, if they are permitted to leave alive at all.
This newly appointed position tasks orcs with greater language
Lumber Pens
skills to barter and communicate with the outside world. So far,
this has aided the Moz’zogg, as they have brokered peace with The pile of lumber around the Moz’zogg tends to grow higher until
Winterhaven, and even created a temporary truce with the elves of they eventually decide to invest their time into building rather
The Evergreen. Only time will tell if their new tact will continue than deforesting. These pens can pile up to a story or two high
into the future. and stretch on quite a ways before the clan utilizes what they have
gathered.

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)

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YEMGAR SWAMP
Yemgar Swamp is a sprawling forested wetland that devours a
huge swath of the west coast of Ellara. The environment itself is
as brutal as the creatures within. The air is heavy and thick, and
what little sunlight reaches the muck below must fight against a
dense canopy, which makes the swamp appear to be in a perpetual
state of twilight. The creatures in the swamp use the darkness to
their advantage. Stinging, biting insects blanket the entire area and
many venomous reptiles lurk in the waters and trees. Overgrown
vegetation is a constant and will slow most travelers down. If the
creatures don’t claim a wayward adventurer, the bog itself might, as
there are pockets of quicksand dotted throughout the entire area.
Within the swamp one can find the Witch’s hut, abandoned now,
as the Witch seems to have disappeared. Even so, those who have
seen the hut claim that a single candle remains lit in the window.
Very little about the hut has changed since the Witch left her post,
as if the forest itself is afraid to reclaim the forgotten home.

THE WHITE RAVENS’ CAVE


A remnant of a time not-so-long-past, The White Ravens’ Cave is
under the protection of High Maiden Brettana Moonshadow and
the elves, as it is an important piece of a notable time in history
that should not be forgotten.
As Overwatch carved across the western half of Ellara, The White
Ravens were formed to fight against them, as well as protect the
innocent who managed to escape their wrath. The cave became
their primary hideout due to its safety within the forest, especially
once they were able to form an alliance with High Maiden
Brettana. For nearly a decade, the small force of rebels along with a
significant number of refugees called the cave their home.
When Overwatch fell, the cave was emptied and locked away with
a sign that reads “Do Not Enter” in Elven at the entrance. If one
is foolhardy enough to ignore the sign and potentially incur the
wrath of the elves, they will enter to find a mostly empty room
with several tunnels leading outward to adjoining rooms. The
signs that people once lived here are obvious, however. Armor,
clothes, weapons, bowls, blankets—all things left behind in a hurry
by people not realizing they wouldn’t return. Many were killed in
the final battle against Overwatch, which realized their dreams of
Overwatch’s fall, but those who survived had no reason to return.
One of the main features of the cave, and a sign that there was a
use for this cave before the Ravens inhabited it, is the giant raised
portion of stone that rests in the very center, supporting one of the
mysterious gateways scattered throughout Theria. Though none
alive are known to be able to power the structure, there is research
that shows it is possible for an adventurer with enough time and
magic to crack it.

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THE MOURNING SHORE TRAVEL TABLES
The Evergreen
d20 Encounter
1–3 The party has angered one of the forest protectors. 1d4 earth elementals attack the party.

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).

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Yemgar Swamp
d20 Encounter
The swamp itself seems to be working against the party as all of the ground nearby is difficult terrain. 1d4 kalki attack the party
1–2
(see Kalki, page 260).

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.

Travel Die Table (The Evergreen)


d20 Encounter
1–3 A group of adventurers appear to be poaching rare wildlife in the forest.

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.

Travel Die Table (Yemgar Swamp)


d20 Encounter
1–3 Three hags are standing near a campfire. The party can hear a crying child in a cage near them.

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.

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Ten Thousand Horns
Though it is also ravaged by cold northern winds, Ten Thousand
Horns is much more hospitable to travelers than The Northlands.
There are several hunting encampments throughout the region, “Minotaur diplomacy is the
which can often be spotted from miles away across the long, flat fine art of hitting something
plains. Travelers here are generally safe from ambush, except perhaps
from the thick woods at the base of The Hyland Mountains. The
until it agrees with you.”
wildlife is also more docile in this stretch of the continent, with tyges
often scampering nearby and plenty of boar and elk to keep a party — Weldon Roth, Sheriff of Ebony Harbor
fed. Dire wolves, though somewhat rare in the area, would be the
most fearsome of the creatures one could encounter here.

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History
BROADTIDE BAY Ebony Harbor had humble beginnings as a “great fishing spot”
around the year 1045 AEC. Word started to get around the area and,
The bay is at just the right climate for its waters to be peppered before long, explorers, adventurers, and hunters were all setting up
with sheets of ice, but not completely frozen over. As such, boats camp near the shoreline in hopes of catching something big. The
that are durable enough can make it through the chilled water fishing and hunting were so plentiful that many decided to stay
and try their luck at big-game fishing. Several hunting and fishing in the area and, by 1105 AEC, a few people determined it was safe
camps dot the coast of the bay with settlers who feel quite safe, enough to build houses and live there permanently. While finding
as they can see for miles all around them from their front doors. food was no problem at all, local wildlife was an issue early on.
Over time, everyone in the area banded together, formed hunting
parties, and set watches for large predators and any other dangers.

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.

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The Tuffs
A group of minotaur bodyguards that formed to keep people
Notable NPCs
safe within town. They gave themselves the name. They are paid Weldon Roth
mostly in food. Sheriff and the closest thing to a government in town (page 380)

Notable Places Bartholomew “Goose” Larew


Owner of The Siren’s Song Tavern (page 318)

The Docks Trina Gallows


As the largest harbor on the west coast, Ebony Harbor supports a Companion who frequents The Siren’s Song Tavern (page 376)
bustling and vibrant fishing community. They also welcome all sea
travelers in need of rest or a place to drop anchor and resupply. Uulyn Tanaka
Passionate owner of A Touch of Class (page 378)
A Touch of Class Arkin
The major general store in Ebony Harbor touts a wide selection of Recurrent visitor to A Touch of Class and friend/bodyguard to
high-quality foods that are a cut above the usual fare. The armor, Uulyn Tanaka (page 315)
weapons, and trinkets sold are not just built for function, but for
form.

Slepe Here!
The most successful inn within Ebony Harbor with the worst
reputation. Many describe staying at the inn to be one of the

Some of the Thunderspire minotaur


are quite
worst experiences of their lives. Despite this, all of the guest

upset at their brothers and sisters for


leaving and
book signings feature glowing reviews. It would be fair to say the

settling elsewhere. They have attacke


owner’s spelling might need a little work.

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.

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TEN THOUSAND HORNS TRAVEL TABLES
Normal Travel (on-road) Normal Travel (off-road)
d20 Encounter d20 Encounter
A group of minotaur spot your party. They worship a long- 1 2d4 dire wolves attack the party.
1
dead god and see your trespass as an act of war.
There are an unusual amount of biting insects out today. 1d4
A terrible thunderstorm begins to gather overhead. 2 damage is dealt to all party members and they are covered in
2 All party members receive a -5 to both passive and active tiny bites on all exposed skin.
perception checks.
During the night, the party can hear a gruesome noise in the
3
A bounty hunter mistakes a member of the party for a very distance.
3
wanted criminal.
The next mile/kilometer of travel is littered with bear traps
4
A traveler who is clearly carrying slaves in their cart tries to and hunting snares.
4
get around the party. They have several bodyguards.
5 A bird falls from the sky dead at the party’s feet. It’s carrying
5 A common bridge in the area is completely washed out. a message.

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.

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Rainy Season Travel (on-road)
d20 Encounter
The weather has deteriorated and rain begins to pelt the party in large droplets. It eventually turns
1–2 into sleet. Everyone exposed must make a Constitution saving throw with a DC of 12. Failure to save
results in contracting “Flop Sweats” (see Flop Sweats, page 181).

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.

9–10 A minotaur is stacking dead bodies into a wagon.

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.

Rainy Season Travel (off-road)


d20 Encounter
The ground has become extremely soft and wet. Travel now takes 3 times as long as normal for
1–2
the next full day.

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.

5–6 The party finds an old abandoned bunker.

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.

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White Wolf Valley
Surrounded by tall hills and mountains on all sides, White Wolf Valley is one of the most peaceful locations in the wilds of Ellara. Healthy green
grass and (usually) blue skies set the background for roving packs of animals who stop to take a drink from the creeks and rivers that wind around
the hills. As its name suggests, White Wolf Valley is home to a fair share of wolves. These wolves live in caves that dot the area or stalk the small
patches of forests that offer a reprieve from the sun, shading both adventurers and wildlife alike.

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AVAK-UR BAY
Thelar, even after losing his daughter, was still satisfied with his
victory. He continued to paint the dark elves as liars, thieves, and
killers. His hate and mistrust spread throughout The Mainland
and persists to this day.
Known for its rocky islands and crystal clear water, Avak-Ur Bay
is an absolutely gorgeous, but untamed, area for a seasoned angler Titan Bluff eventually came to be known as “Betrayal Ridge.”
to attempt to feed their family and perhaps make enough to live

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

BETRAYAL RIDGE it was ever defeated at all. Once you enter,


you hesitate for a moment. Which way will
you go? The city is still so socially segregated
Though unremarkable in its aesthetic or strategic value, Betrayal
Ridge is a known landmark for all who travel regularly throughout
despite the new government, and each sec-
White Wolf Valley. The ridge itself is on a hilly plateau with an tion is like a separate small town on its own.
intricate network of caves beneath. A knowledgeable explorer Perhaps you will start in the tiefling district.
might even discover an entrance to The Underworld, home of the You have always enjoyed spicy foods.
dark elves.
As recently as three centuries ago, elves and dark elves worked
together, sharing the forests of Ellara and living in peaceful Introduction
coexistence. The elves went about their lives under the sun, and Overdale is one of the more impressive cities on The Mainland,
the dark elves thrived beneath the moon. This alliance went due in part to its location and in part to its architecture. The city
further back than memory, and many interracial families existed is built on top of a hill and a cliffside, with a rushing waterfall
within it. The first sign of trouble came when Sylfina Sunstrider, cascading down the cliff behind it. The waterfall snakes through
the daughter of Thelar Sunstrider who was the Highlord of the caverns beneath the city and empties out into a lake below. The
elves, fell in love with Barris Hyl, the leader of the dark elves. parts of Overdale not protected by the cliffs are surrounded by
Thelar did not approve of their relationship. At every opportunity, domed stone fortifications, making the city nearly impossible
he would point out their differences and question the dark elves’ to surround and lay siege to, which was imperative during the
motives. Over time, things built to a fever pitch as the dark elves were reign of Overwatch. The sheer amount of stone used in the city’s
continuously painted as vile, underhanded people compared to their construction affords it a more solid foundation, though many of
elven brothers. As a group, the elves agreed to meet the dark elves the homes and shops inside are made from wood.
at Titan Bluff just before dawn. The dark elves believed they were In recent years, the leadership of Overdale has gone out of its
meeting with allies, but instead they were met with an ambush. way to make sure that non-humans can feel safe within the city.
The racism that Thelar had been inciting reached a tipping point, While the open invitation to other races was mostly seen as an
and the dark elves were told they needed to enter the caves and empty public relations gesture, Overdale has gone a long way in
never return, or there would be war. The elves outnumbered the overcoming the reputation of Overwatch. Surprisingly, the city
dark elves by at least double, so they bitterly agreed to leave the is now one of the most diverse in the world, though not without
conflict and live below ground. Sylfina, disgusted by her own some tension bubbling beneath the surface. Most races have
people and the man she called her father, decided to leave with the no issue with one another, but they generally keep to their own
dark elves. neighborhoods.

Each race in Overdale with enough of a presence has its own


segregated neighborhood, steeped in its culture and heritage. For
instance, some will claim with a straight face that just walking

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through the Red Ward of Overdale can make your eyes water
from the scents of spicy tiefling foods filling the street, while the
dark elven district tends not to even light the lamp posts at night
because the residents there have no need for it. Of course there
are also the obvious changes: lower doorknobs within most of the
halfling and gnomish neighborhoods, for example, and higher
doorframes in the tiefling areas (to make room for their horns
without having to constantly bow their heads).

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.

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Factions & Groups to have left their homeland. All are welcome in The Jagged Rock,
though Kurras can be suspicious of humans after the many break-
The Watch ins from pro-Overwatch holdouts.
A group of holdouts from the previous regime that believe things
The Warrens
were better under King Carter’s rule. They have all but shunned
The Warrens is a tavern with a long history in Overdale. Standing
anyone who isn’t human and will outright avoid non-human
long before the Treaty of Winterhaven was signed, the bar was
establishments and people. They have been known to become violent.
known for its location in the slums and its unsavory patrons. As
The Advocates Overwatch grew, those types were gradually carted off and killed,
This group of mostly humans were miserable under the King’s and the clientele shifted toward the military. Overwatch soldiers
leadership and lost family and friends during the city’s darkest would head to The Warrens in their off-duty time for a drink, and
times. They now fight to right the wrongs caused under his rule business was good. Now, with Overwatch fallen, the patronage
and openly push for the rights of all non-humans in Overdale. remains predominantly human. Other races aren’t forbidden, but
they would probably get a few dirty looks from the regulars, at the
City Guard
very least.
In a city as divided as Overdale, its city guard wants to present
a united front in the eyes of its denizens. The current guard is a The Arena
mixture of non-humans, former military personnel of Overwatch, Once known for its blood sport, the Arena has shifted along with
and eager new recruits. the rest of the city to feature more progressive entertainment. The
huge expanse is now treated as an area for the talented to show off
Overdale Knights
their expertise, whether it is archery, jousting, melee, or anything
After the fall of Overwatch, this group of city defenders had a
else. The one rule to follow is that any contests can no longer be to
tough choice to make: to leave or stay in the city they had sworn
the death as it had been before the new Queen rose to power.
to protect. While many saw the fall of the city as a terrible crime,
and the allowance of other races in the city to be deplorable, the
remaining knights stayed true to the city itself. To them, it doesn’t
matter who lives in Overdale, the quality of life of its citizens is
Notable NPCs
what matters most. Liara Bryos
Queen of Overdale (page 351)

Notable Places Peepos Quinton


Facilitator and right hand to the Queen (page 361)
Castle Overdale
As testament to the “brilliance” of Overwatch, what is now known Ardos “The Red” Arehala
as Castle Overdale is a gargantuan beautiful beacon, despite the Captain of the City Guard (page 314)
dark history it represents. These days, the castle is used by the
Queen and her various committees to discuss the day-to-day William Tenbolt
operations of the city, as well as to host guests. The castle has been Son of former Overwatch Commander (page 380)
cleansed of all the ideologies and representations of the former
Kurras
owner, though very little has gone up in their place. Currently,
Owner of The Jagged Rock (page 348)
the efforts of those within the castle are focused outward, though
some argue a change in decoration is necessary to fully eliminate
the influence of King Carter.

The Malchus Grimnas Museum (closed for renovations)

Liara has not yet be


en able to remove on
The Malchus Grimnas Museum was one of the most provocative

facet of Overwatch: e very important


tourist attractions within Overwatch in its heyday. Dedicated to

the gallows. Though


the most extreme cr only used for
showing the worst of what the notorious figure had to offer, much

imes, it has been over


two years and
of the details of the museum were propaganda at best and brazen

they still stand in th


e center of Overdale.
demonization of the “heathen races” at worst. Memmit Darcy, the

a haunting reminde They are


r that the city is sti
owner of the museum, chose to close and renovate to something

despite how much pr ll tumultuous,


ogress has been mad
more socially lucrative after the change in regime, and promises that

e.
he will unveil something truly spectacular when the time comes.

The Jagged Rock


Marketed as the most authentic dwarven bar outside of
Stonesunder itself, The Jagged Rock is something akin to a theme
restaurant in Overdale. Kurras runs his bar to his own incredibly
high standards, brewing authentic dwarven ales in his stone
tavern, which is decorated by some of the most talented dwarves

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There are catacombs under the city
that only high-
ranking officials and those that acci
dentally stumble upon
them are aware of. If utilized, one
can reach any part of
the city in secret or escape unnoticed.
These were very
important during the time of Overwa
tch, as they were
used to smuggle out non-humans.

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WHITE WOLF VALLEY TRAVEL TABLES
Normal Travel (on-road)
d20 Encounter
1–2 A large group of former Overwatch soldiers are in the process of hanging a dark elf by the neck on the side of the road.

3–4 2d4 dire wolves attack the party.

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.

Normal Travel (off-road)


d20 Encounter
1–2 A large pack of Moz’zogg orcs think you’re trespassing. They do not take kindly to trespassers.
3–4 A collection of shacks are abandoned in the middle of nowhere. Was this an old settlement? Why does the party hear voices?

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.

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Weather Table
d6 Effect
1 The recent downpour of rains have caused a flash flood (see Flash Flood, page 197).

2 Powerful Storm (see Powerful Storm, page 197).

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.

Travel Die Table


d8 Encounter
1 A group of worshippers are stopped at a shrine dedicated to a random god. Suddenly, they brandish weapons and begin to smash the shrine and
desecrate it.
2 The road has two very large grooves dug into it and is being repaired for the next 2d4 miles / 3d8 kilometers.
3 Vultures circle the area above the party.
4 A person is just up ahead in the middle of the road. They seem to be in a desperate fight against something, but the party doesn’t see anything.
5 A small group of elves are perched on Betrayal Ridge. They are launching fireworks into the sky. Are they celebrating something?
A group of bards are starting to follow the party. They practically beg them to allow the band to tag along on the group’s adventure so they can
6
gather song material.
7 A massive explosion rips through an area to the northwest.
8 Prisoners are being forced to clean and cut grass outside of Overdale.

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The Northlands
The coldest region of Ellara, The Northlands are home to very few
settlers due to the harsh climate and rugged terrain. That isn’t to say “Ahh, you’re in for danger
that its without beauty. From the massive glaciers in the northwest that you’ve never seen before,
to the breathtaking heights of The Ivory Peaks, The Northlands of boys. Frost worms and
Ellara feature countless sites unspoiled by civilization. Explorers
and adventurers traveling to this region should prepare for freezing crevasses, the ground falling
temperatures, extensive climbing, and larger-than-average wildlife. from beneath your feet.
With such a huge swath of unforgiving landscape, there are still many
areas left to chart.
Endless, bone-freezing cold...”
— Thadius Thundermaul (Arc 1, Episode 12)

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CAMP ICEBREAKER
When news of Overwatch’s downfall came to camp, many packed
up and went home, but not all, not even most. They found that
they liked their new lives in Camp Icebreaker, that they had
become accustomed to the cold, small, tight-knit community and
didn’t want to leave.

It’s so gods-damned cold, you are certain


this is the end. When you chose the life of an
Government
adventurer, you always believed that when you There is no need for a formal system of government in Camp
Icebreaker, as everyone mostly keeps to themselves. They do have
died, it would be in battle. Who will sing songs a leader though, by the name of Agnus Joyce. She runs the village
of the traveler who succumbed to the chill insomuch as she and a few other volunteers enforce one basic law:
of The Northlands? You’ve almost given up treat one another with respect. It’s an easy law to follow with so
hope when you spot a gentle plume of smoke. few people to look after. Word spreads fast, after all, and it’s not
Civilization at last! Or at least something easy to get away with much in such a small community. Who stole
close enough to it. that family heirloom? Everyone turn out your pockets. For serious
crimes, the most severe punishment is exile. The guilty party is
sent out into the cold with nothing but the shirt on their back. It
is a death sentence drawn out over hours, sometimes days. Agnus
Introduction and her deputies also keep an eye out for encroaching wildlife and
make sure everyone is provided for.
Much farther north than most are willing to travel rests a very
small outpost of only about 150 people, the only solace a traveler
will find between The Ivory Peaks and The Ashen Sea. There are Notable Places
a few small cabins sprinkled about, and the inhabitants live with
The Flake
just enough to get by. This is not a place for regular folk who want
A plain but necessary general goods store, stocking little beyond
easy lives. Those who find their way to Camp Icebreaker usually
the absolute basics: food, climbing gear, and warm clothes made
do so with a purpose; whatever they are avoiding, the camp offers
from local animal pelts. The owner of the store is Blaine Kolja and
solitude. This life suits them, and they tend to like that just fine.
although the selection is limited, he takes great pride in running
the store, considering the circumstances.
History
The Toasty Tusk
Camp Icebreaker was settled around 1238 AEC. Many of its
The Toasty Tusk is the only place for outsiders to stay in the camp.
founders fled north to escape modern society. While everyone
It gets its name from the large mammoth skin rug next to a large
in Camp Icebreaker has a story and a reason for being there, the
fireplace within the building. A fair room for a fair price is available
common practice is to not ask, as privacy is valued and respected.
from the owner, Netti Dekan.
In 1246 AEC, the Bowhunter brothers came to camp. One was a
hunter, the other a butcher. They did their jobs well and didn’t
seem to bother anyone. Just a few weeks after they arrived,
Notable NPCs
people started disappearing. Some reasoned that it must be Agnus Joyce
wolves or white bears, but predators leave carcasses. People Leader of Camp Icebreaker (page 310)
were disappearing at night without a sound, and no bodies were
recovered. The settlers got suspicious and accusations flew. As
Blaine Kolja
Owner of The Flake (page 319)
more people vanished, some began packing up and leaving camp.

In 1248 AEC, when Overdale began its campaign against non-


Netti Dekan
Owner of The Toasty Tusk (page 359)
humans, people started heading up to Camp Icebreaker again, as
it was a good place to lay low and wait for the danger in the south

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

interactions have be t of these


brothers. There was something off about the two men and it

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.

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DROCK’S TOMB THE IVORY PEAKS
“Welcome, champions! The Ivory Peaks are a series of mountain ranges that dominate the
I’ve been expecting you for quite some time.” western Northlands. The highest peak towers over the landscape,
and some rumor that it has never been reached. Unlike most of the
– Drock (Arc 1, Episode 15) mountain ranges on Ellara, The Ivory Peaks are home to a handful
of scattered homes and settlements. These people live a life of
During the war between the kingdoms of Rancor and Solus from
solitude among the freezing mountains. Most choose to live this
922 AEC to 957 AEC, the two sides fought over the scraps of land
far from civilization to get away from the overcrowded streets of
and power that remained unclaimed by them, invading villages
the cities and towns of the continent. They would rather overlook
and burning them to the ground if it might hurt the opposing
these places from a scenic perch.
forces. One night in the fall of 925 AEC, a Solus army invaded
a small village and set fire to the buildings and crops. They This view comes with its own dangers though. Homes must be
slaughtered anyone that dared to defend themselves or their homes insulated heavily to combat the cold, as temperatures can range
and took the younger villagers prisoner to use them as slave labor anywhere from 35 degrees Fahrenheit (1.7 degrees Celsius) in the
or front-line soldiers. summer to -28 degrees Fahrenheit (-33.3 degrees Celsius) in the
Among those captured was a young boy named Drock. The child, winter. It is not uncommon for people to be trapped on their property
like many that were captured, was forced into slavery and trained for months at a time. Smoked meats and dried foods are essential, as
until he could be used in combat. Once he was old enough to fight, limited hunting is an issue for many months out of the year.
he was placed amongst the ranks of the Solus army. He survived During hunting season in The Ivory Peaks, you can find animals
many encounters with little support from his comrades. Over time, such as snow leopards, black falcons, and kental yaks in fairly
he proved himself as a fighter who could carry out orders to the abundant supply. In rare cases, hunters might bag one of the area’s
letter and rose through the ranks. After almost 10 years of constant largest predators, the ambercomb bear.
war, his brutality and relentlessness made his name feared on the
battlefield. Entire divisions would outright surrender if they knew There are many caves to explore among the mountains. About
he was approaching. 70 years ago, the area was overrun with miners and adventurers
trying to harvest the rare ore and other valuable minerals from
By the last years of the war, Drock had amassed an army of loyal deep within the rock, but this effort was largely abandoned after
and formidable soldiers. They would follow him to the ends of too many people met their deaths due to the treacherous terrain
the world and back, no matter the danger. Together, they carved a or careless mining practices. Some explorers simply disappeared
path through enemy lines and helped the Solus kingdom capture without a trace. An enterprising adventurer might assume that
towers, villages, and strategic points all across The Mainland. there must be many lost treasures to claim in the frost-covered
Then, in 953 AEC, Drock and his army vanished. catacombs of the peaks. Those who wander into that area should
For centuries, no one knew what had happened to them. In the be cautious, however. The residents believe that an ancient
year 1246 AEC, an adventuring party found a book detailing the creature stalks the land surrounding the mines: a beast they only
location of Drock’s Tomb, deep in The Northlands, beyond the refer to as The Y’allyn.
northernmost mountains of The Ivory Peaks and over a bridge
made completely of ice.
There, embedded in the rock, is a massive tomb. A monument to
Drock’s greatness, this vast dungeon must have taken a decade or
more to build. It’s said that his remains, along with those of his
THUNDERSPIRE
loyal soldiers, can still be found there today.

As you approach the camps surrounding

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.

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After all, what sort of adventurer would
Government
choose to come to such a place? They tell you There are two opposing sides to the current minotaur political
landscape. One half has their sights set on taking their ancestral
that their leader resides in the upper levels of
mountain back, while the other half wants to move on and make
The Spire itself, and gesture towards the tall, the best of their new home. This has gone on for generations, with
slanted tower. You’ve walked this far, so what neither faction gaining or losing ground.
are a few flights of stairs?
The leader of the minotaur is Lariss Darkhoof, grandson to the
minotaur chieftain who was slaughtered during the siege of their
mountain by the dwarves. For years he has led capably, but he
Introduction is growing old, and many of the common minotaur are already
discussing the next step forward after he retires or dies. It was
Though Thunderspire is only considered a settlement and not
nearly three years ago that Lariss had named a successor in Yenward
a town or city, it does have a few features that set it apart from
Firestomp. He was a powerful minotaur from Aubrey, unspoiled by
the numerous other camps sprinkled about. The most obvious
the division among the natives of Thunderspire. But the outsider
of these is the main structure, Thunderspire itself. This colossal
disappeared soon after, causing many to believe he never took the
tower is coated in moss and vines and has partially sunk into the
honor seriously and calling Lariss’ judgment into question. He lost
earth, making it lean heavily to one side. The upper levels can
the respect of some of his people and has since become hesitant to
be treacherous, as those who are not careful can slide across the
name another successor. Lariss has been losing his grip on power,
inclined floor and into a wall (or out a window.) The Spire offers a
but he still tries to make the best choices for his people.
wide view of the surrounding territory, useful for spotting threats
far off in the distance. Even so, the solid structure more than The minotaur of Thunderspire have been without leadership and
makes up for what the minotaur within the settlement lack in a home before, but this is the first time they’ve been so burdened
carpentry skills. Or rather, perhaps it is more a lack of willingness with uncertainty. There are several minotaur vying for leadership
to build, combined with their lack of knowledge and dexterity. after Darkhoof is forced to step down but no one can reach an
agreement. Half of the minotaur want the leader to be decided by
The tower was originally built by humans, meaning the hulking
combat, while the other half believes in electing a new leader. They
minotaur must duck to make it through many of its doors and
don’t have a working system of government anymore, and they are
passageways. The interior is more furnished than one would
stuck between two worlds.
expect, as the minotaur have a trading relationship with nearby
Winterhaven. The lower floors of Thunderspire are generally Many completely gave up hope and emigrated further west to
occupied by the younger generation of minotaur to keep them Ebony Harbor. As the population of Thunderspire dwindles, their
safe, while the elders inhabit the upper levels. A majority of the chances of retaking the mountain lessen.
populace live in reinforced tents surrounding The Spire.
They have a choice between two paths, knowing that neither
will be easy. Despite their differences, most in Thunderspire
History understand that something needs to change, and soon, or else their
people may scatter to the winds and lose what little they have left.
During the Rancor/Solus War between 922 AEC and 957 AEC,
many towers like Thunderspire were built throughout the west by
the Solus forces to house troops and spot potential threats from Factions & Groups
afar. As time marched forward, almost all of these towers fell
from either conflict or the ravages of time. Up until the minotaur The Enduring
arrived at the last tower in the northwest, it was a mere ruin, a As a group of minotaur that believe in a more traditional standard
reminder of times long past, nothing more than a landmark. for their people, The Enduring feel as though the world has taken
enough from them, and they refuse to give another inch to anyone.
Thunderspire was never meant to be more than a temporary They believe compromise has led their people astray and the only
shelter for the minotaur people. It is this unwillingness to settle thing left to do is move forward with a strong hand and return to
that has brought the minotaur so much strife. One half insists their former glory.
that a better life could be lived if they only accept their past as the
past, while the other is adamant that reclaiming their home in The Aurora
Stonesunder is their only hope for a future. The gap between these This group of minotaur feel that the world is simply too small to
two ways of thinking has only grown wider as the generations continue to be so uncompromising. If their people expect others to
pass, and it seems that now the entire population is at a turning care about their plight, the minotaur need to care about the rest of
point, though no one knows for sure which side will end up the world. They believe that by changing with the times and being
victorious—if either side will at all. malleable they can expand and build a better life moving forward.

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Notable Places
The Spire THE WHIRLPOOL
Towering over the tents within the settlement, The Spire has
started to tilt with age but still stands strong. Some say that is a
perfect metaphor for the minotaur who reside within and around it.
“I don’t believe it is meant for travel. We’ve
convened on this subject more than once,
Tent City and, if we were to hazard a guess, for them to
Where most of the minotaur of Thunderspire reside, Tent City interfere with nature this way, they were keeping
was a temporary necessity that became something of a permanent
something from getting out.”
fixture as time rushed by. There is still an unwillingness to settle
permanently in Thunderspire, and so most residents still maintain – Sago (Arc 1, Episode 160)
tents rather than build more solid structures.
Southwest of The Frost Basin is The Silver Run River. It’s very
much like many of the others on Ellara, but with one major
Notable NPCs difference: water flows inland from the sea, eventually culminating
into a whirlpool at its widest point. On the other end of the vortex
Lariss Darkhoof
the water seems to flow in the correct direction. Extensive research
Leader of Thunderspire (page 349)
has been made on this anomaly, only to find little in the way of
Razlin Heavyhoof satisfying answers. Attempts to test its powerful current end with
Frontrunning leader for The Enduring (page 362) nothing more than a severed rope or chain. The only information
available about it comes in the form of legend from a community
Dealin Blackpelt of elves to the southwest.
Lariss’ favored potential leader (page 325)
Hundreds of years ago, a massive beast plagued the mountainous
Teefa Wolfbreaker roads and forested areas in the north. It ventured out at night to
Right hand to Lariss (page 371) stalk the landscape for miles around its watery home, attacking
unsuspecting campers and hunters. During the day it lurked in the
Elrek Soronine river and would lash out at anyone who got too close. After years of
Bartering merchant (page 332) the foul creature wreaking havoc, an exalted order of druids were
asked to intervene. The Les’riele Order were once some of the most

If a minotaur in Th
powerful natural spellcasters on Ellara. In 982 AEC, they arrived in

magically inclined, underspire is


the nearby village of Evercolm in silence, wearing thick gray robes.

they tend to focus on


They spoke to no one as they prepared their ritual. For four days,

druidic practices.
they did nothing but grind herbs and brew potions.

The people of the village watched as the druids completed their


preparations and silently departed for the river. The Les’riele stalked
the scaled devil to its hunting grounds. While a few members of
the Order did battle with the behemoth, the others carried out a
ritual to seal it within the river. In the end, two members of the

s must be
Order were lost but the monster had been sucked into a huge roiling

Many minotaur tool r the size


whirlpool where it would remain trapped indefinitely.

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

most can’t swim.


soon as you see the walls of Winterhaven,
promising safety, warm food, a soft bed,
and a full night of respite. The outer walls
are high and thick to ward off the malicious

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creatures that lurk beyond, with white stone
encircling the wooden buildings that make up
Winterhaven. The guards allow you to pass
through the gates, and you continue forth into
the bustling city.

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

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trials. In extreme cases, the population itself may also cast a vote are not cheap, and while he can sometimes be talked into bartering,
in the final verdict. This is an earnest attempt to keep the law fair he’s been on the losing end of a handful of deals and is unlikely to
and balanced, as the people of Winterhaven are well aware of the accept an arrangement without payment in full, up front.
danger of absolute power.
Best Defense
Factions & Groups Winterhaven is renowned for its quality armor and weaponsmiths.
The gnome Penny Witherton honed her craft all through the war,
The Winterhaven Guard and though demand has died down, she has stayed in business
Though the city finds itself in its first period of actual peace in because she is among the best at what she does. She can create
many years, the Winterhaven Guard still vows to protect the custom armor and weapons for any size humanoid, or even non-
citizens from any threat. Currently, their eyes look suspiciously humanoid if persuaded with enough gold.
to their new neighbors: the encampment of Moz’zogg orcs to the
south, too close for comfort. The Fancy Gentleman
Thriving on the rich culture of Winterhaven, The Fancy
The Council of Winterhaven Gentleman is a family-run inn most recently passed down to
The Council of Winterhaven is meant to maintain balance and Layton Consworth, the latest in a long line of tiefling owners. The
order within the city, though it is sometimes hindered by internal upscale inn provides services such as baths and armor cleaning, as
politics. However, it may be said that each member cares deeply for well as basic and luxury amenities.
the wellbeing of their city and makes decisions with its wellbeing
Winterhaven Library
in mind.
The library is one of the largest non-temple buildings within
Bottomless Joy Winterhaven and one of the nicest, most well-stocked repositories,
A band dedicated to the memory of Duncan Joybottom that often short of Uman’Yiro. Its collection is heavily focused on mythology
plays at large-scale events. Their namesake is in honor of a great and large creatures such as dragons.
bard who had helped rescue Lord Padraig’s daughter all those years
ago, and who more than once had helped defend Winterhaven Notable NPCs
against The Overwatch.
Nathaniel Serverus
Clan of the Horned God Current lord of Winterhaven (page 358)
On the outskirts of Winterhaven, there is a small cult of minotaur Malchus Grimnas
who worship a false idol. This horned deity is said to be The Notable figure in politics (page 354)
God of Minotaur and although there is no documentation of its
existence when the previous gods were known, this small group Aria L’theya
insists that their god will rise up and wipe out the non-believers so Former adventurer turned orc advocate (page 314)
that they may lay claim to Winterhaven as their own. Theo Poxx
Former adventurer turned orc advocate (page 373)
Notable Places Assora Kinkaid
The Thin Bear Owner of The Thin Bear (page 315)
Run by Assora Kinkaid, a tall but thin and very hairy human. The
Tina Di’Angelo
tavern itself has a rowdy feel at times and is often a place where
Owner of Tina’s Tavern (page 375)
locals choose to celebrate into the night. Beneath the tavern in the
basement is an illegal fighting ring. There are many tournaments Myrkin Silvershaper
that take place there, with prizes given to those who prove Owner of Myrkin’s Limbs (page 357)
themselves in hand-to-hand combat.
Penny Witherton
Tina’s Tavern Owner of Best Defense (page 361)
As a contrast to Assora’s rough-and-tumble Thin Bear tavern, Tina Layton Consworth
Di’Angelo’s place of business is much more mellow. For those not Owner of The Fancy Gentleman (page 351)
looking for trouble, this half-elf serves food and drink without the
hustle and bustle of gambling and fistfights. Simone Le’bbo
Organizer for the Council of Winterhaven (page 367)
Myrkin’s Limbs
Theria can be a harsh place, and as such, many do not make it Judith Combs
through their lives with as many workable parts as they came into Member of the Council of Winterhaven (page 343)
it with. That is where Myrkin’s Limbs comes in. Run by Myrkin Dutch Freeman
Silvershaper, an accomplished craftsman, Myrkin builds prosthetic Member of the Council of Winterhaven (page 329)
limbs out of everything from wood to metal, varying in prices based
on material, ornamentation, and enchantment. Myrkin’s services Kale Orilla
Member of the Council of Winterhaven (page 344)

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In the center of town there is a statue
of Duncan Joybottom, renowned bard
who helped lift Winterhaven’s spirits during
their darkest times.

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THE NORTHLANDS TRAVEL TABLES
Normal Travel (on-road)
d20 Encounter
1 A lack of food in the area has caused the wolves to get desperate. 3d4 dire wolves attack the party.

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.

Very Cold Travel (on-road)


d20 Encounter
The temperature drops another 1d20 degrees. Every creature in the party takes 2d6 cold damage for every hour on the road during this drop in
1–2
temperature. The drop lasts for 1d20 hours.

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.

52 Regions • The Northlands

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Normal Travel (off-road)
d20 Encounter
1 The party discovers far too late that something large is stalking them.
The ground is very slippery, and a random member of the party is about to take a spill. They must roll a Dexterity save with a DC of 14 or become
2
injured for 1d4 days. While injured, their movement speed is halved.
3 3d10 crows perch near the party. This is considered to be quite a bad omen to adventurers.
4 Two net traps are set in the area. If they get sprung, 2d6 bandits will appear and attack the party.

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.

Very Cold Travel (off-road)


d20 Encounter
A very violent snowstorm starts, making it hard to see. There are no immediate places to hide from the weather. Something is approaching
1–2
the party.
3–4 Hunting has become an issue as there doesn’t seem to be many animals around.
5–6 The temperature has dropped severely. Levels of exhaustion accumulate twice as fast for the next 2d12 hours.
7–8 A blizzard starts. The party must find a way to march through while not getting lost (see Blizzard, page 197).
The party has unknowingly started walking across a frozen lake. They are halfway across when they start to hear cracking
9–10
(see Frozen Lake, page 198).
11–12 A group of frozen corpses march toward the party. Their eyes glow with a putrid green tint. A powerful being is controlling them in the area.
The party finds very odd tracks in the area. A Wisdom (Survival) roll with a DC of 15 reveals that there is a splitter on the loose
13-14
(see Splitter, page 270).
15-16 A pack of 2d4 winter drakes have started attacking nearby farmers. They offer a hefty reward for the party’s assistance.
17-18 The group finds a wonderful spot to camp that is sheltered from the cold and has a great vantage point to spot potential dangers.
19-20 A group is frozen to death and half buried in the snow. No one is using their gear now.

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The Siege of
Winterhaven

54 The Siege of Winterhaven

Luis Yamakawa (Order #46326322)


Briahna
watched them
disappear slowly
over the horizon.
She had asked her father to take her outside of the large his daughter north to Winterhaven with the majority of
gates that lead into the city of Winterhaven so that she the refugees. The journey took over a week. The two had
could watch the party start their grand adventure on the seen hundreds of others like them on the road. Thankfully,
road leading north. That didn’t shock Martin though. She traveling in such a large group had kept most bandits and
had grown quite attached to the group, especially the tiefling wildlife away. Some of the other refugees, like Martin, helped
Malchus Grimnas, in the short time she had known them. hunt to feed who they could. It was summer, so during
Years ago, they had rescued her from the horrors that crept this mass exodus it was easy to keep warm, even at night.
in the shadows of Yemgar Swamp. Her father had thanked Every night of their journey Martin watched as his daughter
them with every bit of himself when they returned her to suffered from nightmares. Martin hoped that once they
the camp; he thanked them again weeks later when they reached the city, they would subside.
returned to slay her very nightmares, manifested in the real
world. That was his best explanation for what had happened, Martin and Brie arrived in Winterhaven just in time to see
anyway. It still made almost no sense to him. Malchus’ group off on their next quest. He knew the next
few weeks were going to be difficult. They would need a new
What did make sense was the current instability in the south home and he would have to find work to support them. At
of The Mainland. His village, like so many others in the area, least she would be safe within the walls of the city.
had been evacuated by The Overwatch by order of Mayor
Carter. Many people who made their homes in the Corsair “Brie,” Martin called out. “Let’s get inside now. It’s getting
Woods near the city were driven away. Martin had taken dark.” The small group of adventurers had finally crested over

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the hilly road and could no longer be seen. Briahna looked back everything that had happened in the last week felt
hesitant, as if she wished she could follow them just a bit impossible. Briahna started walking toward an emptier
further. Martin gave a soft chuckle to himself. He knew his part of town. In an alleyway between two large buildings
daughter and knew that she would follow them as far as that were on the verge of falling over, she tried to keep her
her little legs would carry her if he were to allow it. She had composure. She took a deep breath as the events of the last
always been adventurous and loved to explore. He always fortnight played in her head.
had to keep an extra close eye on her to make sure she didn’t
go too far off the beaten path. Even with the extra attention Brie had stayed behind in their modest home at her father’s
he gave her, she would still slip away sometimes. request. It went against everything in her, but Martin had
told her on more than one occasion that people can be cruel
“I’m sure you’ll see your friends again very soon,” he softly to those that they feared, and she possessed powers that
assured her. “Now let’s go find a place to bed down for most wouldn’t understand. He had wanted her to live as
the night.” close to a normal life as possible. Now, time was seemingly
drawing out into the infinite and every moment that she
With some effort, Briahna turned back toward her father and heard nothing from him was a lifetime. The sounds of
stuck close to his side. He wrapped his arm around her and fighting were clear and loud through the walls of their house,
hoisted her up into the air to sit on his shoulders. Together even with the windows shuttered and the door barricaded.
they marched back through the gates of Winterhaven. Finally, Briahna decided that she couldn’t wait any longer.

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

56 The Siege of Winterhaven

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swung the pipe at the head of the metallic soldier nearest over and had ended up here with them. He imagined that he
to her. It landed with a resounding thud and the sheer heft wasn’t doing it so much for his lord or even the welfare of
of the weapon did most of the work. The back of the essai’s most of the citizens. He was doing it for his daughter.
cranium came open and it dropped to the ground face first.
Padraig then glanced over at Ian. Serverus had come to
The impact rang through Brie’s hands and the pain caused Winterhaven a few years ago. He had been staying in the
her to drop the instrument. As the others turned to look at town of Aubrey and that was where he had met Daniel’s
her, a grouping of guards rounded the corner and charged daughter, Talia. They had kept their relationship a secret for
toward the assailants. In the midst of the attack, Brie was almost a year before Daniel found out, after Talia announced
pushed aside by one of the women in large plate armor. that she would be having Ian’s child. Why would Serverus
As she caught her breath against the side of a building and want to keep such a thing a secret? He had heard about
marveled at her luck, Brie heard an explosion down the Ian’s time as a captain of the guard in the south. That it was
street. She remembered that her father was still out there in long before the city changed its name and started lashing
the city somewhere. She pressed on. out against its neighbors. He also knew about Ian’s injury
and how it had forced him to give up his position as guard
Lord Daniel Padraig, Ian Serverus, and Martin Ebelmare captain. However, he lost his hand during the final round
fought for their lives. All three had been pushed down an alley of Overdale’s famous tournament. The way Daniel saw it,
during the worst of the attack and had almost eliminated the there was no need for shame in that regard. Ian had put up
remaining essai standing in their way. Only two essai soldiers a valiant fight from what he had heard. Ian should have felt
remained. Martin was not nearly as accomplished a fighter more than suitable for his daughter. Whatever the cause for
as either Daniel or Ian, but he tried his best to keep pace the subterfuge, it was all out in the open now. Ian had been
with the two swordsmen. Even though Ian was missing his living in the manor and had married his daughter the year
right hand, he was so skilled with his blade that he seemed previous. From what he could tell, Ian loved both Talia and
to move almost twice as fast as Martin could ever hope to. their son Nathaniel very much. That was all that mattered to
Padraig was older but could still hold his own. With one Padraig in the end.
smooth motion he struck at the mechanical man in front
of him and severed the connection between its head and “We need to keep going,” Padraig said. He motioned toward
neck. The disconnected body part hit the cobbled street and the exit of the alley and started to lead the way. He didn’t
bounced around the alley. As the rest of the body toppled initially feel the blade slide through the back of his armor.
over, Daniel heard a similar noise behind him. He turned to He looked down to see the tip of the sword protruding from
find Ian standing over the last of the Overwatch forces. his chest. Daniel heard Martin shout from behind him. The
fall seemed to take years. Daniel dropped onto his side in
Their collective heavy breathing rebounded off of the walls the alleyway and watched Ian Serverus make short work of
and into the night sky. The flickering of the fires from the Martin. He couldn’t find the strength to move. He wanted to
walls lit up the darkness of the corridor and served as a stand and defend himself. He wanted to fight. All he could
painful reminder that the battle wasn’t over. Daniel was do was watch the man that his little girl had married, watch
exhausted. It had been quite some time since he had been in him murder a man with a daughter of his own. That was the
a fight like this. He took a deep breath and collected himself. last thing that Lord Daniel Padraig ever saw.
Standing up straight he took a look at the men by his side.
Martin was a hunter and had lived within the city for years. Nothing. She said nothing.
Daniel didn’t know him very well, but he had heard the
stories about his daughter. Everyone had heard the stories. Brie had found them just as the last of the essai fell in the
The young girl was supposedly troubled, and many had alley. She watched as Ian sank his blade into Lord Padraig.
talked about her screams in the night, pale appearance, and She then watched as that same blade turned toward her
reserved nature. Daniel remembered meeting the girl once father and drove into him. In one moment, her world was
near one of the shops in the square. She seemed pleasant stolen from her. She watched as Ian turned to exit the alley.
enough, if not a little quiet. In any event, Martin was risking She saw his eyes adjust, as he took her in. She couldn’t move
his life at the moment to try and keep this city secured. The or speak. She just stood there. He walked to where she stood
poor man had gotten swept up into the fight several streets and sheathed his sword. He gripped her face in his left hand

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and made her look into his piercing blue eyes. “What did you Brie started to cry uncontrollably. Talia wrapped her arms
see?” His voice was calm but forceful. She just stood there around the girl and sat by her side. She received some looks
trying to see past to her father’s body in the alley behind him. from the others in the shelter. Talia ignored them. Brie told
her everything. She couldn’t hold back. She told Talia about
He cleared his throat. “I’ll ask one more time. What did you the alley with the essai, she told her about Ian slaying both
see, young lady?” his voice harsher and more deliberate this of their fathers, and she told her about the threat from
time. Finally, she looked up at the man that killed Martin. Ian. Talia was dumbstruck. That couldn’t be true; that was
“Nothing.” Her voice was distant and hollow. “I didn’t see not the man she had married. She asked for proof. Briahna
anything,” she stated slowly. She could feel her eyes start to swore desperately that she was telling the truth. Talia didn’t
mist over. He smiled. The bastard smiled at her. “Good, let’s want to believe this girl but something within her said that
keep it that way,” Ian said flatly as he let go of the girl’s face. she might not be lying, at least not completely. She invited
He moved down the street and toward the noise of people Briahna to come to the manor that evening to discuss it
fighting. Brie’s legs finally came to life. She ran to her father privately. She agreed as she wiped the tears from her eyes.
and knelt beside him. She pulled him over and cradled his
head in her lap. The two talked for hours that evening inside a quiet sitting
room of the expansive manor. This area of the manor had
After the siege, Ian had been hailed as a hero. To the people not been used in some time and would be a place where they
of Winterhaven, he had helped defend them from an all-out could talk without the fear of someone overhearing them.
attack. Some even said that without his swordsmanship and Briahna was very insistent of this. She was terrified of Ian
bravery the city might have been lost. He had stood side- and even though Talia was sure this was a misunderstanding,
by-side with Lord Padraig at the front gates while the high she had agreed. Eventually, it was decided that Talia would
wooden walls of the city burned and an essai army of The talk to Ian with Brie present the next day. One way or
Overwatch swarmed around them, attacking everything in another, things would be cleared up then. Talia was genuinely
sight. He had defected from The Overwatch and was here frightened of this situation. Could Ian be capable of such a
to repel the invaders from the city. He was elevated to the thing? She wanted to believe that this girl was lying but the
status of a deity by most within the ruined walls. As the more they talked, the more Talia began to fear the worst.
graves were dug for the lost, the people turned to Ian and She didn’t want to outright accuse her husband of such a
Talia to lead them. Serverus was given the title of lord and terrible act, but she did want to clear the air once and for all.
swore to keep them safe. “Let this day never be forgotten!” If Briahna would sit in a room and talk to the person she was
Ian had bellowed at his swearing-in ceremony. “This is the accusing, then Talia knew she could sort through all of this.
day we begin to reclaim our lives. We will not live in fear of After hours of conversation, they called it an evening and
a tyrant. We will rebuild and become stronger than ever. No decided to retire. Talia offered for Brie to stay in the manor
one will ever breach our walls again. Not one of you will need for the night, but Brie declined. She said that she didn’t feel
to worry about your loved ones. This day is the beginning of comfortable here and would rather stay at the shelter.
a new age for Winterhaven. Let us dedicate it to those who
have fallen.” Briahna had started to walk back through the massive house
toward the back, where she had entered. It was now late at
It took weeks for Brie to speak up. She had been living in a night and there were a few torches lit. This portion of the
shelter because she couldn’t afford her father’s old home. house was made of decorative stone and the firelight danced
She started to speak out against Lord Serverus. She told off the cracks and crevices of the etched stonework. She had
them what she had seen and what he had done. They made it more than halfway down the corridor when she felt
dismissed her. Most just claimed that she had imagined it. something grab her from behind and slam her against the
Others called her a liar or threatened her for speaking out wall. “Did you honestly think that I would let you turn my
against their hero. Only Talia would hear her out. She had own wife against me?” Ian growled into her ear. He reached
been visiting those hurt most by the events weeks prior and up into Briahna’s hair and gripped her tightly. “You know, I let
the shelters were full of those who had lost many. She had you try to slander me for weeks. I figured that no one would
approached Briahna with a reassuring smile. “I was very sorry believe you anyway, but you just kept pushing.” Ian pushed
to hear about your father,” Talia said. “He was a good man.” harder into her back. “And now I have to teach you that there
are consequences for slandering your lord.”

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She could kill him from this distance. She could clench her her feet. She could hear Ian’s footsteps behind her coming
fists, focus on all the hate she had for this man and kill him close. “Leave my city right this minute and never look back,”
right here in this hallway. He wasn’t wearing armor. One he stated. “If you tell anyone about this, I will kill you. But,
punch could do it. But in that moment, all she felt was fear. before I do, I will make what you just felt feel like bliss.”
She struggled to break free, but he had a firm grasp on her.
He pulled back on her hair and then pushed forward again, She moved away from his voice. Blinking hard, she cleared
violently slamming her head into the wall. She saw a flash of the tears from her good eye and focused on the corridor in
white and almost blacked out. She tried to find her bearings front of her. She fled the manor through the back door. She
and look for some way out of this. When she opened her hid her face as she ran through the city of Winterhaven. She
eyes again, everything had gone dark. She thought that exited the large gates that were still partially destroyed from
it might be because of the blow to her head but then she the attack, and left home.
smelled the smoke. Ian had grabbed one of the few torches
off the wall and stepped on it to put it out. He pulled back It took over a week and a half of travel to reach the tiny town
on her hair again, tilting her head back. She looked up into of Durnhollow. Keeping to herself and shying away from any
his face with her panic-stricken eyes. There was something camps of strangers, she made slow progress. She could have
that she had never seen in any person’s expression before. been mauled by wolves or something far worse. She had no
There was anger, of course, but there was also something armor or weapons. She had no rations or water. She could
else. It was something cold and distant. Almost as if he were have died. Most would say that, by all accounts, the odds
completely removed from the moment. were that she should have died. At that time, she might have
welcomed death. She reached Durnhollow in the middle of
“You’re going to leave tonight. You’re going to leave this city the night. She was starving and exhausted. With just a few
and never come back.” Ian stated through gritted teeth. “Say coins to her name, Brie had to barter with the innkeeper for
it.” He jerked back on her hair again. The pain and fear shot a room. There were many things that a young lady might be
through her all at once. All she could do was try to nod. She asked to do in Durnhollow for room and board. Thankfully,
could see the faintest smile start to curl at the corner of the innkeeper was a kind soul who could see that this lady
his mouth. He almost looked relieved. He leaned his head could use a helping hand. She offered to let her stay for three
in toward hers. “Good, because if I ever see you again, I’m days and he would provide her any scraps of food that were
going to do far worse to you,” he whispered. He raised his left over at the end of the day. Brie passed out in a cheap and
right arm and pressed the inside of it against her mouth. She tattered bed on the second floor of The Honest Harlot and
tried to push against him and pull away all at the same time. didn’t leave the room for over two days.
She tried use her feet to push against the wall. She dangled
in his arms as he let go of her hair. She figured that he was Briahna stood in the alleyway collecting her thoughts. She
trying to get a better hold of her. Ian picked up the torch and had no home, no job, and no real skills for survival. She
pushed it against her right eye. wanted nothing more than to get revenge on Ian Serverus,
but she couldn’t go back to that city. At least, not yet. She
Briahna could not remember ever being in that much pain would have to get better at controlling her powers first. Her
before. She screamed out in agony and into Ian’s arm. Her father had helped her hide them for so long that she had
body tightened to the point that she thought it might break never gotten to truly understand what she was capable of.
under the strain. Every muscle within her small frame was There were a few times when she had lost her temper back
tensed and struggling to get the torch away from her face. in the city and Martin would have to cover up any damage
The smell hit her nostrils. The smell of burning flesh and and make up some excuse for what she had done. When Ian
charred hair. It felt like this torment would last forever. attacked her, she had let her fear get the best of her, just like
Finally, Ian dropped her to the ground, still holding the the night he killed her father and Lord Padraig. She made a
torch. She fell onto her hands and knees. Her voice was promise to herself right then and there. She would hone her
raw and aching. She instinctively reached for the burn and powers and practice alone where she couldn’t hurt anyone
instantly regretted it. The fresh wound was excruciating, else. She would eventually return to Winterhaven and when
and she could feel the heat coming off of it on her fingers. she would see Lord Ian Serverus next, he would pay.
She couldn’t see clearly. Her right eye was closed tightly
and her left was filled with tears. She slowly stumbled to

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The Divide
Renowned as one of the most difficult regions to traverse, The Divide is an incredibly dangerous combination of untamed wildlife to the south and
Bru’Gal orcs to the north. Sometimes even bandits swoop in after an attack to mount a follow-up and take whatever was left from the first. There
is evidence of the many small skirmishes and orc attacks around every corner: bodies hanging from trees, small fires, dirt stained with blood. If the
night air is still enough, an adventurer can hear ominous, distant drumming from the Bru’Gal encampment or, if they are fortunate, exuberant
partying from the dwarven mountain stronghold of Stonesunder.

60 Regions • The Divide

Luis Yamakawa (Order #46326322)


AUBREY
You enter Aubrey after hailing the two guards
posted outside. They wear the crest of The God
of the Sun and you quickly observe that they
are not alone in this. Throughout the city you
see there are many symbols of the god about,
some incorporated into the architecture itself.
Immaculate buildings line the main road,
many of them painted and decorated in white
and gold to honor their god. None of the
buildings are quite as radiant as the temple
in the center of town, however. The building
stands three stories tall, its spires towering over
the homes and shops below. It is a shining silver
beacon for all travelers to find peace and refuge
in the light of The God of the Sun’s grace.

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.

However, there is another side to Aubrey. In the town’s lower east


side, the holy symbolism of The God of the Sun becomes more
scarce as a courtesy to the three vampires who house themselves
there after their home was raided and destroyed. They live
peacefully in the town, filling whatever roles they can, including
a “night shift,” which most towns are lacking. Aubrey is one of the
few towns one can visit that will have shops open throughout the
night, with warm food prepared fresh. Aubrey is the only town
where vampires are tolerated, though it is not without controversy.

“I thought I told you. There’s vampires living


in town. It’s okay, they’re accepted. They drink
only animal blood or blood that’s given to them.
They’re fine, they’re just living their lives.”

– Madailein “Maddy” Rhiawen (Arc 2, Episode 45)

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History Government
Aubrey was formed by rumors and stories. Many said there was an Within the walls of Aubrey, Father Angus White is the law. All of
ancient underground temple in the area and a group of religious the town’s dealings are influenced by the temple in some way or
zealots founded an expedition to find it. The small camp grew to a another, and that has always been the way. Father White has led
team of one hundred followers, researching and digging to find the the temple for many decades as a father to his flock, being kind and
mythical temple, with no luck. After ten years of searching, some generous, as well as protective. He is growing old, however, and
were ready to give up. it has been decided that his protégé, Clarissa Edmon, will ascend
to the role of leadership after his death. The laws are decided by
That was when the vampires appeared.
the temple and enforced by the town guard. That guard is run by
As ferocious and beastly as the founders were devout and Alexandra Holden, who serves as judge and jury whenever a crime
uncompromising, the creatures stalked throughout the night to is committed. The only question on her mind during the decision-
attack and feed off of any of the researchers foolish enough to making process is whether or not the person in question is a threat
expose themselves to danger. Many of them were turned and made to the people she wishes to protect.
into vampires themselves. Walls were built around the campsite,
giving the young town shape. Factions & Groups
The ever-present threat of the vampires over the following decades The Devoted
continued to drive the people of Aubrey to seek out more and The clerics of The God of the Sun are renowned for being the most
more people with religious knowledge and helpful skills. Healers talented in all of Theria. They are healers of the highest caliber,
were especially welcome. The two factions mirrored one another: and have dedicated their lives to spreading the word of light and
As the followers of the temple increased, the vampires also grew helping those in need.
in number. However, they both grew weary of the conflict. A
Town Guard
vampire’s bite could change a person into one of them, but the
person who was bitten did not change beyond the primal thirst Alexandra was once the only guard of Aubrey, but has recently
within them. Many did not want to hunt their former friends, managed to gather some fighters together to form a proper town
lovers, or family. On the other hand, the townspeople hated living guard. This is a small group of men and women who are trained to
in constant terror. fight the beasts beyond the gate and are willing to put their lives
on the line to protect those within. With the vampires out of the
The zealotry of the past gave way to clergy and townsfolk with picture, they maintain order and guard against other potential
a calmer demeanor, while the most savage vampires of the first outside threats.
generation died out or moved on, leaving behind vampires in caves
trying to scrape together new lives after theirs were stolen from them. The Vampires
Mainly found in the section of town where the symbols of The
It all came to a head in 1266 AEC with a vampire named Odoben, God of the Sun have been removed, these vampires sought asylum
a half-orc vampire from the previous generation. Strong, primal, after their people were killed by the vampire Odoben and a group
angry­—he had been locked away by a cave-in centuries past. Upon of adventurers. They have made use for themselves within the
being freed, he found the vampire camp that had taken the place town and now offer something of a night shift to protect and serve
of the old. He found them pathetic, and killed them whenever he villagers and visitors alike.
wished. He hunted human blood, despite the vampires’ wishes to
limit themselves to cattle and wildlife.

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.

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BRU’GAL ENCAMPMENT
Anderson Stables
Where one can purchase the finest of horses. Patty Anderson owns
and operates the establishment.

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.

Notable NPCs Introduction


Father Angus White Of the two encampments on The Mainland, that of the Bru’Gal is
Spiritual leader of Aubrey (page 313) the much larger. Located near the base of Stonesunder Mountain,
it consists of thousands of orcs split up into thirty or so tribes
Alexandra Holden
of about one hundred orcs each. It is a safe assumption that the
Captain of the guard (page 311)
Bru’Gal will attack on sight, and even with extreme caution,
Clarissa Edmon they are likely to be aggressive, especially if they stumble upon a
Head researcher within the Temple of The God of the Sun (page 322) creature that looks remotely like a dwarf.
Artimus Peck The Bru’Gal fulfill the creed of most orcs on The Mainland: breed,
Blacksmith and owner of The Trusty Blade (page 315) fight, conquer, and expand. Everything in their lives work toward
those very specific goals. Their tenets and leadership revolve
Patty Anderson
around the clan. In a perfect orcish future, they will have spread
Owner of Anderson Stables (page 361)
across the entire continent. Spilling the blood of their enemies is
Morgan Osgood just one of the steps to reaching that goal, including their former
Conspiracy theorist currently studying the “vampire threat” (page 357) brothers within the Moz’zogg encampment.
Thollin
Vampire and owner of Moonlit Bargains (page 374) History
Saleena Morric Orcs have no written language and therefore no records, but
Vampire and co-owner of The Eternal Slumber Inn (page 366) between their oral history and the written account of elves and
dwarves, their origin can be traced back to Ta’lor, the continent
Johnathon Orville to the east of The Mainland. Little is known as to why they left
Vampire and co-owner of The Eternal Slumber Inn (page 342) their homeland, but as soon as they arrived, they began looking
for a place to settle. They eventually found the foothills of The
Katha
Stonesunder Mountains and set their sights on the dwarves who
Owner of The Silver Flagon Inn & Tavern (page 346)
lived within the stone. The orcs united under the banner of the
Bru’Gal, and ever since they first made camp, a war has raged
between the two races. The dwarves are still using all their force to
maintain control over their land. There are no living orcs who were
alive before the stalemate began.

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Then came Gork-Al. He saw that nothing was being accomplished Champions
by continuing to fight with the dwarves for years on end. They had Tasked with guarding the innermost portions of the encampment,
stopped expanding and nothing was being done about it. Rather Champions will willingly give their lives in order to protect the
than fight for the right to lead, he and a group of similarly frustrated children and defenseless of their clan.
orcs took off in the night to form a new encampment to the west. It
was seen as the ultimate insult to the rest of their former clan. Now Fire Pit
the Bru’Gal have fewer numbers to attack their dwarven adversaries, Located in the center of the encampment, the fire pit is where
and are too short-handed to attack their new rival, the Moz’zogg the clan comes together for celebrations and to socialize. Though
clan, as it would leave them open to a dwarven assault. every tribe has its own separate areas for eating and training,
That does not mean the Bru’Gal have forgotten the slight. It has the fire pit transcends tribes and reminds them all that they are
been two years since the defectors fled from the encampment and members of the Bru’Gal.
settled under the banner of Moz’zogg. They are waiting patiently
Prisoner Cells
for the opportunity for revenge to present itself. Until then, the
Bru’Gal keep their eyes to the mountains above, knowing that one What may be the most terrifying thing about the Bru’Gal is their
day it will be theirs. diet. While they will eat a wild boar as eagerly as any other race,
the orcs within the Bru’Gal encampment do not turn their noses
up at more humanoid ingredients. At any given time, the cells
Government might contain humans, elves, dwarves, or any other humanoid race
Despite not having the same rigid social systems as most towns, that managed to cross the path of the Bru’Gal. These poor people
orcish culture does have a form of government within their are often aware of their fate: in the bellies of their captors.
encampments. The entirety of each encampment is a clan,
which is divided into multiple tribes. Tribes can be—and often The Bone Trench
are—comprised of several family units, as the mentality of orcish Of the horrific sights within the Bru’Gal encampment, the bone
culture dictates that loyalty is to the clan and tribe, not just family. trench is one of the worst. This is partially because the name is
Each tribe has a leader, often the strongest, but not necessarily. Of a misnomer. It is not just a trench of bones, but also corpses. The
the collective tribe leaders, there is one leader of that group, who bodies of fallen orcs, headless dwarves, or the discarded parts of
takes on the position of clan leader. the creatures that the Bru’Gal did not eat.

There are no laws in these encampments, but there are guidelines


and societal expectations. Murder is frowned upon, though if an Notable NPCs
orc has a reason significant enough, it can be excused. More often,
disagreements are decided by physical fights. The only two types of Kazz
orcs who are off-limits are children, who are the future of the tribe, Current leader of the Bru’Gal clan (page 346)
and pregnant females. In fact, pregnant women are so precious
to the clan that if anyone dare lay a hand on one, they will most Tharn
certainly be killed. A fighter akin to a rabid dog and only obeys Kazz (page 373)

Beyond the stipulations of pregnancy—which do include not being Mard’Ak


permitted to go into battle—males and females in orcish culture Potential future leader of the clan (page 354)
are complete equals. If they are strong, they fight and breed. If they
are weak, they hunt or perform some other tasks like building. It Umash
is unlikely a ‘runt’ of either sex will be able to find a mate, though An orc who has made a deal with a demon to benefit the clan (page 377)
slightly more likely for a female. Sometimes small strength and
size can skip a generation, after all. At the end of the day, all that
matters is that the group continues to grow and expand their land.

Factions & Groups


Ravagers
Both the first line of defense and offense in the Bru’Gal
encampment. Ravagers are most commonly found hunting in
ambush parties within The Deadwood or leading raids on nearby
camps and villages. They are ruthless beyond measure, and are not
as concerned with bringing back usable goods to the encampment
as they are with utter domination. They can often be seen wearing
blood-stained cloaks and armor and carrying a clan banner.

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THE DEADWOOD the first sad shack come into view. There are
a few of those before you see any homes that
“As far as I know, The Deadwood is all ambush look habitable. There’s a strange charm to it
city. There’s not a lot of safe spots. If any.” as you get closer to the center of town. A few
shops line the road and you consider stopping
– Braylon Gallbuck (Arc 2, Episode 31)
in for supplies. Then you notice a building that
The Deadwood exemplifies The Divide being widely considered looks almost out of place in this one-horse
one of the worst places on the continent for an adventurer to town: a very nice, larger building rising up to
traverse. The trees are dense and the paths are narrow; it is a
three stories. Outside there is a provocative
perfect place for ambush parties—particularly orcish parties—to
wait and attack weary travelers and take anything they find back to
sign with an artistic rendering of a young
camp, oftentimes including corpses to pick clean of flesh. tiefling woman beckoning you forward. “The
Honest Harlot.” Well. It wouldn’t hurt just to
The orcs have been even more prevalent in The Deadwood
recently, as their quest to take control of the north was cut off have a look inside, would it?
by the dwarves, and the lack of forward momentum caused the
clan to split in half. As a reaction to this, the current leadership
has decided to allow some expansion, though they still demand Introduction
most of their best forces to stay near camp and be ready to fight off
Durnhollow is very rarely a destination. More often than not, the
dwarven attacks at any moment.
town is a stop along the road to somewhere else. It sits at a junction
of main roads between larger towns: Overdale to the west,
Aubrey to the north, and Esterholt to the south. The eastern road

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

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History Government
For a very long time, Durnhollow was entirely dependent on After their separation from Overwatch, the sheriff retained most
Overdale for trade and protection. During the city’s transition to of the authority, and little has changed since in terms how the
The Overwatch, Durnhollow was quickly and easily swayed by laws are (or are not) enforced. The current sheriff is a half-tiefling
the pro-human propaganda of King Zannon Carter. The influence woman by the name of Larren Grace. She had been stationed in
of the Nu-Val kept the town afloat, and it earned a reputation as Durnhollow during the war by The White Ravens, but as new
amoral and hostile, particularly for non-humans. The few non- orders stopped coming in, she had to figure out what to do on her
human companions in The Honest Harlot were only kept safe by own. Having grown up in Durnhollow, she felt connected to it
their employer. and decided to stay. She does her job well, in that she doesn’t get
Still, that sort of business was a powder keg, particularly when involved often, but when she must step in, she does so decisively.
non-humans would pass through town. One day in 1263 AEC at The most common punishment in Durnhollow is to be locked up
The Honest Harlot, a group of men accosted the minotaur member in a small cell for the night. Usually this is reserved for drunks,
of an adventuring party that had stopped there to rest. By the end though most misdemeanors are taken care of this way. The town
of the conflict, The Honest Harlot was in cinders, many Nu-Val lay is home to many who want to live in society, but don’t agree with a
dead, and the most respected shopkeeper in town was run out. larger government. As such, most townspeople take disputes into
Without the income brought by the slavers and the brothel, their own hands. So long as both parties agree to it, a duel to the
Durnhollow suffered catastrophically. The town was completely death is a traditional way to settle things. Larren steps in when
destitute without The Honest Harlot; many shops shut their doors necessary. In general, the approach has worked thus far, and things
and moved. The Nu-Val decided to seek opportunities elsewhere as still run much more smoothly now than they had in the past.
well, heading back to Bandits’ Rest to rejoin their kin. Overwatch
provided aid in return for permission to garrison some of its forces
there, which made the town a target for the allied resistance forces,
particularly The White Ravens. A battle was waged there, and The Factions & Groups
Overwatch was pushed out. The Ravens immediately installed a The Harlots
new sheriff and oversaw reconstruction efforts.
The Harlots run their own brothel which, since its reconstruction,
As the new Honest Harlot was constructed, the town was reborn. has remained the most lucrative business in Durnhollow.
Without the corrosive influence of the Nu-Val or Overwatch, This gives them quite a lot of power. They are a diverse group,
Durnhollow was able to slowly but surely do away with the representing a wide variety of genders and races. The brothel
archaic racist beliefs that had been so ingrained in the town. They
is also known to serve all kinds. It a safe environment to work
encouraged anyone of any race to settle in the space left behind,
because they are surrounded by allies. If anyone attempts to hurt
so long as they would help build a better future for the town. Now
one of the Harlots, they don’t make it out of the brothel alive, and
they are once again prosperous, as well as much more forward-
no one will bat an eye. Of course, an average customer would never
thinking than before.
see that side of their escorts. They are professionals, after all.

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

Durnhollow once had a series of fighting


necessary. Usually their job involves escorting drunks to the small
jailhouse and keeping them for the night.

pits dug where the townsfolk could watch


slaves fight one another. Since slavery was
Notable Places
banned and the town moved in a more
for ward-thinking direction, these pits were
The Honest Harlot

modified to become community gardens.


The most successful, popular, and renowned business in
Durnhollow. The Honest Harlot has a sordid history which all leads
up to the current arrangement where the Harlots run the brothel.
The building is the newest, largest, and nicest in town, as a result of
the fire that had devastated the previous Honest Harlot a few years
prior.

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Cherry Blossom Heaven
This brothel is a recent addition to Durnhollow and is the “second
Notable NPCs
choice” for entertainment in town, but its owner, Titus Crane, Sespa
is doing his best to change that. This establishment leans a bit Companion at The Honest Harlot (page 367)
heavier into gambling and thus has a slightly rougher reputation. It Eva Tenny
is not uncommon for the building to see several fist fights over the Former companion/server at The Honest Harlot and owner of
course of a year. Better Than Goods (page 334)

The Elder Chemist Titus Crane


Owned by one of the finest alchemists in Theria, The Elder Owner of Cherry Blossom Heaven (page 375)
Chemist is a potion-brewing company and herbalist shop. Shaleth
Hazel Stanhope
Halill creates wonderful healing potions but can also formulate
Teacher, tutor, and babysitter (page 339)
special blends for clients with enough coin.
Larren Grace
Stoneblade’s Repairs Town sheriff and daughter of a former companion (page 350)
If you have a broken blade or rusty armor, then Embrin Stoneblade
is the man to see! Even the dwarves miss him among their ranks in Embrin Stoneblade
Stonesunder. Town blacksmith and owner of Stoneblade’s Repairs (page 333)

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)

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Introduction
PYRE FOREST To the north of the Bru’Gal encampment, The Stonesunder
Mountains act as a crown atop north-central Ellara. The
Pyre Forest and The Deadwood are so close they are almost population of the city of Stonesunder is entirely dwarven. The
connected, the biggest difference being that the orcs have not yet dwarves do not often receive visitors, but when a traveler does
fully expanded into the former. Instead, travelers must be ready approach, they are quick to welcome them within their halls. Of
to fend off the large and often extremely dangerous creatures that course, the friendly banter of dwarves can often be interpreted as
sometimes wander down from The Blistering Peaks to the south. coarse and hostile from an outsider’s perspective.

The city is littered with intricate statues and beautiful works of

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.

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It was a slaughter. The minotaur were driven from their home, if the first line of defense were to ever fail. This elite force has been
leaderless. King Stonesunder claimed the mountain and gave it largely credited as the reason Stonesunder Mountain is impenetrable.
a name befitting of its new ownership. They began to dig, carve,
and make the mountain their own. As they dug deeper, they found The Bronze Legion
themselves in Na’lue, a large dark elf hub city, which they also This group of fighters watches over the perimeter of Stonesunder
sieged and claimed as their own. and ensures no one crosses the threshold without their permission.
As many could guess, with an orc encampment nearby, this is not
Today, the dwarves of Stonesunder stand triumphant, proud, and
the easiest of jobs.
stubborn through and through. This is also the reason that King
Stonesunder invests so much of their resources into keeping their The Expanse
military in top form. They have fought too hard to get where they This group gathers craftsmen from all over the city and pools
are, and they aren’t about to let anyone else take it from them. resources to ensure that they have all they need to develop new
weapons, armor, art, and more. Centralized around The Forge,
“Guys, this is about taking back what belongs to these crafters take great pride in their work and are held in high
regard for their skills.
my people. Everything we had was robbed from
us. Last time we were in there, they were sitting
on chairs made of bones of minotaurs, our skins Notable Places
were hanging from the walls like paintings.” The Throne Room
– Yenward Firestomp (Arc 1, Episode 129) The throne room is a lavish and immaculately decorated chamber
within the mountain where the council meets to discuss the needs
of Stonesunder. Along with the artistic carvings that grace every
Government inch of the walls of Stonesunder Mountain, the throne room has
King Takard Stonesunder is the law in his mountain. He makes many trophies hung throughout, including minotaur hides and
all final decisions, including resolving any and all feuds within orcish weapons. The throne itself is carved from stone and lined
the lines of his land, which extends far into the fields surrounding with red velvet, sitting atop a pedestal at the peak of a series of
Stonesunder Mountain. For petty disputes, he will often delegate stairs. The king’s councillors sit below him in a somewhat more
it to his right-hand man, Olaf Shattershield, who may then appoint modest arrangement.
another delegate if the ruling is inconsequential to the whole of The Great Hall
the dwarves. Very often King Stonesunder’s final decisions are The Great Hall is the most decorated part of the stone canvas of
influenced by his council, but not always. the dwarves’ mountain home, with etchings carved into every
Crime in the mountain is rare; pride is on the line. Theft is a mark crevice and corner. Banners also line the walls, providing a sense
against one’s entire family line, and there are few dwarves willing of tradition and pride to the populace. Everything in the hall is
to risk the embarrassment if they were to be caught. Because a testament to dwarven craftsmanship, which is angular and
disagreements are decided on a case-by-case basis, the punishment detailed. Even the ceiling, or lack thereof, is a demonstration of
will almost always be tailored to fit the crime. Often the culprit dwarven ingenuity. When one glances upward, they can see stories
will be humiliated in the process. If the offense is dire, banishment and stories above, with ornate bridges crossing over in every
is usually the final verdict and the most personally devastating to direction. The Great Hall itself is utilized mostly for feasts and
the malefactor. speeches, and it is the epicenter of Stonesunder.

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

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Beneath the city lies a treasure trove of unique and valuable
items. After driving the dark elves out from under the
mountains, the dwarves paved the streets of the old city with
relics from the cultures they have conquered, dark elves included.
The space is now something of a macabre museum in memoriam
to the very races that once made home in the mountains.

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r with the orcs
ething of a secondary wa
There is currently som Ironjaw has
ke the mo st pot ent alc oholic beverage. Fraida
to ma name of
her person al qu est to win this challenge in the
made it inst the Dwar ven
, Skullsplitter is up aga
the dwar ves. Currently gnum opus to blow
is working on a new ma
Blackout, but Fraida out of the water.
both of those beverages

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Notable NPCs
King Takard Stonesunder
Stonesunder’s eponym and ruler (page 369)
The Armory
Absolutely massive in scale, the Stonesunder armory is Olaf Shattershield
simultaneously the largest stock of weapons in Ellara and a Right hand to the king (page 359)
museum of the weaponry of all civilization across all of history,
Ryneth Copperbelly
though it mostly focuses on the dwarves, of course. There are
Finest young fighter on the mountain (page 365)
aisles upon aisles dedicated to every type of weapon imaginable.
The section of the armory used to exhibit weapons and their Fraida Ironjaw
history is of particular pride to some dwarves, as having one’s Brewmaster of Stonesunder (page 335)
name displayed there is the highest honor a smith, or their family,
could attain. Brekthal Broadforge
Master of smithery and collector of unique items (page 320)

THE DIVIDE TRAVEL TABLES


Normal Travel (on-road)
d20 Encounter
1–3 1d10 orcs race out of the forest and attack the party without provocation.

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.

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Weather Table
d6 Effect
1 Wildfire (see Wildfire, page 198).

2 Powerful Storm (see Powerful Storm, page 197).

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.

6 Heat Wave: Temperature increases by 2d12 degrees for 1d4 days.

Normal Travel (off-road)


d20 Encounter
1–2 The party gets turned around and ends up near the outskirts of the Bru’Gal encampment. 3d4 orcs spot them and attack.
While hiking through the woods, the group stumbles into a well-hidden pit. Everyone nearby must roll a Dexterity saving throw with a DC of
3–4
13 or fall into the pit. The pit is 18 feet (5.5 meters) deep and filled with dead travelers.

5–6 1d4 ogres attack the party from the south.


7–8 A thick, wet mist makes it difficult to navigate and almost impossible to start a fire.
9–10 A dead researcher is gripping a book to their chest tightly. There are numerous notes scribbled inside about demons.
11–12 A mother is screaming for her son who is lost in the forest. The noise could bring any number of creatures upon her.
13–14 Four bounty hunters approach the party asking about the whereabouts of a wanted criminal who has been spotted in the area.
15–16 A mysterious coffin-like object is found in the woods. It seems to be magically sealed.
The party hears what sounds like wind chimes dangling from a nearby tree. The chimes are made from human bones. They hang outside a
17–18
cave entrance.
19-20 An overly-nice dwarf leading a unit of 3d4 soldiers from Stonesunder offers to lead the party out of The Divide.

Travel Die Table


d20 Encounter
1–2 Each party member rolls 1d6. The members who roll a 1 are now arguing with the members who rolled a 6. The fight is about something small
that has been blown out of proportion.
The group finds a sealed letter addressed to Nathaniel Serverus. It is bundled with instructions to ONLY be opened by him (see Nathaniel
3–4
Serverus, page 358).
5–6 2d10 cats scamper out of the forest. Where did they come from and why are they running?
7–8 The party finds an unguarded black dragon egg near the road.
9–10 A baby omlu thinks a random party member is its mother (see Omlu, page 265).

11–12 A random member of the party accidentally steps on a hornet’s nest.

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).

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Divided

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Dear Grant,
I hope this letter
finds you well.
I know that we haven’t spoken in some time, but I’m afraid that Grant must have read the letter a dozen times before it all
I didn’t have anywhere to turn. My health has been failing for sunk in. He hadn’t seen Janis or Darrin for the better part of
some time now and I’ve been told that I simply don’t have much a decade. His and Janis’ relationship was under a great deal
time left. I know that our separation wasn’t under the best of strain at the time and Janis decided that she wanted to cut
circumstances. I’ll admit that I wasn’t completely fair to you ties. The gap between a human and a tiefling was simply too
and if it makes you feel better, I’ve regretted that with time. The much she said. He tried to make it work and stay in Darrin’s
reason I’m writing is that I’m not particularly close with anyone life at least. That only lasted about two months before the
in Aubrey. Darrin is only 14 and he simply isn’t old enough to be arguments were just too much. Grant was encouraged to
on his own. I know this wasn’t the plan, but could you please move and let Janis be. After some searching, Grant decided
take care of him? He’s done a lot of growing in nine years and on Whitehedge. It was a fine town with plenty of jobs and
you’d be proud of the man he’s becoming. opportunity for travel when the mood struck.

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

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town. He thought about Janis and all the wonderful times was some infection in her lungs that the clerics just couldn’t
they had together. He had known early on that he was more cure. They knew it wasn’t contagious but there was also
infatuated with her than she was with him. He thought that nothing that could be done.
maybe one day she would simply love him more. He knew that
was foolish and not the way people worked. Still, he tried his Grant spoke to the clerics next. They took him to where she
best to be a good husband and provide for her. They bought a was buried and did their best to paint a lovely picture of her
house together and settled down near the center of town. life. She had taught Darrin all she could about magic and
rituals. She had helped in the community and had been an
A year later, Darrin was born. Grant didn’t know that he could active member in three different charities. She even spent
feel that much love and pride all mixed together. He was a time doing part time work with a vampire couple that had
much lighter shade of red than his mother and his eyes were opened up an inn on the other side of town. It all sounded
a pale blue. As he grew, his horns started to come in Janis lovely. The cleric excused themselves and let Grant say a few
wanted to train him in the ways of magic. Darrin would follow parting words. He was still at a loss for words.
Grant to work sometimes and help take care of the horses.
He seemed to love them and no matter how much time he He headed back into town and knocked on the door of Janis’
spent there, he would always pout when it was time to go. home. A well dressed dwarven woman answered. “Hello”,
she asked taking the man before her in.
Darrin was only four years old when he had to leave. Grant
wondered if his son would even remember him. The letter had “Um….yes, my name is Grant Ashford.” he stated with some
some kind phrases in it but that didn’t take the sting out of the stuttering. The woman stared at him blankly. “I’m Darrin’s
memories. Janis had fallen in love with another man, a well-to- father,” Grant said while being more apprehensive this time.
do tiefling from Winterhaven. Grant was the last to find this A look of realization hit the woman all at once.
out and he had been devastated. Humiliated. He had felt as
though his entire world had fallen away beneath his feet. “Oh! Of course. Please come in,” she said while gesturing
beyond the door.
What would he say to her when he saw her again? If he made it
in time to see her again. If he did, he had no idea where to start. Grant took a step inside as the door closed behind him. He
heard some movement coming from the other room. “He’s
Grant made the final push toward Aubrey and rolled into town almost ready. Just packing a few more things. My name is
on his tenth day on the road. He was exhausted and nervous. Connie,” she said while she held out a hand.
His mind was racing and his heart was pounding in his ears.
They shook and exchanged pleasantries while waiting for
He went to his old home in town, searching for Janis. It was Darrin. Finally, Grant heard footsteps coming down the
a small but well built home near the church. It had a lovely hallway. A 14 year old half tiefling boy rounded the corner.
view of the sunrise and was the first home Grant had ever He was about five and a half feet tall with shoulder length
purchased. He had a small savings from his time working in black hair. His horns were about six inches long and swept
Overdale and could think of no better way to spend than on from about mid forehead toward the back of his head. He
this quaint abode. The kind dark elf woman’s face dropped carried two large bags with him. As Grant reached out to
when Grant asked if Janis still lived there. Her mouth opened offer a hand, the boy walked past Grant, out the front door,
but didn’t speak any words right away. He knew what she and slammed his bags into the cart waiting outside.
was going to say before the sounds came.
They never even made eye contact.
He was too late.
Connie had a stunned look on her face for several seconds.
Apparently, she had moved some time ago after she “I’m so sorry”, she said. “He’s still adjusting to everything.
separated from her second husband. She had moved to a I was hoping he’d be a bit more welcoming.” Grant did his
nice house near The Silver Flagon. Janis had lived there for best to assure her that everything was fine. They spent a few
nearly six years with Darrin. The coughing fits started only more minutes chatting and then he wished her luck and took
two years after the relocation. She had found out that there his leave.

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Grant turned from the front door and looked at the wagon. For nearly four whole days Grant just kept making
Darrin was already sitting next to the driver’s seat waiting. conversation and sharing stories, and for nearly four whole
He was staring off into the distance. days Darrin was completely silent save a stray cough or
snoring at night. They camped most of the time. Grant tried
Grant hopped into the seat next to Darrin and motioned for to show his son the finer points of finding the best spot for
the horses to lead them out of town. Grant was so inside a tent, building a fire, and spotting wildlife. It looked like he
his own head that it wasn’t until they reached Aubrey’s main might have even been paying attention here and there. They
gate they he tried to start a conversation with Darrin. left Durnhollow early on the fourth day and made it into
The Deadwood by the end of the fifth. For the first time on
“Are you excited to see Whitehedge,” Grant asked. this trek, Grant started to clam up. He hated this part of the
continent and couldn’t wait to make it to the other side.
Darrin said nothing. He simply continued to look off into
nothingness. His body was slumped in defeat and beyond They made camp just as the sun was setting and Grant started
the occasional sip from his canteen, there was almost no unloading some items from the cart. “Hey,” He said aloud to
movement from him. almost no one. “How ‘bout I start gathering wood and you try
your hand at getting a fire started with what we have?”
The sound of horse hooves gently trotting on the dirt path
did their best to fill the silence. Grant forged ahead, “When He expected no movement from the teenager but to his
I moved there it was a big adjustment. I wasn’t used to all utter shock, Darrin stood up and started to build the fire for
the traffic going to Brightport. It was just so different from the evening. Grant couldn’t help but suppress a smile as he
Aubrey, ya know?” turned to leave the camp and find some dry timber. “It was
most likely only out of boredom,” he thought. Still, if it got an
Nothing. interaction on any level, then he’d take it.

“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

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better start talking,” the man who punched Darrin spoke in a Both parties sized each other up. After a moment, one of
gentle, almost mocking tone. One of the others was already the men spoke, “Ok, we’re sorry. We’re just gonna get outta
rummaging through the father and sons possessions. “Hey,” here, ok?” They were backing away from the fire while each
they exclaimed. “Look at this! We got some fancy jewelry, grabbing an arm of their bleeding friend. Grant gave a slow
that’s gotta be worth a bit.” nod and watched as the stumbled off into the night. A heavy
sigh of relief came from Darrin as he dropped the blade.
Darrin, hearing this, tried to spring to his feet and stop them Before Darrin knew, two arms wrapped around him in a hug.
from taking what was obviously his mother’s valuables. He was pulled tight into Grant as tears began to fill both of
Before he could make it to his feet, he was kicked in the ribs their eyes.
and he fell back down writhing in pain. Grant started moving
toward the edge of the greenery. There wasn’t any time to After a moment, the two got their bearings and decided
waste and he couldn’t stand to see them do this to Darrin. to leave quickly just in case the men came back with
reinforcements. They packed quickly and put out their fire.
“If I can make it to the wagon then I could grab the It wasn’t like either of them were going to sleep tonight
crossbow,” Grant thought. anyway. It wasn’t long before they were back on the road
and moving at a decent pace. The night seemed extra quiet,
“Wait!” a voice joined his own. Grant knew that he wasn’t almost chillingly so. There were the usual woodland sounds.
speaking aloud but he could clearly hear someone in his head. Crickets chirping, owls hooting, and the sound of distant
He looked back toward the trio of men standing above his running water. All of this seemed so muted after the events
son, and Darrin who was now making eye contact with him. at camp though. It all could have gone so wrong. Grant
“If you can make some noise behind them, I can grab the couldn’t get what could have been out of his mind.
knife from my boot,” Darrin spoke telepathically to Grant.
“I remember the horses,” Darrin spoke up after a time.
It all took a moment to click but then he remembered that
his mother was teaching Darrin some spells and he must have “The horses,” Grant questioned.
picked this up at some point. Grant tried to think as loudly as
he could. He felt foolish but didn’t know what else to do. “Yeah, from the stables. When you used to take me into
town with you,” Darrin reminisced. “I always liked them.”
“I can throw something at their rear and then charge while
you attack,” Grant thought. Darrin gave the slightest of For a moment, Grant was stunned. There was a short pause
nods. Grant searched for a rock and quickly found one of before he answered with a slight crack in his voice.
suitable size. He chucked it toward a tree near the group
and it thumped against the base of the stump before rolling The two kept each other company for the rest of the night.
out behind them. The three bandits turned instinctively and They talked about their lives and their plans for
Darrin drew his knife. Just as the three men turned, Darrin Whitehedge. The rest of the trip seemed to go by in the
stabbed the man who hit him, in the ankle. The man shrieked blink of an eye. They both seemed relieved to see the edge of
in pain as the two able bodied goons looked on in confusion. town come into view.
Before they could get their wits and attack the boy, Grant
planted one of the thicker branches he had collected right
between the shoulder blades of one of the remaining men.

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.

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The Blackrock Mountains
Acting as a sort of dividing wall between the western portion of the would either be sold to the highest bidder or simply forced to provide
continent and southern settlements like Esterholt and Fairbay, The for their new masters, doing menial tasks until they no longer served
Blackrock Mountains are home to large and monstrous creatures a purpose.
that can only be found there. While this makes traveling through
For centuries, magic users of all kinds have sought out The Blackrock
the mountains themselves very dangerous, it is also what helped
Mountains for their rumored connection to a mysterious power
Esterholt retain their freedom during the Overwatch conflict.
source. Some say it could be an ancient crystal, maybe buried, but
Unwilling to risk their troops being battered by cyclopes and hill
none have been able to find the exact source. All that is clear is
giants, The Overwatch attempted to sway Esterholt leadership into
that the channels of magic flow far stronger on these mountains,
joining them instead.
and as a result, many mages seek out the mountains for their own
Slavers have also used the many twists and turns in the trails as experiments and research.
ambush points to capture unsuspecting travelers. These poor souls

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ODYSIA
races. They viewed themselves as superior based largely on their
mastery of magic. They could use it to make their own lives
better without restraint, and they viewed Odysia as a physical
manifestation of the high elves’ glory.
Many years after founding Odysia, in 974 AEC, to further prove
their own superiority, the high elves created a magical focal point
The journey to Odysia is beyond surreal. You
in Ki’an which they used to seal away the gods. They viewed
can just barely see the sphere at first, but you the gods as a hindrance—the only beings in the universe who
notice the light catch on a semi-transparent may claim superiority over the high elves. The trap worked; the
blue-white dome encircling the city. If one were gods were reborn into mortal bodies, unaware of their previous
to miss the barrier, however, they would not existence as deities and they would be reborn again and again in
the same ignorance, so long as the high elves willed it. Endurants
miss how drastically different the world is on
were created as a byproduct, for every lock needs a key, and the
either side of it. Forests stop dead and give way power needed to be focused in a humanoid vessel to be utilized
to saplings, roads end suddenly, long grass is properly if the time ever came to break The Seal.
abruptly replaced by thriving farmland—all
Hundreds of years passed, and the high elves were happy with their
separated by a hard line of the shimmering decision. As generations lived and died, the gods passed into myth
wall. You are surprised to not feel a physical and legend, even to the general population of high elves. Well, it
sensation as you pass through it. You are able did until the night a dark mist closed in one evening in 1168 AEC.
to relocate the road and find the city itself in the The God of Justice had somehow been reborn with their memories
distance, ancient and strange, but bright with intact in the body of a human woman. She was able to tap into the
fresh promise. You can’t help but wonder how endurant abilities of a high elf named Daegon Arcanscape, which
many of the high elves inhabiting the city truly in turn granted her access to her own godly abilities. She did not
have enough power to free herself or her peers from their mortal
appreciate the new lives they have been granted. coil, but she had just enough to exact her revenge. Every high elf in
Odysia disappeared that night, locked away in a deep sleep beneath
Ta’lor, a continent far from their home. All save Daegon, who was

Introduction left alone, wandering.


At first, friends of the high elves, traders, and travelers tried to find
Odysia is a city very recently removed from one time and placed in out what had happened, but there was not a trace anywhere. Meals
the present. It is the Yuri’on that gives its people life, and there are were left half-eaten, books were splayed open, and clothes were left
many questions the populace needs to grapple with now. If there unpacked. Over time, the empty city was picked clean by bandits
are other versions of themselves living in Onak-Al, two years older and thieves, with most of the precious magical items being trafficked
but otherwise exactly the same, is one of them more real than the to Uman’Yiro. For a time, the ruins of Odysia became home to the
other? The magic from the Yuri’on fuels their lives, but the high essai, who destroyed the roads and did not welcome newcomers.
elves of Odysia have been raised with a reverence of magic from After the essai were wiped out, the ruined city became the final
birth. It is at the core of their culture, so they have no reason to resting place of the great dragon Straad as he was chased there and
believe their own souls are less than the “original” high elves based slain by the paladins of The God of Courage from nearby Esterholt.
only on who is affected by which spell.
Ninety-five years after they disappeared, Daegon was able to free
Beyond the questions best left to philosophers, Odysia is the the high elves by releasing the gods and, after losing his endurant
oldest city on Ellara, even discounting the hundred-year gap. abilities, he made a deal with a demon to acquire the Yuri’on,
This is obvious from the architecture, which is pure white and which now sits in the center of the city. It copied Odysia from the
often rounded in style, nothing at all like the structures the other night just before The God of Justice stole them from their homes
cultures of Ellara have created in recent years. and recreated them in the current world. They are free to come and
go, but all their lives are tied to the Yuri’on now. If it is removed or
In general, the high elves of Ellara view their current existence as
destroyed, they will all vanish.
a second chance, with most genuinely believing that they are the
“correct” version of themselves and the doppelgängers in Onak-Al
are nothing more than a troubling concept whom they have yet to Government
meet face to face. Even so, most of the populace of Odysia already
The high elves have always been governed by a council and the
view their “other” selves with malice.
restored Odysia is no different. This council may be facing the
most dire circumstances of the city’s long history. There were quite
History a few high elves who knew what had happened as soon as they
saw the dome above them in the sky, but even those who did not
In 782 AEC Odysia was founded by a grouping of high elves who
know the specifics knew enough to panic and demand some sort of
sought a space away from the “lesser” elves and other “incapable”
action from their leaders.

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Since coming to grips with what has happened to their society,
the members of the council have locked themselves away to sort
Notable Places
out the mess. The city is in a state of turmoil, even in the most The Heart
short-term circumstances. Thousands of acres of farmland are lost
A grand plaza in the center of the city. People come from all
to them, and all their trade routes have vanished overnight. Their
over town to trade ideas and thoughts on the current goings on.
first action was to set as many guards as possible to protect the
Vendors and food carts are lined up as far as the eye can see.
Yuri’on, as every breathing high elf in the city now depends on it.

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.

Factions & Groups The Silver Square


A high-end drinking establishment with beautiful decor and a
The Purists
classy clientele. Horval Gallaris welcomes all patrons with open
After being created by the Yuri’on, the high elves of Odysia faced a
arms to the well-furnished and quiet bar.
tough challenge. Not only did they have to wrestle with their very
existence, but they had to hear about their counterparts and the
city of Onak-Al. This revelation sickened the high elves of Odysia
Shelves
and a large group of them called The Purists see themselves as The city’s book repository is both a wonderful reading hideaway
the true second chance for their race. They are what should have and a hotspot for arcane study. Currently run by the quiet-but-kind
become of the once-proud high elves and they are making sure Nymira Alderthien who can often be found somewhere in the back.
they are looked upon as such. Many old disputes have been tossed
aside in favor of this new way of thinking.

Notable NPCs
Maldrin Shale
High-ranking council member (page 354)

Althea Arcanscape, neé Len’Arrn


Magical expert (page 312)

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)

88 Regions • The Blackrock Mountains

Luis Yamakawa (Order #46326322)


THE BLACKROCK MOUNTAINS TRAVEL TABLES
Hiking
d20 Encounter
1–2 1d4 cyclopes attack the party.

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.

Travel Die Table


d6 Encounter
1 The party finds a very well-hidden path that could be a good shelter while sleeping.

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.

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A Dying Breed

90 A Dying Breed

Luis Yamakawa (Order #46326322)


It had been nearly a
fortnight since the
warriors had left,
and the essai that remained in Odysia had been waiting with going to be heroes, after all, and deserved a befitting welcome.
bated breath to hear what would come of it all. Or rather,
most of them had been. Brekrok felt as though they were “It might,” Shepard argued, the hint of glee and anticipation
the only sane one in the city. Though they were usually a readable in his tone despite his emotionless metal features.
quiet, moody person and didn’t mention it often, there was “Overwatch is the reason people are afraid of us. If our
one other essai who could coax their real feelings out. people help to-”

“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

Luis Yamakawa (Order #46326322)


thankfully not under the control of the Overwatch, he was the newer models.
built lither than most of the others. He had been created to
fight other essai rather than guard the city. He had not had “No you do not,” they snapped, moving over to kick the
to suffer through years of guarding the city for the wizards, boulder back. The movement so sudden that Shepard nearly
and had only seen a few scant months in the fighting pits fell over as the rock dislodged from the muck and tumbled
before they were banished. Maybe that was why he was so off the road.
quick to forgive. He was young and naive.
“Yes, I do,” he said. Despite Brekrok’s tone, the reply wasn’t
In comparison, Brekrok was a hulking figure. One of the defensive—merely a correction, assuming that Brekrok
archaics, made heavy and dense, more of a wall of metal simply didn’t understand. “I dream about who I was. Before.”
than humanoid-shaped armor. If they had been as optimistic
as Shepard and some of the others, they probably would Brekrok let out a low rumble and moved along to more of
have marched to Winterhaven as well. Perhaps they could the rubble. The boulder he had pushed left a dark streak in
have died a hero—according to Titangrip—and helped to the wet dirt beneath it that the essai sunk into, but it did
bring in a new age of acceptance for their people. Only not slow him. Shepard considered the lack of a response an
Brekrok did not believe in any of that, and was quite happy invitation to continue.
to stay here, in the ruins of a city long dead, away from all
“I think I was a gnome. Or a halfling. Whenever I remember
the other races who would never see them as anything but
it, I’m very small,” he went on, holding his hands out in two
an object to be used.
parallel lines to demonstrate “small.” “And I had a family, too.
“But what if it does change? What if we can go back?” I see our house, and kids-”

“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

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“You… have an active imagination. That’s all,” they said. “You His eyes flickered, and his hand moved as if he were trying
want to remember so bad you made up an entire life for to reach up but could not manage. Shepard let out a pained
yourself. It’s not good for you.” gasp. The rust was spreading down his legs and arms. This
was magic, Brekrok knew that much. They also knew, from
It didn’t surprise them that Shepard stayed silent. Even back when they guarded Uman’Yiro from dawn to dusk and
Brekrok could tell they crossed a line. They hadn’t realized dawn again, that they could not trust magic.
they’d been walking dangerous territory until they’d
already been reckless with their words. Part of them wanted “It hurts,” Shepard rasped. “Brek, it hurts. Am I… are you…?”
to toughen Shepard up, make him realize his place in the
unfair world they all lived in. Another part, a part Brekrok They knew what Shepard was asking, and they knew the
didn’t want to acknowledge, wanted to protect Shepard answer, too. But they could not answer it. Not now. It
from all of that. Keep him as innocent as a creature made for couldn’t be the last thing their friend ever heard. They
battle could be. wouldn’t let it be.

“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.

“Something… something is wrong,” Shepard said. His voice


sounded off. Further away somehow. “Brek? Your… your
shoulder, there’s something…”

A Dying Breed 93

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Heroes’ March
Heroes’ March is known far and wide as a gorgeous area to hike animals such as tyges, mice, brun bruns, and other small creatures.
and hunt. As one of the least dangerous regions to venture into, so Large predators are quite rare in this region.
long as one avoids the summits of the nearby Blistering Peaks, there
Over 1200 years ago, when Ellara was more “untamed,” adventurers
is a reason that Esterholt and Fairbay have enjoyed such fantastic
would set out from the east coast and march through this region in
economic growth: the road between their cities is safe enough that
search of fame and fortune in the west. It was not uncommon to see
more merchants survive this trek than they do on other trade routes.
entire parties hiking in formation while journeying to the safer parts
The roads are adorned with beautiful bridges and offer views of fertile
of Ellara.
green land speckled with wildflowers and an abundance of harmless

94 Regions • Heroes’ March

Luis Yamakawa (Order #46326322)


THE BLISTERING PEAKS
well-traveled, more people settled down. It was not long after that
people realized the mountains held value and miners trickled in
from across The Mainland in an attempt to strike it rich. As more of
the mountains were mined, people began using the stone byproduct
The Blistering Peaks are considered the only truly dangerous area to construct buildings and roads. Soon, these became the foundation
in Heroes’ March, so the main road was constructed well away of the city itself. In 975 AEC, Esterholt was officially formed.
from them. If one were to venture into the mountains, they would It was 120 years ago that the Temple of The God of Courage was
need to be wary of the significant amount of very large creatures built, which was another huge boon to the then-small town that
rarely heard of on other parts of the continent such as cyclopes, depended mostly on the traders and miners to keep it thriving. The
drakes, and hill giants. Caves offer no real respite either, as goblins Temple of The God of Courage attracted even more attention, and
are known to lurk within. Some believe the reward is worth the the town grew larger still.
risk, as kultrite, a rare ore, can be found there. The name of the
mountains come from the severe winds at the summits. By the time Overdale became Overwatch and declared war on its
neighboring cities, Esterholt was fully established as a pleasant
place to live. As such, many fled to it as the terror of Overwatch

ESTERHOLT grew. Caravans of children, sent by fearful and dying parents,


would arrive at the city in droves. An orphanage was built in an
attempt to help facilitate all of them. However, as this continued,
the town began to see small amounts of crime popping up. This
led to a sense of hostility between the races within the city, most
falling back on the stereotypes that races like dark elves and
As you approach Esterholt from the east, you tieflings should not be trusted. The city’s law enforcement was
pause to take in the sight. The Blackrock overburdened, so Mayor Christina Keller called in help.
Mountains frame the city perfectly, making
Sarrif, a dark elf mercenary, was hired to cut back on crime but
it all the more welcoming. The mountains’ his solution was to take it over instead. He established a ring of
size almost make the city look small, but that organized crime in Esterholt, making Mayor Keller’s problem worse
changes as you get closer. The city is bustling; and eventually resulting in her assassination.
people are rushing in all different directions. At the same time, Esterholt was attacked by the ancient red dragon
It’s more diverse than you thought it would be, Straad. He destroyed a large swath of the town before Craig Mason
being as close as it is to the former Overwatch. and the paladins of The God of Courage chased him away. They
The buildings are nearly all made of stone and followed the dragon all the way to Odysia and slayed it, though at
some look quite old, yet well-maintained. You the cost of many lives.
find that, as you walk down the main street, When Craig returned, he took over the management of Esterholt,
there are many fine shops. They are lovely but he had no interest in politics. He nominated Jadzia Grimnas-
to browse, but very expensive; you wonder if Grace to take his place and she accepted. She quickly positioned
you’ll have to turn your pockets inside-out to her husband, Vallus Grimnas-Grace, as the captain of the guard
and, to her husband’s intense dismay, hired Sarrif as an advisor as
buy even a small bit of cheese. well. Her reasoning was that she and Sarrif had similar goals: to
racially integrate Esterholt so that non-human races did not feel
the need to play into the stereotypes set before them by turning
Introduction to crime. Sariff also knew much that the other two did not, and
though some may deem him untrustworthy—whether a fair
Located within Heroes’ March, Esterholt is framed by mountains:
assessment or not—he has proven himself to be a man of his word.
The Blistering Peaks to the north and The Blackrock Mountains to
the west. The city itself is a busy merchant hub, with a noticeably
high number of children running about. It’s a pleasant place to live, Government
and the people there seem to be recovering well considering the
The government is officially run by the mayor, Jadzia Grimnas-
drastic changes the entire western half of The Mainland has dealt
Grace, and her two advisors who help make decisions. They
with in the past decade.
are collectively known as the Council of Grace. Since assuming
leadership of Esterholt, the three have done what they can to
History transform any remaining xenophobia into acceptance, and to give
a second chance to many who would not otherwise find it. They
As The Divide in the north was a much more dangerous journey,
have formed schools for the orphans to study trades or pursue
travelers preferred the southern route across the country. There
knowledge. They have also enacted a mandatory rehabilitation
were no towns or cities for hundreds of miles until Esterholt was
program for all but the most heinous crimes, which are punished
established as a rest stop and trading post. As the path became more
via private execution.

Regions • Heroes’ March 95

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96 Regions • Heroes’ March

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The Temple of The God of Courage is not an official part of the This bravery is reflected in his followers, though it is debated
Esterholt government, but it has great influence on the population, amongst the order where the line between courage and stupidity
and therefore has the ears of the Council of Grace. Currently led lies. This debate has existed in the temple for generations and is
by Julie Fairway, one of Craig’s brightest students and daughter of unlikely to be resolved anytime soon.
Sarrif, the temple is consulted on many matters that pertain to the
Temple of The God of Creation
wellbeing of Esterholt as a courtesy, as the temple and Esterholt
will always find themselves linked. The Temple of The God of Creation is one dedicated to
community, family, and creation; operated by the tiefling Arsus
Valaini. This temple is highly decorated to present the love of
Factions & Groups the arts to the people of Esterholt, and finds itself in a city that
Council of Grace exemplifies all The God of Creation has to offer. Even so, there
is a terse relationship between this and the Temple of The God
The trio of leaders of Esterholt consisting of Jadzia, Vallus, and
of Courage, mostly due to a difference in the personalities and
Sarrif. Though Jadzia is the mayor and makes the final choices,
priorities of their followers.
Vallus and Sarrif are her trusted advisors and she holds them in
high regard. One of the three can almost always be found in the Temple of The God of Wilderness
Town Hall, though if not, the Grimnas-Grace home is nearby in A temple dedicated to the natural world and the goddess who
times of crisis. presides over it. Of the three major temples, this one takes the
Paladins of The God of Courage greatest umbridge with what Esterholt has become in its time there.
While safety is all well and good, they do not wish for it to encroach
A group of paladins and paladins-in-training who live in a temple
upon the wilderness that once lived where the city now stands.
near the mountains to the west, not far from Esterholt proper.
Their allegiances are to The God of Courage, but they have been Esterholt Shelter for Children
a cornerstone to the city for well over a century and, as such, they The orphanage within Esterholt, overflowing with the children of
are trusted. So much so that the leader of the temple, Julie Fairway, war. When Jadzia Grimnas-Grace took office as mayor, she made
is regarded as de facto leader if anything were to happen to the one of her goals very clear: no more children in the care of the city
Council of Grace. would need to turn to crime. The Esterholt Shelter for Children
Town Guard is the first bastion against that future. Though adoption is always
an option, this shelter goes above and beyond in their efforts to set
Though not recently formed, the town guard has only in the
up their older children with apprenticeships and basic schooling.
past two years or so found itself completely separated from the
Because of the hard work of Harley Kirk, the next generation of
Temple of The God of Courage. Vallus is the imposing captain of
Esterholt will have a much better chance than their elders.
the guard. While he was reluctant to take the position at first, he
found that he was rather good at keeping people in line. Not only The Golden Blade
are things running more efficiently with more routine patrols, he Often accused of dirty dealings, The Golden Blade is a weapons
has also instituted mandatory training for all existing guards. This shop that prides itself on having the best wares in the city, which is
was mostly done out of spite to compete with the paladins of The a very tall claim. Nearby shops are growing increasingly frustrated
God of Courage, but it has resulted in a 9% drop in overall crime with the business practices of the owner, Yoste Primshall.
within the city.
The Crouching Tiger
The Flock The Crouching Tiger is a tattoo parlor deep within Esterholt. Elli
Sarrif has means of knowing the happenings within the town, as Adams is the owner with a special skill: enchanting her tattoos,
he has a network of spies within the city. Nobody, not even Jadzia, causing the ink beneath the skin to move. The designs can be
knows the full scope of the organization, though she is aware of its intricate or simple, and Elli always adds a personal flair to every
existence. Those within The Flock do not disclose who they are, tattoo she creates.
of course, so any words exchanged in idle gossip may be reported
back to Sarrif at the end of the day. Grimnas-Grace Manor
Once owned by a horrifying blood mage by the name of Darmock,
Notable Places the manor found on the outskirts of Esterholt is now the home of the
mayor, the captain of the guard, their two twin children, and their
The Velvet Pillow pet demon. Currently the only remnant of the previous occupant
The nicest inn within the city, The Velvet Pillow is owned by one is the hedge maze behind the mansion, which has a dark history.
Marla Binlain and is known for its luxurious accommodations. It The inside has been redecorated to suit the new residents, with
does in fact live up to its name of having exclusively velvet pillows collections of books, weapons, and toys in their respective places.
for their guests.
Mayor’s Office
Temple of The God of Courage In the heart of the city, the mayor’s office is the meeting place of
One of the most notable temples within Ellara, the Temple of The the Council of Grace and has something of an open-door policy,
God of Courage is renowned across the continent as being the though one would be wary of wasting the time of the mayor and
home of the brave paladins and clerics of The God of Courage. her aids, as all three are very busy and also very dangerous.

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Order of the Scale Manor
The most recent mansion to be built within Esterholt, the Order
of the Scale Manor is a rather beautiful building fashioned with
depictions of dragons. The two co-leaders of the Order can often
be found preaching to (or accosting, depending on who you ask)
the locals passing by.

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)

98 Regions • Heroes’ March

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HIGH MANTLE FOREST
High Mantle Forest is one of the safest woodlands on The they are uncommon and the benefits of the forest outweigh any
Mainland and, as such, has become the proving grounds where chance of encountering them. The game is abundant and the forest
many parents bring their children to hunt for the first time. The is lush, which keeps both of the nearby towns fed. So long as one
trees are less dense than others on The Mainland, allowing for keeps an eye out for traps, they are likely to make it through the
thick beams of sunlight to dot the grassy earth below. There are woods unscathed.
some noteworthy threats such as giant moths and kobolds, but

HEROES’ MARCH TRAVEL TABLES


Normal Travel (on-road)
d20 Encounter
2d6 wanted criminals from Esterholt are attempting to make a fast escape. They attempt to rob the party for supplies and, if
1–4
applicable, transportation.
As the party approaches a large bridge that crosses a raging river, they see a traveler tumble over and fall in. They are about to be quickly swept
5–6
downstream into some jagged rocks.
The weather turns and a misty fog settles in. Everything is now damp and visibility is much lower. There is disadvantage on all Wisdom
7–8
(Perception) checks involving sight.
9–10 A large group of travelers are approaching from nearby. From a distance, it appears to be a group of 3d10 bandits. What could they want?
Two different adventuring parties are arguing in the middle of the road. Both are laying claim to a tomb in the area. Apparently, it’s quite old
11–12
and both feel they have a right to it.
A lone woman is traveling to Esterholt by carriage. Sadly, she is stuck on the side of the road in the mud. If the party attempts to search her
13–14
belongings, she will get defensive.
15–16 A lovely gnome rides by on their karmoline. They welcome the party to the area and invite them back to their farm (see Karmoline, page 262).
17–18 There’s a cart set up in the middle of nowhere. A person inside of it is offering fresh-baked pies for sale.
19–20 A family is having a “yard sale” to get rid of some of their possessions. They have no idea the value their items have.

Normal Travel (off-road)


d20 Encounter
1–4 A pack of 1d6 ogres come screaming from the hills. They start to throw things and charge at the group.
5–6 A group of people are carrying off someone to “punish” them for cheating at a game.
7–8 The party starts to notice that it is unusually quiet. If they look to the trees, they will see hundreds of birds staring at them silently.
9–10 The group finds a disturbing amount of teeth scattered on the ground.

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.

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HEROES’ MARCH TRAVEL TABLES (CONT.)
High Mantle Forest
d20 Encounter
1–4 Several kobolds attack the party. There are traps scattered in the area.

5–6 1d6 wild boars attack the party.


Two campers are screaming at one another. The first camper is accusing the other of cheating on them. As a result, the wronged party is
7–8
attempting to stab the accused cheater.
There a bit of a gap between two cliffs. It looks like the party might be able to jump it with a running start. There’s some delicious-looking
9–10
fruit on the other side.
A chess board is set up in a clearing on top of a tree stump. A hooded figure is sitting on one side of the board. They appear to be
11–12
waiting for no one in particular.
13–14 A hunting party is stalking some wild prey. Behind them, a very large bear is stalking them.
A feast is prepared for the party in the woods. They can smell the food from a good distance away. A person is waiting for them at a large table.
15–16
They can’t stop smiling.

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?

Travel Die Table


d6 Encounter
1 Two children are yelling at their parents in an attempt to snap them from a stupor. The parents have eaten something they shouldn’t have.
There’s a merchant selling stars to passersby. For a nominal fee, a party member can buy a star and name it what they like. They even get a piece
2
of paper saying so!
There is a deep pit at the edge of a forest. The party can’t seem to see the bottom from where they are. At night, whispers can be heard coming
3
from the pit.
4 A very rude bard challenges a member of the party to a dance-off.
Three people are traveling in the opposite direction of the party. One of them appears to be very out of it as the other two prop them up in the
5
driver’s seat of a cart. Upon closer inspection, this person is dead.
A turaag demon appears in the middle of the road one night while the group travels. This only happens if the group has a bard in it. The demon
6
challenges the bard (or bards) to play them the best song in the world. Otherwise, the demon will claim their soul(s) (see Turaag, page 272).

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Dragons’ Reach
The moniker “Dragons’ Reach” was given to describe this region framed by mountains and forests, and is one of the most appropriately named
areas in all of Theria as the dragons from among The Hazaan Mountains come to hunt in the valley below. Though they are not so common as
to make the roads unusable, those who leave Donhurst to travel north or east are certainly at risk of dragon attack, particularly if they are riding
horseback. Though a rare occurrence, a hungry dragon may easily swoop down for the horse, carrying away the rider along with it.

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BARRIER BAY
The reason for the hauntings within the forest is unknown. Some
blame blood magic, others claim that the land is cursed, and some
attribute the paranormal sightings to demons. Regardless of the
reason, adventurers are warned to avoid Blacktip Forest, lest they
Barrier Bay is a dark, unpleasant location connected to The Ashen find themselves a part of it forever.
Sea that does not lend itself to mortal comforts. The only reason
one could fathom wanting to visit its cold grey waters would be the
rare herbs that line its shore. The area is not particularly dangerous,
it’s merely inhospitable. An occasional dragon flying overhead while
a party below is collecting herbs would not be altogether shocking
given the proximity of the bay to The Hazaan Mountains.
DONHURST
“So…uh, just so you know,
Donhurst is currently overrun
with a criminal organization.
Don’t go there.”
– Larg (Arc 2, Episode 28)

Once home to tens of thousands of residents, Donhurst had been


a bustling city hidden safe behind tall stone walls built to stave off
orc attacks and keep out any hungry creatures that may stalk in
from The Deadwood. For many years the walls held firm and the
town was kept safe.

On the 23rd of Vaye’ll, 1265 AEC, a brokenhearted young man


named Mox stole the Bell of Undeath from the Temple of The God
of Civilization and attempted to use it in a resurrection of his love.
The ritual was botched, which resulted in a scourge of demons
descending upon the town from a crater that formed at the heart
of the city. The townspeople fled. Those who couldn’t were not
only killed, but their bodies were magically twisted and molded
into grotesque monsters to be used as playthings by the demonic
entities that were now festering throughout the city.

BLACKTIP FOREST Weeks later, an unassuming group of travelers managed to get


into the abandoned city and, upon learning of its fate, find the
Bell. They used it to complete the ritual correctly, sealing the mine
To enter Blacktip Forest, a bridge must be crossed. Any child who below the city and locking the demons away once more. They
had been raised in Donhurst has been taught never to cross that mercifully slayed many of the monsters that were made from
bridge, as it is the barrier between safety and danger in a way quite the former townsfolk who had not managed to escape. The city
unlike any other place on The Mainland. The Hazaan Mountains stood empty again, until a rowdy squad of outcasts who called
have dragons, The Silver Glade is home to werewolves, and untold themselves The Fang moved in. Shortly thereafter it became
horrors lurk in the waters of The Cerulean Sea. The danger of obvious to all of the members of The Fang that they were meant to
Blacktip Forest is not so tangible. be fighters and thugs, and as such they had no interest in settling
down, much less rebuilding a town.
The forest is haunted. Wraiths and ghosts lurk among the dense
woods, and it is more than mere myth and legend. People do not Their leader, Ripley Noonan, approached the castle atop the hill
enter the forest because they know that those who do are unlikely overlooking Donhurst, known to be inhabited by The Countess,
to return. On rare occasions someone will be foolish (or desperate a fearsome vampire. A deal was struck: some of The Fang were
enough) to cross the bridge; often they are never heard from again. traded as fodder to the imposing monstress so that others could
be turned. The Countess assumed ownership of the empty city,
Those who have returned tell of seeing their long-dead loved ones
appointing Ripley as its mayor. She made her intentions clear: the
twisted and wrong. However, these tales have still seeded hope
townsfolk of Donhurst would be more than welcome to return to
in the hearts of some who wish to reunite with their loved ones.
their quiet city, so long as five percent of them were willing to come
There are countless ghosts in Blacktip Forest, so the likelihood of
to her castle and serve her. She has sent this message out into the
finding one single entity a person is looking for is unlikely.
world, though the citizens who once called Donhurst their home
have yet to answer her call.

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DRAGONS’ REACH TRAVEL TABLES
Normal Travel (on-road) Normal Travel (off-road)
d20 Encounter d20 Encounter
A dragon attacks the party. Roll 1d4 to see what level it will be. 1–4 The Fang attacks! (see The Fang, page 307).
1–4
1 = Wyrmling, 2 = Young, 3 = Adult, 4 = Ancient. Good luck.
A pulsating light can be seen up ahead. As soon as the light is
When the party travels at night, there are a group of figures 5–8 seen, a poisoned arrow is fired at a random party member. A
5–6
with red spaulders (shoulder guards) following them. Dexterity save with a DC of 13 is needed to dodge it.

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).

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Blacktip Forest Travel Die Table
d20 Encounter d6 Event
1–2 1d4 ghosts attack the party. Half a dozen people are lying dead in a pile by the road. All of
1
their blood has been drained.
The party keeps getting lost. It’s almost as if the forest itself is
3–4
moving or shifting. The party meets a strange group traveling in the opposite
2
direction. There’s something “off” about them.
The group finds a dilapidated shack in the middle of the
5–6 forest. There are no lights on. There are whispers coming There is a calm pond near the party’s camp. Something breaks
3
from inside. the calm water in the distance. That certainly wasn’t a fish.

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?

A lone headstone is found beneath a tree. Sitting atop the


15–16 grave is a small box. Inside the box is a hand-carved wooden
doll of a little boy. It has human hair attached to it.

A specter begs the party to help lay their family to rest by


17–18 venturing to the center of the forest and burning down an
old house.

Two clerics are found by the party, dead. They are gripping
19–20
rings that grant immunity from necrotic damage.

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Hunters’ Bounty
Hunters’ Bounty has always been a plentiful source of big game on Ellara. Some of the largest are also the most rare, which has made hunting season
in the area into something of a competition for the local hunters. The largest beast caught—dead or alive—is rewarded with a substantial bounty in
Fairbay. Some of these animals’ bones have been utilized in rituals. This is a boon to magic users, as the area is also widely renowned for its herbs for
potions, though partially for their use in the practice of blood magic. Hunters’ Bounty is known as beautiful, prosperous, and relatively safe, so long
as one avoids The Silver Glade.

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FAIRBAY
interest in the lives of passing adventurers, as well as providing the
best liquor the town has to offer.

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.

The Pounce and Claw


Introduction A dining establishment in the far-back alleys of Fairbay’s streets,
Fairbay finds itself on the road between Lochfort and Esterholt, The Pounce and Claw is a gastronomic delight—the hidden gem
within what is commonly known as Hunters’ Bounty. The path of Ellara. Here one will find the most rich and wonderful dishes,
to reach it is relatively peaceful and the town has a reputation for made with such care that they may cause patrons to weep upon
echoing that peace. It is a quintessential “nice town,” sweet and consumption. Though small and rather dingy, the staff work
small. Most of the locals work on farms and come into Fairbay to tirelessly to keep the founder’s vision alive as he travels The
socialize and drink. At its core, Fairbay is a quaint farming and Mainland, rumored to be discovering more delicious recipes from
fishing town. the farthest reaches of the continent.

History Notable NPCs


Fairbay is a fairly young town, having been founded less than 100
years ago in 1172 AEC. The verdant fields and lush countryside Clay Brecken
made an ideal place for farming, and the calm nature of the area Owner of Brecken’s Hearth (page 322)
served as a lovely place to raise a family. It is something of a shock
that it took so long for the town to be settled, as the area that
Naza Arehala
Owner of The Tipsy Pig (page 358)
surrounds Fairbay just so happens to have the lowest population
of dangerous animals. Bandits tend to pass by the town without Tepin Zale
much interest, as there is a lack of material wealth to be found. Owner of Zale’s Farm (page 372)

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

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ugh the locals
ces all year round, tho
The town hosts dog ra sed. The
ict in ma kin g su re the animals are not abu
are str m how well-
and the pride comes fro
bets are good-natured, en by gnome
e. Karmolines are ridd
trained the animals ar rter-than-
ck, though sometimes sho
jockeys around the tra
part as well.
average halflings take

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LOCHFORT triannual tradition, a grim and dangerous sport. After a few Great
Hunts, it was obvious that they had little effect on the werewolf
population. If anything, the population had grown.

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.

After a fortnight, a party of White Ravens, through sheer


Introduction perseverance, drove them out. They followed them into the forest
A small, unassuming town situated at the southeast edge of and killed many of the beasts, including their leader.
The Silver Glade, Lochfort’s reputation had spread across The There has not been an attack since the incident. Things seem to
Mainland due to the creatures that plagued the nearby forest for have finally returned to normal for those who remember a time
many decades. The situation had grown more dire before they before the werewolves, though the pain of those lost is still fresh, as
were able to recover from it, and the town itself is still in a state is the fear they feel when the fog rolls in. Lochfort thrives, though
of flux now that it is safe to enter the city once more. One of their there are quite a few new residents to fill the holes left behind. Of
main initiatives as of late is overcoming the infamy the town has these new faces, many are gnomes, who tend to fill in the gaps in
garnered and returning to a state of normalcy. Even so, it is still Theria whenever they can and capitalize on new opportunities.
common for travelers to keep their stays relatively short, and as a Those that were there during The Great Purge will more than
result the townsfolk are still struggling economically. likely never be able to see the fog without a sense of deep anxiety
washing over them.

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

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Government Notable NPCs
In a town as small as Lochfort, most everything depends on
Jordona “The Blind” Keergan
volunteer work. The only two officials are the mayor and sheriff.
Local alchemist and owner of Home Grown (page 342)
The former helps to decide upon the laws while the latter fetches
those volunteers when necessary and deals with any petty Draid Gammer
squabbles and such as they come. Criminals are rare in such a Owner of The Half-Full Keg (page 327)
small, tightly knit town, but when they do pop up they are often
put into stockades and the entire town will know what was done. Alona Hoss
In this manner, most criminals are ousted from the town after Town broker (page 312)
being caught.
Gabby Blaggard
Owner of The Whispering Pillow (page 336)

Notable Places Taryyn Damir


Mayor of Lochfort (page 370)
Lochfort Town Hall
Because Lochfort is such a small town, the population within is
very close to one another and town meetings are jovial events,

THE SILVER GLADE


despite the horrible events that occurred there during that horrific
fortnight. The hall is located near the rear of the town and is the
largest building currently standing. The mayor normally runs
meetings on a monthly basis as a chance for members of Lochfort
to sound off on the latest events. “Yes, there’s dangers in The Silver Glade, that’s
for sure. But there is knowledge there;
Home Grown
there is discovery there.”
Run by Jordona “The Blind” Keergan, this herbalist shop is one of
the tightest-run ships in all of Ellara. The proximity to the dark,
monstrous woods is a blessing to the shop, as it grants Jordona – Kalden Halek (Arc 2, Episode 47)
access to certain herbs that cannot be found elsewhere and therefore
the potions she offers are often quite rare. Jordona’s shop has a The Silver Glade is, without a doubt, one of the most dangerous
miraculous reputation, but sometimes she requires rare ingredients areas on the continent. There are creatures lurking within the
that can be dangerous to gather. thick brush and cluttered trees that can tear through a party in
mere moments. Though the werewolves that have plagued the
The Half-Full Keg area for decades have had their numbers sharply reduced in recent
As the only tavern of Lochfort, The Half-Full Keg gets quite good years, there are still some who remain within the Glade.
business. Owned by an arazar by the name of Draid Gammer, the
tavern is often filled with quiet regulars who believe they have The forest has reclaimed many lost tombs and items, and
lived through the worst Theria has to offer, though the atmosphere immense power may be found within, but it is rare that a party
is not all doom and gloom. The atmosphere is mostly just quiet, is brave enough to charge in to retrieve them—rarer still for
much like the owner. Despite everything, the people of Lochfort them to return. There are rumors of a lost high elven prince,
are friendly and helpful; bar fights are rare, and the occasional bard and perhaps all the valuables his life had to offer, but the
brings welcome merriment. whereabouts of his resting place are unknown.

An elusive and mysterious vanali community lives within


The Whispering Pillow the Glade, deep in the heart of the forest. Though some
Lochfort does not get many visitors. The Whispering Pillow speculate that they must have been wiped out by now, so
remains open even when there are few who are willing to sleep few venture beyond their home that it is impossible for an
through the night within the town. Because of this its owner, outsider to know for sure.
Gabby Blaggard, is often sitting inside with her nose in a book,
waiting for anyone to require the inn’s services.

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TITANSHARD BUNKER It only made sense. This voice had been there for her. It would
surely keep its promise. Her men wouldn’t understand
though. She hated the thought, but she would have to lie
During the Rancor/Solus war, dozens of encampments, to them. One evening, she left her chambers and
towers, and bunkers were built to help fortify the surrounding ventured to the 1st floor. There, she ensured
countryside. While many of these structures have either fallen or the main hatch that led topside was
have been completely forgotten about, there is one exceedingly odd sealed off and damaged the locking
case in Titanshard Bunker. mechanism. She then gathered
her troops and asked
The bunker’s construction was completed in 950 AEC and was one them to accompany
of only two of its kind. Multiple levels packed with enough food her to her floor. They
and supplies for three dozen soldiers to live within it for months at would have a very
a time. The war had been going on for so long that the leader of the important meeting
Rancor forces began to get paranoid and feared an all-out assault about their future.
of his lands day and night. The bunkers were a strange way of
ensuring that no matter how far the enemy marched into Rancor Four months later the
territory, they would have soldiers underground and waiting to war was over. New
lash back. leadership had taken
over in the Rancor
The soldiers stationed at the bunker resented being taken out of kingdom and the
the fight, and so their service there was designed to be short before bunker had been all
they were relieved by others and returned to combat. When it but forgotten.
came to be General Freya Titanshard’s turn in the bunker, she and
her troops anxiously awaited communications that would restore
them to the field. After the requisite four months, no letter came.
Eventually, word came that Titanshard and those in her force were
too valuable to risk in battle and would remain underground until
needed. A year passed, and they were told the same thing.
For six and a half more years, they received the same message
from above. This made absolutely no sense to Freya. How could
they treat her and her men this way? It was an outrage! Surely her
commanders had lost their collective minds.

The walls seemingly began to close in around the squad. The


bunker had seemed fairly roomy when they first entered, it was
cramped and claustrophobic now. They only went above ground
to feel the sun’s warmth and breathe clean air three times a year,
Running
when supplies were delivered. Morale fell further and further. Titanshard Bunker
General Titanshard withdrew to her private quarters for longer Setting the Stage
and longer stretches of time; some said they heard her speaking
In a valley between the towns of Lochfort and Whitehedge, there
with someone from time to time, though no one was ever
is a long-lost bunker that hasn’t been opened in centuries. The
summoned to her chambers.
history of Titanshard is an interesting one but the long story short
She wasn’t sure when it started, but she frequently talked to a is that no one has verified what happened to its occupants or what
soft, deep voice in her room. It would soothe her and keep her could be laying in the dusty catacombs beneath the ground.
calm when she was at the brink and stir crazy. In return, it would
The entrance to Titanshard Bunker is an iron hatch that is flush
request small favors. At first, it asked for information—about the
with the ground itself. Overtime, this has become overgrown with
bunker, the surface world, and about herself. Before long, it asked
foliage and thus is very hard to spot. An adventurer would have to
Freya to dig. At the behest of the voice, Freya transformed a crack
be either very lucky to notice it or already knew exactly where it is.
in the stone floor of her quarters into a pit.

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.

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1. Iron Hatch 6. A set of spiral stairs leading to the second floor
AC 19 • HP 5d10
Resistant to fire damage • Lock cannot be picked The staircase strains under your boots as you
descend, each footstep taking you further down into
The heavy hatch opens with a strain as rusted metal this mausoleum.
squeaks and squeals. There’s an old ladder just below.
The smell of stale air hits your nostrils.
7. The Bunk Room
After descending the ladder into the bunker, you notice that it’s
Soldiers used to lay their tired heads here when retiring
probably a bit roomier than you were anticipating. There is a
from their shift. Now the room is stained and yellowed
heavy double wooden door about 20 ft. (6 m) from the ladder you
from the passage of time.
descended. It appears to be locked. The strangest thing about
this so far is that the torches light up on their own the second a
55 Gold
member of the party sets foot on the ground.
2 Sets of Fine Clothes
1 Silver Sword
2. Heavy Wooden Door (locked)
AC 15 • HP 3d8 • Lock DC 15 8. Reinforced Wooden Door (locked)
AC 20 • HP 6d8 • Lock DC 19
The doors swing open with a slight whine. The sound
echoes off of the walls and down the hallway. After
9. Set of stairs leading to the 3rd floor
this noise ceases, there is only an eerie silence as the
once bustling halls of the bunker seemingly have no
Some of the stairs rattle when you apply weight to them.
one else in them but the party.
You’re almost certain that they’re going to give way, but
miraculously, they hold together as you reach the bottom.
Beyond the heavy wooden door lies a long corridor.

To the South: Halfway down the corridor there is a set of large


double doors on the party’s right. 10. Jail cells (all cell doors open)

These cells must have only been used for prisoners of


3. Heavy Wooden Door (unlocked)
war—that, or punishing their own in case they got too
AC 15 • HP 3d8 stir crazy. There’s a thick leather-bound book lying in
Beyond the doors are what appears to be some sort of dining area. one of the cells. It sticks out in this setting.
There are tables and casks of wine. Several figures stand dormant
in the room clad in armor. They have long since died but seem to Contains an important looking tome. (This book has information
spring to life and attack the party the moment the doors swing written in Dwarven. If it is read aloud as an action, all demons in
fully open. the area have disadvantage to attacks for 1 round.)
5 Titanshard Soldiers (undead) Cells contain 2 Turaag Demons (see Turaag, page 272).
1 Titanshard Specialist (undead)

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.

Active Elements. The Hallway Blades Trap includes a set of


5. Heavy Wooden Door (unlocked) whirling blades along 20 ft. (6 m) of hallway.
AC 15 • HP 3d8
Whirling Blades (Initiative 20). The blades attack each creature
On the other side of the door is another long hallway with more of in the first 20 ft. (6 m) of the hallway, with a +5 bonus to the attack
the Titanshard soldiers at the end of it. roll and dealing 18 (3d10) slashing damage on a hit.
3 Titanshard Soldiers (undead)
3 Titanshard Specialists (undead)

118 Regions • Hunters’ Bounty • Titanshard

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Intelligence (Investigation), DC 15. This check reveals the blades’
pattern. As an action, a creature that can see the blades can attempt
this check. Success imposes disadvantage on the blades’ attacks against
the creature while it isn’t incapacitated.
Attack. A creature in the area can ready an attack to slash at a
Titanshard Specialist
Medium Undead
blade. The blade gains advantage on its attack against the creature.
The creature then attacks. The blades have AC 15 and 15 hit points. Armor Class 16 (Chain Shirt, Shield)
Destroying a blade reduces its attack bonus by 2. Hit Points 34 (5d8+9)
Dexterity check with thieves’ tools, DC 15. Creatures can use thieves’ Speed 30 ft. (9 m)
tools in the area attacked by the blades to foil their mechanism. A
successful check reduces the blades’ attack bonus by 2. STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
Switch. There is a switch on the wall near the door at the end of the
hall. If it’s flipped, the trap is disarmed. Saving Throws Constitution +6
Condition Immunities Poisoned
12. Titanshard’s Quarters Senses Darkvision 60 ft. (18 m), Passive Perception 12
Entering the large subterranean room, the party sees a Challenge 1/2 (100 XP)
deep sculpted hole with a platform at its edge. Various Abilities
demonic figures are scattered within and all turn toward Undead Fortitude. If damage reduces the titanshard specialist to 0 hit points,
the group as you enter. it must make a Constitution saving throw with a DC of 5 + the damage taken,
unless the damage is radiant or from a critical hit. On a success, the titanshard
3 Titanshard Soldiers (undead) soldier drops to 1 hit point instead.
3 Turaag Demons (see Turaag, page 272).
Actions
Freya Titanshard (undead) Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. (1.5 m) or range
20/60 ft. (6/18 m), one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1)
piercing damage if used with two hands to make a melee attack.

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

Armor Class 16 (Chain Shirt, Shield)


Hit Points 24 (3d8+9)
Speed 20 ft. (6 m)

STR DEX CON INT WIS CHA Freya Titanshard


13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Medium Undead

Saving Throws Constitution +6 Armor Class 18 (Plate)


Condition Immunities Poisoned Hit Points 120 (16d8+48)
Senses Darkvision 60 ft. (18 m), Passive Perception 12 Speed 30 ft. (9 m)
Challenge 1/2 (100 XP)
STR DEX CON INT WIS CHA
Abilities 18 (+4) 10 (+0) 17 (+3) 16 (+3) 16 (+3) 15 (+2)
Undead Fortitude. If damage reduces the titanshard soldier to 0 hit points,
it must make a Constitution saving throw with a DC of 5 + the damage taken,
Saving Throws Constitution +7, Wisdom +7
unless the damage is radiant or from a critical hit. On a success, the titanshard
soldier drops to 1 hit point instead.
Damage Vulnerabilities Radiant
Damage Resistances Necrotic
Actions Damage Immunities Poison
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. (1.5 m) or range Condition Immunities Frightened
20/60 ft. (6/18 m), one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) Senses Passive Perception 13
piercing damage if used with two hands to make a melee attack. Languages Common
Challenge 10 (5,900 XP)

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.

Regions • Hunters’ Bounty • Titanshard 119

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HUNTERS’ BOUNTY TRAVEL TABLES

Normal Travel (on-road)


d20 Encounter
1–4 A large group of The Fang are harassing a group of farmers for free crops and gold (see The Fang, page 307).

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.

Normal Travel (off-road)


d20 Encounter
2d8 villagers have disappeared from the town of Lochfort. They simply walked away from town one day with no possessions or contact with
1–4 the town. They have been possessed by slissks and are traveling back to a cave near The Silver Glade (see Slissk, page 269).

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).

9–10 It starts to rain and doesn’t stop for 2d4 hours.

11–12 The party gets lost for 1d4 hours.

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).

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The Silver Glade
d20 Encounter
1–4 2d4 werewolves attack the party. They are level 1d4+2. Good luck (see Lycanthropy, page 244).

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.

Travel Die Table


d6 Event
A small group of dark elves approach the party. They wish to speak with them privately. They are looking for allies to help storm Stonesunder
1
Mountain and take back their home city.

2 As cold rain falls on the town of Lochfort, there are mourners carrying a body to the cemetery.

3 A tall tiefling asks the party to investigate their wife’s disappearance.

4 There’s a small group of brewers celebrating that they have created a new drink. They want to share it with the party.

5 An assassin is asking questions in town about a possible target.

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.

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The Hazaan Mountains
The Hazaan Mountains belong almost entirely to the dragons, the only notable exception being Or’Rash, the mountaintop city the red dragonborn
call home. The upper reaches of the mountains are a complex network of caves in which the dragons dwell, with one lair standing noticeably empty.
Formerly the den of the huge red dragon Straad, his horde of treasure awaits anyone not only brave enough to attempt to sneak past the myriad
dragons that encircle the lair, but also foolhardy enough to risk the wrath of the dragonborn who stand guard over their fallen idol’s former home.

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DA’SARI GRADD challenging conditions. As you approach the
first of many thick bridges that connect the
peaks, you feel the wind whipping against your
“The place you’re going to, we’re guessing was at face and wonder if it is strong enough to lift
one point, some knowledge base of demons. you. Maybe it is, but there is no other option.
There are a couple of passages that lead us to believe You grip the side of the bridge and thank the
that someone turned it into a place of worship.” gods for its sturdiness before you begin to
make your way across.
– Julie Fairway (Arc 1, Episode 130)
Introduction
Originally the home of the Order of El’enza, this library was once
the epicenter of a crusade that was waged throughout Ellara. At Of the civilized races that live on The Mainland, the red
the time, the Order of El’enza had been convinced that the tiefling dragonborn who inhabit Or’Rash are perhaps the furthest from
race was demonic in nature and, with complete faith in this truth, humanoid and the furthest from the traditional values held by
the Order took up arms against them in 1228 BEC. The cultists the rest. They are bred to fight and their entire culture is framed
slaughtered many tieflings, torturing and mutilating many more in around the notion that they are only one degree removed from the
pursuit of confessions. Their holy war lasted decades, and during fearsome and beautiful red dragons that fly through the skies of
this time the library was adorned with murals to celebrate their their mountain. They live as much like the dragons as possible, so
perceived victories—most in disturbing, brutal detail. their lives are not of comfort. The mountains are treacherous; the
winds alone are a constant threat.
The library itself became a catalog of everything they did and
everything they learned about demons. During its construction, The dragonborn have strung heavy rope bridges between the
the cult unearthed a door to Hell itself. Deciding that it was best patches of land that are large enough to function as their base
left in their own hands, the cultists magically sealed the entrance of operations. These bridges are thick and sturdy, of course, as
to the home of the demons and began their study of it and the dragonborn tend to be heavier creatures.
demonic entities that would often appear there. They would even In pursuit of absolute strength, the children of the dragonborn are
communicate with the demons who found their way to the seal, examined by the elder, wiser men and women of the tribe. If the
trying to coerce more information from them. child is deemed infirm or weak, they are tossed from the Platform
After communicating with the demons for some time, one of the of Judgment. This widely-accepted tradition is intended to make
members had come close to making a deal with one of the hellish their forces stronger.
creatures. The leader of the cult, upon learning of this, decided
then and there that if one of her order could be corrupted, they all History
could be. Unwilling to allow this, she poisoned the cult’s dinner
and single-handedly put an end to her own crusade. The red dragonborn have lived in Or’Rash for the entire recorded
history of Theria and they are proud of the life they have carved
The library now sits empty, with all its accumulated knowledge there. One of the most notable historical events took place several
of Hell, demons, and the seal stored away for any who come hundred years ago in 139 AEC, when a pact was made with a
searching for them. However, echoes of the past still reverberate powerful red dragon named Straad. The dragonborn believed it
through the desolate tomb; not quite ghosts, but shades of what brought them to near-equal footing as the dragon itself, though
had once been haunt the halls, replaying the last days of the cult’s Straad likely felt differently.
lifespan in a semi-transparent, untouchable haze.
The agreement specified that the dragonborn would serve Straad
as if he were a deity. They brought him food and any material

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.

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In 1263 AEC, Straad’s contract was finally fulfilled. The dragonborn well as makes sure the community thrives by ensuring they are
were recruited in the war against The Overwatch. When the battle well fed and in good health. Both of these tasks are presided over
turned against them, the leader Karrik sounded the horn. Straad by Balsk and he takes his job very seriously.
flew in and decimated their enemies, along with a huge swath of
Every member of the tribe is a trained and capable warrior—men,
The Evergreen. Straad was slain in the aftermath of the war, but
women, and children. Within dragonborn society, it is thought
his mate and children live, and have since left Or’Rash.
that there is no better way to prove oneself than in combat. The
The loss of their contract and their most substantial connection to thought that one day they may be invaded or need to invade drives
the red dragons has cast a shadow over the dragonborn people, but them to make each following generation stronger.
they continue to thrive regardless.
Crime is punished with death, no matter how minor the
infraction, so it is no wonder that Or’Rash has the lowest crime

Government rate in Theria.

As of late the government of Or’Rash has been as tumultuous as


the winds among the mountain itself. Leadership has changed Factions & Groups
hands multiple times, though the current leader is a formidable The Elite
soldier by the name of Balsk. The tradition and law of Or’Rash
The pinnacle of dragonborn strength, aptitude, and courage.
dictates that every member of the tribe be ever ready for war, as
These are the best fighters of Or’Rash, and if war was to come,
they would be fighting on the front lines. Every young dragonborn
is taught to admire this group and desire to be among their ranks
when they are older.

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.

The Platform of Judgement


When dragonborn are only weeks old, they are evaluated to ensure
they are fit to live amongst others of their kind. If they are deemed
to be too small or have a “defect,” they are tossed off the mountain.

Notable NPCs
Balsk
Dragonborn leader (page 318)

Wyrnal
Aide to Balsk (page 381)

Nora
Soldier and trainer (page 359)

Kaagan
Local weaponsmith (page 343)

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UMAN’YIRO
As the town grew into a city, its leaders recognized that safety
was becoming a great concern for those within. The people of the
city wanted to answer the world’s greatest questions and discover
the unknown—they did not have the time to worry about outside
threats. It was Ellanan Duskwalker, a prominent political leader,
You are able to see the silhouette of Uman’Yiro who offered the perfect solution: the essai—walking suits of armor,
powered by magic. They required no food or sleep, and they could
in the sky ahead more than a full day before
protect the city better than any wall. Soon they were being mass-
you reach the city entrance. You had always produced and the popularity of the idea catapulted Ellanan into
heard it was a wonder, a marvel, an invention the position of archmage.
of magical achievement, and it is all of that
Other mages were trying to invent more practical solutions. Some
and more. When you finally find yourself in the did not approve of the essai, as it took souls to power them. They
shadow of the floating city, you place all of your questioned whether these beings were enslaved in their current
weapons into the chest as the sign instructs and state and whether it was moral to create them in the first place.
step onto the platform. Your head spins, and The mages of Uman’Yiro eventually decided to remove themselves
suddenly you find yourself in an ornate room from the equation entirely. After months of the top minds of the
with a mage offering a warm smile. He asks city working together, they found a way to lift the entire city into
what you hope to accomplish in the city during the air, tearing it from the ground itself. In 1201 AEC, ten years
your time there and you can only blink as you after the creation of the first essai, Uman’Yiro took to the sky. This
offered far more safety to the people there than the essai could ever
try to get your bearings. This is more than you
be expected to have given, but it left the city with an army they no
had ever expected, a marvel indeed. longer needed. The mages of Uman’Yiro had created a race and
now they were purposeless. At first, they were used for gladiatorial

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.

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Currently, the archmage who holds the most power is Ellanan
Duskwalker. Many of the other archmages owe him favors
Notable Places
and with his history involving the essai finally in the past, he
is renowned for his knowledge and ability to stay calm under
Feathered Follicles
pressure. Every facet of life in Uman’Yiro is improved by magic, and personal
grooming and pampering is no different. Feathered Follicles is
The laws of Uman’Yiro are decided by vote. There is zero tolerance a salon and spa that utilizes many magical means to provide
for violence, so much so that the teleporter that brings visitors excellent service, and they pride themselves on many wondrous
to the city will automatically vaporize any weapons brought tasks. Anything from changing one’s entire appearance to
into it. There is an exception for arcane foci, however, and rarer rejuvenating their body can be done in a matter of hours.
exceptions for other weapons, pending approval and completion of
the requisite paperwork. The Moonlit Willow
One of the most grievous offenses of Uman’Yiro is plagiarism. If Every town, magical or not, needs a tavern. The Moonlit Willow fills
proven, the perpetrator is publicly shamed and discredited for their that desperate need and also offers concoctions that no typical bar
attempted theft of ideas—a fate worse than banishment. could create. Fizzing drinks, flaming drinks, drinks that transform
and twist in multicolored wonder—all with exactly the right amount
The laws of Uman’Yiro are enforced by the town guard. In the rare
of alcohol for a fun night out—are customized to the patron’s liking.
instance of a dangerous or violent criminal, officials would call in
They also offer wares, such as bottles of wine and other alcoholic
The Imposition who utilize magical wondrous items to stop the
beverages for customers to enjoy in their own homes.
person and set an example.
Qubert’s Quills
Factions & Groups Owned by a discerning half-elf of impeccable taste, Qubert’s Quills
is an opulent shop that sells only the very best in stationary, as well
as many other everyday items of flawless quality, which Qubert
Archmages
insists on. Here can be found the highest quality leather-bound
The peak of both knowledge and power in the city. The few people
journals, the softest and brightest fabrics, the smoothest inks, and
who have attained this rank are held in high esteem. This title
the thickest but lightest woolen robes money can buy.
represents decades of study in a particular field and a level of
dedication unrivaled by most of civilization. There are only seven
Knead for Feed
active archmages at a time, creating the Council of Archmages.
A lovely bakery with many special treats in the window, some of
which tasting like nothing found anywhere else in Theria. It is a
Curators
popular destination for students to gather after classes, even if it is
Uman’Yiro has the largest collection of books in the world. As
just to enjoy the scents that leave the front door.
such, the city also boasts an excess of individuals studying a wide
array of subjects, each looking to be the most knowledgeable in
Apple-ca-Dabra
any given field.
Owned and operated by the younger Nessbet brother Damerai,
Apple-ca-Dabra is a vegan and vegetarian eatery where one can
The Imposition enjoy the finest meat-and-dairy-free meals in Uman’Yiro. In fact,
The magical equivalent of a town guard within Uman’Yiro. This it is one of the only restaurants on The Mainland that caters
specialized batch of soldiers are trained explicitly to deal with exclusively to these dietary requirements.
armed physical opponents and those utilizing magic. They are
armed with enchanted weapons meant to restrain unless in the Ala-ka-Ham
most dire of circumstances. It is often stated that this group of Owned and operated by the elder Nessbet brother Farros, Ala-
elites won’t kill you, but if you step out of line far enough, they will ka-Ham is a restaurant that prides itself on what the owner calls
make you wish they had. “meat-based artistry.” The brothers have something of a friendly
rivalry with their restaurants across the street from one another,
Investigators and most outsiders can confirm that Ala-ka-Ham is often the
With so much raw power in the city, accidents sometimes happen aggressor in situations that arrive.
and people get hurt. When these events take place, a team is sent
to examine the scene and ensure that there was no malicious
intent behind the act. In the rare case that a crime has been
identified, the guilty parties are punished severely.

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Notable NPCs
Ellanan Duskwalker
Archmage and leader of the Council of Archmages (page 331)

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)

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THE HAZAAN MOUNTAIN TRAVEL TABLES

Normal Travel (on-road)


d20 Encounter
1–4 A very large red dragon swoops down from the sky and attempts to devour the party.

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.

Normal Travel (off-road)


d20 Encounter
1–4 Tornado!! (see Tornado, page 199)

5–6 1d4 hill giants attack the party.

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).

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The Hazaan Mountains
d20 Encounter
1–4 A red dragon performs a strafing run on the party. Everyone must attempt a Dexterity save with a DC of 12 or take 18d6 damage.

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.

Travel Die Table


d6 Event
1 An Or’Rash military group is looking for a deserter.

2 A drunk noble is attempting to shoot an apple off of their servant’s head.

3 Three clerics shout to the party about the end of days. They are convinced that the gods are angry with the world.

4 A farmhouse is on fire as a family screams about children still inside.

5 A group of workers are on strike about unfair wages.

6 A gnome is repeatedly stabbing a tree with a dagger.

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“She”

134 “She”

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A cool breeze
rustled the leaves
above, and Isaac broke
free from his reverie.
With a grunt, he stood back up and continued into the To the west, there were beds and closet spaces filled with
mountains. He could hear his own ragged breathing dusty rags and tarnished old armor. Some of the beds had
reverberating off of the tall stones surrounding him. After skeletal remains still wrapped in bloodstained blankets. Rusty
some time, he reached a strange looking valley between looking stains covered the area. There was a feeling while
the rocky hills, hidden from any trails. There was a massive Isaac stood above the bedding area-almost as if he was being
entrance carved into the side of the mountain. Two huge watched. Even though everything in this forgotten place
stone doors lay open casting light into the stairwell leading reeked of death, there was the fear of motion just out of
down. The doors looked as though they might almost blend Isaac’s periphery.
in with the rocky face of the wall, had they been closed.
There was little in the way of decoration or grandiose No matter how many times he checked to see if there was
etchings. With a deep breath, Isaac started down the stairs. something behind him however, the humongous complex
was still and lifeless. Every now and then Isaac swore that
Each footfall seemed to echo and bounce forever around he heard another set of footsteps. He would panic and
the stone walls of this forgotten place. The walls leading hide behind one of the shelves, doing his best to suppress
down the stairwell were covered in the faint green moss a coughing fit only to then hear nothing further. Isaac
between the cracks and crevasses. The stairs were slightly had never seen this many books in one place before. They
uneven, and he had to catch himself a couple of times before seemed to go on forever and contained information on all
tumbling down into the darkness. manner of creatures and places. He absentmindedly picked
up a tome from a random shelf and flipped through it only to
Eventually he made his way to the bottom and the library find another that caught his eye soon after.
was in front of him. Row after row of books and research
papers filled the dusty space. A musty smell filled Isaac’s nose He searched the dusty space for what seemed like hours
as he walked slowly through the establishment. People had until he found the book he was sent to gather. It was a black
clearly lived here at one time, however they were long since leather bound book covered in thick layers of dust. The
deceased. Several large tables, mainly used for reading, were leather cover featured mild cracks from time and wear. It
set up in the main area. depicted what appeared to be a hole in the ground where

“She” 135

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many hands clawed their way upwards. It was somewhat The demon beckoned Isaac closer with a wave of his
tough to make it all out due to the wear and tear. He slid the grotesque fingers. “I found the book,” Isaac said in a hushed
book off of the shelf and started looking for the domed area tone. “That’s very good,” the demon replied. “Now I just
where his shadowy benefactor would be. need you to do me one more favor, child. I need you to
perform the ritual to bring this barrier down and you’ll have
He walked further and further into the mausoleum of your immortality.” He seemed to gasp and shudder between
knowledge. The closer he got to his destination, the every couple of words.
more filled with doubt he became. “What if this is a
terrible mistake?” he thought. After minutes of this line of Isaac thought back to the first time he had spoken with the
questioning, he couldn’t take it any longer. With a gentle demon. He had been desperate to get rid of his illness and
creak, the pages fell open and he finally understood. Page didn’t do much in the way of bargaining. Now it almost seemed
after page of panicked writing and warnings. like too much to ask for. “Maybe just get rid of the disease. I
don’t want to be greedy or anything.” Isaac almost mumbled.
The people here had been dedicated to eradicating demons
and their ilk. The order had accidentally stumbled upon “Nonsense,” the demon attempted to be soothing but his
an open crack that lead directly to hell while expanding voice was more ragged than anything. “You deserve a reward
their underground library. No one was sure how this had for your hard work. After all, everyone deserves a chance
happened, but they didn’t have to ponder it too much. to live a nice long life. This short ritual might cause you the
Waves of demonic foot soldiers spilled from the crack as smallest amount of pain, but I assure you it will be worth it.”
the order fought to push them back. Through some miracle,
they managed to stem the tide of demons long enough for This took Isaac aback for a moment. “I thought I was just
their most talented magic user to perform a ritual and seal supposed to bring the book to you,” Isaac said with a stutter.
off the crack. It was a stop gap measure, never meant to be It seemed the demon could sense his hesitation because it
forever. There was even a ritual to break the seal and allow moved closer to the dome and placed a hand against the seal.
an expedition into the crack to slay the demons within. “You’re so close Isaac,” it prodded. “Just a little further now.”

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”

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voice caught in his throat as he turned to look at the entrance. “My name is Isaac Arthur Hitsh. It promised I was going to
Slowly, a figure came into view. Long black hair cascaded over live forever. All I had to do was bring it the book. I should
her shoulders. She wore a simple dress that barely hugged have never looked at it, should have never looked inside.
her slim frame. She spoke no words as she stepped out into After I found out, I couldn’t do it. That’s when she started
the dusk setting. Try as Isaac might, he couldn’t make out her following me. It never stops. It just keeps coming. I don’t
face. Her hair didn’t obscure it and it wasn’t as if there were think I can go much further. If you’re reading this, you have
any shadow to hide it. It just…wasn’t there. to destroy it.”

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.

He ran as fast as he could for as long as he could. He would


occasionally turn to see if this woman was still behind
him. Sure enough, she would always catch up to him as he
stopped. Slowly but methodically she would move toward
him. She never seemed to stop. “What the hell is she?” he
thought to himself. No matter how far he got ahead of
her, he had to stop eventually. Isaac was sure that he was
being punished for not following through with the deal. He
couldn’t hand over the book knowing what was inside it now.

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.

It was on day four when he finally broke down. He had been


running for almost 30 minutes when he collapsed near an old
bridge at the entrance to the Blacktip Forest. There, in one
of the hollowed out posts of the bridge, he lodged the book
inside and covered it as best he could. He waited for her to
crest over the hill and see if she would go for the book, or
continue following him. She kept shuffling her way toward
Isaac. That settled it.

Isaac went as far as he could before his cough became too


much. After two more days and he had made it as far as the
Silver Glade. He was maybe an hour ahead of her but he
couldn’t go any further. He took out some parchment and
started writing.

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The Wastes
Named for the desert that covers most of the region, The Wastes are a dangerous, barren region of Theria that some consider suicidal to cross.
For the right price, guides can be hired to increase a caravan’s chances of safe passage, and the jewel that is Onak-Al is considered by many to be
well worth the trip. The Wastes were not always inhospitable, and the trinkets and remains of the civilizations that thrived in the area before still
remain, buried in the sand. For those undeterred by grave robbing, there are also the bodies of previous travelers speckled throughout, constantly
buried and revealed by the shifting sands. To reach any of the treasures the desert has to offer, one must be ready to contend with not only the
weather but also fearsome creatures such as giant scorpions, burrowing insects, and even blue dragons lurking beneath the sand.

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MIRAGE BAY
often gross displays of magical power used for purely aesthetic
reasons, such as enchanted signs, magical lights, and areas to
watch magical recreations of outdoor events inside of the hotels,
when perhaps a window would be more prudent.
Mirage Bay is the body of water that serves as the primary means
of travel to and from Onak-Al, allowing the city to thrive. The city
itself is half a mile (nearly a kilometer) inland from the docks there,
History
with a makeshift road leading to and from the desert city. The bay Onak-Al existed before recorded history, or at least it is known for
is a welcome sight for sailors, though the heat of the desert makes certain that a civilization lived in the area before the current city
the city beyond the docks shimmer like a mirage—an illusion not was founded. The reason it exists at all is because of these previous
helped by the thin and twisted trees that dot the shoreline. The inhabitants. Onak-Al started as an archaeological dig site. There
waters are quite peaceful in the bay, with a surprising lack of both had been hints at an entire culture that once lived in The Wastes,
pirates and monsters. and artifacts collected from that time were precious. As such,
professional and amateur explorers were hired as guides to bring
them to the site where they would find their own fortune in the sand.

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.

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Government Notable Places
The government in Onak-Al was established with tradition in The Wise Traveler
mind. Despite the high elves’ re-entrance into the world, they The Wise Traveler is a shop for oddities and specialty goods,
established their old ways with ease. There is a council of seven which in the context of Onak-Al often means that it sells things
high elves who make all of the decisions regarding the city. In found by the owner, Jaris Beneth, out in The Wastes. These items
regard to crime, minor infractions are repaid through labor or can sometimes be interesting odds and ends with some magical
a fine, while major breaches are punishable by exile. Exile from purpose or none at all, but could also be the remnants of a lost
Onak-Al, however, usually results in death. time or forgotten curse. It nothing else, adventurers agree it is
almost always worth a visit just to see what can be found, which is
a wonderful parallel to the owner’s explorative philosophy.
Factions & Groups
The Golden Circle
The Watch
One of the most popular taverns in the sprawling city, The Golden
Recently, a small group of men and women have found their way
Circle is most known for turning few people away, though lately
to Onak-Al from the former Overwatch. These angry separatists
that mentality has tended to attract the undesirable types around
are all humans from Overwatch, holding onto their former city’s
Onak-Al. The owner, a human by the name of Renee Warger,
bigoted ideals. There are not many places left in Theria that cater
would be very appreciative if someone could get the ex-Overwatch
to their particular mindset, even within their own race. Rather
soldiers and townsfolk out of her bar for good, though she would
than taking to arms and losing any battles, they have settled on
also prefer that the tavern itself not fall victim to the very violence
making the lives of the common folk worse with their presence,
their loud presence threatens.
particularly while drinking in bars and loudly accosting any non-
humans they think are weak enough to allow themselves to be The Stuffed Pack
harassed.
One of many general goods stores in Onak-Al. Currently, owner
The Guard Clive Larsman is just barely getting by as the city itself seems to
be against him thanks to his elven heritage. Even so, Clive opens
The guard of Onak-Al are exceptionally well-trained, as one would
every morning to sell his goods and attempt to make an honest
expect for an army meant to serve a city so large. They take all
wage, which many in the town, both high elven and otherwise, can
kinds, though like the city itself, the majority of those within the
agree is very respectable.
ranks are high elves. However, anyone willing to take up arms to
defend the city against any harm that may come to it is welcome Stacks
and appreciated.
The local book store run by a human and young high elf, Stacks is
Debt Collectors a bit stuffy in its ways and the elderly co-owner Rama Hadley will
often shush or lecture patrons who are too loud. Lucky shoppers
As the city is funded chiefly by The Oasis and surrounding
will find themselves in the bookstore when the more cool-natured
establishments that deal mostly with gambling, debt is a common
high elf, Nymira Alderthien, is looking after the shop. Regardless of
issue among both visitors to and residents of Onak-Al. Debt
which of the women are present, Stacks has a wealth of information
collectors must be both fierce and gentle at once to coax out the
for those willing to search for it and will often have lost or even
remaining balance from those that have accrued it. They often are
forbidden knowledge found within.
forced to make moral decisions high above their pay grade, and
each collector handles these choices differently. A lucky debtor will The Oasis
be met with mercy, empathy, and perhaps even assistance. Less
The largest casino within Onak-Al’s walls, The Oasis turns a
lucky are those who encounter more jaded or cruel collectors, who
massive profit for the city, and as such, has a fair stake in the
aren’t afraid to use more violent means.
running of the town. The casino is a wonder to look upon, with
Clerics magic being used frivolously all around to delight and entertain
guests. From time to time when the casino identifies a wealthy
Though not quite as splendid and lavish as The Oasis, the Temple
group, they will offer free credits so they might enjoy the pleasures
of The God of Luck in the city is quite beautiful. The clerics within
that gambling has to offer.
are more reserved with their magic use than the workers in the
casino, and usually use it only for the good of the people who visit. Arena
The high elven clerics are among the most talented and magically
Once an arena where slaves were made to fight to the death,
gifted in the world, so they are highly sought after by those looking
Onak-Al no longer allows such dire, high-stakes gambling in their
to heal their loved ones or themselves. The church does not accept
midst. Even so, they do utilize the arena for its full potential and
payment for their aid, though they do encourage donations.
the nearby casinos are welcome to reserve the arena for battles that
their patrons can enjoy and, of course, place bets on—so long as no
lives are on the line.

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THE RAZORMAW
Temple of The God of Luck
Inhabited by some of the finest clerics in Ellara, the Temple of
The God of Luck has its doors ever open for any who need their
assistance, whether they require a cure to their wretched ailments
or simply a place to rest for the night. The clerics that work here
often find themselves brainstorming outreach programs for
MOUNTAINS
the populace of Onak-Al who have fallen victim to gambling
addictions, but there is only so much that can be done. A dry and twisted range of mountains unlike any on The
Mainland, The Razormaw Mountains are notable for their red
rocks and sharp features. Some have said that the mountains

Notable NPCs themselves resemble the back of a gigantic dragon, twisting


towards the ocean. This is clearly not a suitable habitat for the
Maldrin Shale sentient races of Ellara, or at least not any longer.
Head of development for Onak-Al (page 354)

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)

Clive Larsman Day Travel


Owner of The Stuffed Pack (page 322)
d20 Encounter
Nymira Alderthien
Owner of Stacks (page 359) A blue dragon bursts forth from the sand beneath the party.
1–3
Two random members must make a Dexterity save with a DC
Rama Hadley of 14 or be caught in the dragon’s mouth.
Shopkeeper at Stacks (page 362) A terrible sandstorm rips through the area (see Sandstorm,
4–6
page 199).
The temperature is even hotter than usual for the next 2d10
7–8
hours. Water intake increases to 3 times the normal amount.
For the first time since arriving here, a gentle breeze caresses
9–10
the party while traveling. Things seem calm…for now.
There appears to be a small body of water up ahead. Is it real?
11–12
Is it some kind of trick?
The tip of a stone slab sticks out of the sand just off the path.
13–14
What is it and how deep does it go?
A random member of the party finds a small ebony statuette
of a demon lord. If they interact with it, it will speak to them
15–16
using telepathy (see Pantheon of Demon Lords, page 282).
A random party member trips in the sand. They realize there
17–18 are a set of stairs that seem to lead down. Is this some sort of
burial chamber or tomb?
In the distance, the party spots a small pool of water with
19–20
plant life growing around it. It doesn’t look like a mirage.

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Night Travel
d20 Encounter
1–4 Kylyra attacks the party from beneath the sands! (see Kylyra, page 264)

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.

The Razormaw Mountains


d20 Encounter
Even the paths of this mountain seem to be coated in jagged rocks. The party’s boots are now worn through and they take 1d4 damage for
1–4
every hour they travel here.
While navigating through a cavern, the group finds a long, thin sliver of rock that crosses a gap. They must make a Dexterity (Acrobatics)
5–6 check with a DC of 15 to cross it. The pit underneath is filled with a thick mud that sticks to anyone that touches it. It’s very difficult to clean
off and smells terrible. It will attract wildlife in the cave if it gets on anything.
The path ahead is very narrow. Sharp rocks jut out from every direction. Each party member must make a series of three Dexterity saves
7–8
with a DC of 11 to pass this area. Each time they fail, they take 2d4 damage.
9–10 The way opens up a bit and gives the group some breathing room.
The area ahead is rich with ore. It’s dense and heavy but might be of some real value. The area also features parasites. The party could
11–12
contract Frenzy here (see rules for Frenzy, page 182).
The party spots the telltale signs of a blue dragon in the area. It seems to be very large, but easily avoided for now. It could also make a
13–14
great set of scale armor.
There are crystals in this cave that the party has never seen before. With enough research, these might be able to create something
15–16
truly unique.
17–18 A cool body of water is in the middle of the mountain path. It’s baking in the sun, but it remains refreshing and clear.
19–20 A light can be seen shining from a cavern offshoot. If the party enters, they will find Wraith’s Embrace (see Wraith’s Embrace, page 289).

Travel Die Table


d6 Encounter
1 A pile of boulders conceal the entrance to an ancient temple.

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.

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The Battered Coast
If one word can be used to describe The Battered Coast, it would be “crime.” The monsters and beasts that plague most of the continent are
fortunately scarce on the east coast of Ellara, however, the lack of monsters on the outside has allowed for monsters within the people to emerge. It
is often joked that Ellara’s true colors are shown upon docking in Brightport, and any innocent newcomers who set foot on The Battered Coast do
not stay that way for long.

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Government
ALDMOOR Because Aldmoor started as a very small village, the laws were more
of a general respect between families than something that needed
to be defined. As the town grew, the population realized they
needed to maintain order, but still did not feel they need to establish
You realize you’ve hit town when you spot a rigid system of government. There is a small group of village elders
the first wooden building, though you are who make up a council and decide upon laws, and those leaders
certain that the actual town borders must learn from the mistakes of the past to decide what is right for their
town. Thus far, their biggest issues tend to be flooding and other
have come sooner than that. The farmland
natural disasters, not so much the citizens within.
surrounding the area had helped guide you,
but everything had been so spread out thus far To enforce the law, they do maintain a volunteer town guard. All
able-bodied villagers are either running a shop, hunting, gathering
that you weren’t sure you would find an inn by
food, farming, making a trip to one of the neighboring cities for
dark. You stop to ask some of the townsfolk supplies, or working in the town guard. A villager of Aldmoor can
where the inn is, and they direct you a few expect to take a shift as town guard at least once a month.
miles down the road. Maybe you can find
If someone within the town needs to be punished, Aldmoor takes
somewhere to rest in the small valley before advantage of its size by using public embarrassment. If someone
continuing your adventure forward, though steals, everyone knows, and the perpetrator needs to earn back the
the path ahead through the forest is marred respect of their peers through an apology and making amends. If a
with its own dangers. particular town member repeats their actions and nothing seems
to sway them, they will be excommunicated. If someone were to
enter into Aldmoor and cause trouble, they are likely to be asked
to leave the town or be removed by force, though it is worth noting

Introduction that Brightport sends information on any criminals that have


bounties on their heads, so people tend to keep an eye on visitors
The town of Aldmoor lies between the edges of Bandits’ Rest and until they can be trusted.
Butchers’ Bay. They are fortunate enough to be near Brightport,
where the town exports most of their goods from their sprawling
farmlands where they make their living. Aldmoor does not have a Factions & Groups
large population, but it can be a wonderful respite for adventurers,
The Essai
particularly those who have made it through Bandits’ Rest and
Seen as something of a charity case to the town itself, there are a
would like a night’s sleep without worrying about a knife to their
handful of essai living within Aldmoor. Thirty-five or so live there
back. For the townsfolk themselves, Aldmoor is just a typical town.
and though they are sick and dying off, they do still have skills that
The younger citizens often lament being born in such a “boring”
make their presence worthwhile. It is likely they chose Aldmoor for
place, though the older members are quick to remind them that
its proximity to Uman’Yiro, as many are searching for a cure to the
exciting doesn’t necessarily mean good.
disease that plagues them. The floating city has remained silent on
that topic, however. The essai have a reputation for abrasiveness,
History though some may argue that they have every right to be bitter.
The founding members of Aldmoor hailed from Bandits’ Rest and The Monster Hunter Guild
departed to establish the town in 1193 AEC, based on a fundamental
A monster hunter by the name of Zenora Fennis has started a small
disagreement on how to live their lives. There were those who could
group that she hopes to one day establish as a full monster-hunting
not return to Brightport for one reason or another, but did not wish
guild. Thus far, the recruits are but a small gathering of teenagers,
to live lawlessly in the forest either.
the youngest being an orphan who is only 14 years of age. Zenora
Eventually, a small group of those people built a village for themselves would never take the group out into dangerous situations, but she
in a clearing to the east. As generations passed, the criminal origins is training those who volunteer. With the idea that their town is
of the town faded from memory and now Aldmoor stands as a dull, a life hunting fearsome monsters is alluring to many of the
very typical farming village that just so happens to be founded by younger generation.
murderers and thieves. As for their relationship with Bandits’ Rest,
the two are now completely independent from one another.

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Notable Places Weapons from Weapons
Made clear by the name, Weapons from Weapons is the local
Sillik’s Stables weapons shop. They don’t have much in the way of legendary or
Owned by a rusted essai, Sillik’s Stables has horses of all sizes and epic weapons, but they have what adventurers would need to push
prices for travelers to purchase. However, the owner, Sillik, has a through Bandits’ Rest or make their way to one of the neighboring
very strong fondness for the animals and is protective of them. It is cities. The essai who runs the shop, Klak, is quite well-trained but
unlikely the stable will sell to someone they deem to be too cruel can only work with the limited materials one can gather from nearby.
or stupid to care for the creature properly.
Town Hall
The Lantern A small, unassuming building. Once every four or five months, the
Also owned by an essai, this one by the name of Drak, The Lantern council members will meet to go over local concerns, often having
is the only inn within Aldmoor. It is a good place to stay, though to do with weather or trade. From time to time there will be an
the food is somewhat lacking as Drak lacks taste buds. One would emergency meeting to address an urgent concern, but the majority of
also be directed here if they were looking for a potion, because what the time one or two council members will be in the building taking
Drak does poorly as a chef he does quite well as the local alchemist. notes and are available to help townsfolk and adventurers alike.

Fennis’ Exotic Hunting Library


This shop does not see much patronage, but Zenora still fills A growing curiosity of the outside world has been fanned by the
her role every day to make sure someone is there in case a job is adventurers who pass through the town. As such, and also due to
brought to her. Here people can post bounties for creatures big their proximity to Uman’Yiro, Aldmoor began construction of a
and small that are causing them strife, and Zenora or passing library so that those who seek information about the outside world
adventurers can try their hand at claiming the reward. can do so.

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)

Walorin “Wally” Kevnar


Member of the council (page 380)

Klak
Owner of Weapons from Weapons (page 347)

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BANDITS’ REST
claiming the least, each group enforcing those lines with violence
if crossed.

There is some honor among thieves, though tenuous. The factions


of Bandits’ Rest agree on one simple rule: do not take unless you
are ready to die. It benefits everyone to bring in stolen items from
the outside and does nothing but cause trouble to steal from one
As you pass through the dense forest, another. Beyond that, the forest is anarchy. Anything goes, but that
you consider the irony of your situation. applies to everyone. If a member of one group slights the member of
Normally you would find yourself thrilled at another, they must be willing to pay the consequences for that act.
the prospect of finding camp or civilization
within a dangerous woodland such as this, but Factions, Groups, & Places
considering the locals, you know it would be
The Nu-Val
best if you could pass through unnoticed. That
may be incredibly unlikely, however, as they The largest organization of slavers on Ellara, the Nu-Val lay claim
to about 55% of the forest to the north. A large river divides their
know these woods and you are but a visitor to
camp almost in half. On the western side lies the main camp
their domain. When you run across the first and living quarters. The camp is so old and large that there is
makeshift hut, your heart drops. You pray that permanent housing and larger settlements, making it more
this is not the Da’lai territory. reminiscent of a small town rather than a camp. Smoke from
the fires can be seen at a great distance because the Nu-Val have
no fear of outsiders. On the eastern side of the camp there are
the slaves, as well as the fighting pits and a training facility. The
Introduction captives are mostly half-dwarves but only by a small majority as
the Nu-Val have no qualms about enslaving any race. They are
In the forest south of The Hazaan Mountains, Bandits’ Rest is a housed in large buildings, packed so tightly that they are forced
sanctuary to the depraved and malicious. The worst criminals on to pile on top of one another when they sleep. Guards surround
The Mainland reside there, under cover of the thick woods. These the entire base but mainly focus on the eastern half to ensure
offenders have either found themselves in a situation where living that no slaves escape. Since the fall of Onak-Al and the shortage
in a town, even Brightport, has become impossible due to their of tournaments in cities like Overdale, the Nu-Val have diversified
crimes, or they aspire to join one of the infamous factions within and started training slaves for manual labor and household chores.
Bandits’ Rest as the way to obtain notoriety. Adventurers passing They now frequently ship slaves out of Brightport to different
through must keep a constant eye out for traps. Some are designed continents.
to capture and others to kill, but all are dangerous.
The Hole

History Within the Nu-Val camp, The Hole awaits newly-purchased


slaves and the ones they are training. The Hole is the proving
The forest was first settled in 1167 AEC by the criminals who had ground, dug into the dirt by slavers to force their captives into.
no place left to run with bounties too large, instincts too primal, or They are about 20 feet (6.1 meters) in diameter and 10 to 12 feet
urges too unseemly to be part of “civilized” society. They were the (3 to 3.7 meters) deep. Slaves are pitted against one another in
worst of the worst, but they came together and formed pockets of brutal fistfights until one can no longer stand. On rare occasions,
like-minded alliances. In doing so, they were able to thrive. Even these fights result in one slave’s death. This is frowned upon by
after a break within the ranks that founded the town of Aldmoor in the slavers, however, as they can’t sell a dead slave. The strongest
1193 AEC, the populace was able to grow larger as the reputation of fighters are rewarded while the weakest are punished. This gives
the community grew and more and more criminals decided to make incentive to the weaker slaves to try harder to impress their
the forest their home base, eventually spanning across the entire captors, and drives a wedge between the slaves, discouraging a
forest. One can now imagine it as several small villages spread out united rebellion.
across the forest, but because even the largest of them is about the
Asher Ames
size of a large camp, it is all nested under one convenient name.
Leader of the Nu-Val (page 315)

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)

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The Crazies
A peculiar group within Bandits’ Rest are The Crazies, also
known as the Da’lai. This group, like many within the forest, to lead with its merchant district. You pass
have nowhere else to go for one reason or another. Not being by the retailers with your hand on your coin
the biggest or strongest, they have chosen an interesting way of purse—you know Brightport well enough for
defending themselves from attack or encroaching parties. They act that. You need to go deeper, though, into the
as if they’re totally and completely insane. Screaming, sprinting
center of the city, though that is quite a ways
in random directions, and covering themselves with all manner
of disgusting things just to ward off any outsiders. Some are
walk from the entrance.
legitimately unwell, but many simply prefer to act this way in order
to incite fear in outsiders and keep other groups from moving into
their territory. This has worked for the most part, as no one really
knows much else about this subset within Bandits’ Rest. After all,
Introduction
who would want to go searching? Brightport is lovingly known both as “The Jewel of the East Coast”
and “The City of Thieves.” The city sits on the far eastern coast of
Winnie Dior The Mainland on the peninsula that wraps around Butchers’ Bay.
Leader of The Crazies (page 381)
Brightport is always buzzing, though the streets can also be quite
dangerous. Brightport has everything one could want from a city—
The Hunters taverns, shops, hired guns, brothels, and a port—but some things
This group could leave the forest if they so wished and strike out come at a much higher price than others.
on their own elsewhere. They are not criminals; they are a small
band of hunters who profit from the wild game in Bandits’ Rest.
Altogether, there are about 30 or so hunting creatures such as
History
drakes, ogres, and other wild game to fetch a pretty penny on the Almost exactly one hundred years ago, Brightport was a trade
open market in Brightport. They often team up with The Pickers port for both sailors and salesmen alike. The massive docks made
and combine their numbers for safety. it possible to import many goods from across Theria that nearby
settlements either had no access to or had never even seen before.
Gesa Groz It didn’t take long for Brightport to become both prosperous and
Expert hunter always seeking a challenge (page 336) profitable; it has grown into the largest city on the east coast and
has become a destination for many who seek to make their fortune.
The Pickers With growth, however, comes crime. There are many who make
their living off robbing traders and caravans coming in and out of the
Like The Hunters, The Pickers are not criminals. They were formed
city. Bandits line the forests outside of Brightport, constantly on the
by House Darksbane in order to corner the local market on herbs
lookout for easy targets.
that grow in and around Bandits’ Rest. Once the House fell, they
found themselves without a means to make ends meet and began to This brought on the much sought-after occupation of shieldhanding.
raise funds as freelancers who sell herbs to the highest bidder. Merchants would hire these bodyguards in the city to help keep
them safe should an attack occur. Often the mere presence of the
Benny Augusta
bodyguards would be enough to keep bandits from attacking. Over
Leader of The Pickers (page 318)
time, shieldhands realized they could simply be the ones to rob
the merchant once they knew they were out of harm’s way and the
occupation took a large hit. It wasn’t until a group of ex-prisoners

BRIGHTPORT and thugs formed the Hammerhand Guild that shieldhanding


earned its reputation back. They found that they stood to gain more
money with having returning customers than simply knocking
someone over and taking their goods once. The business model
worked out very well for them as there was never a shortage of
You have been able to see Brightport on
thieves and bandits in the area.
the horizon for quite some time now, as
the towering buildings are visible for miles. In contrast, one particular group of assassins and master thieves saw
great potential in Brightport as a permanent base of operations as
The gates leading into the city are huge and
well. Like Hammerhand, the Order of the Silverclaw had no trouble
breathtaking, even if most who pass it daily finding jobs in the city and soon developed an infamous reputation.
barely give it a second glance. As you travel the Hammerhand and Silverclaw would frequently cross paths, as they
cobblestone streets, you first happen upon the would often be contracted at the same time by two different clients.
busy market filled with shops and vendors. Of One would hire Silverclaw to steal from or kill a merchant, and
course, it only makes proper sense for the city Hammerhand would be hired to protect said merchant. As a result,

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the city. The system stopped most of the larger acts of aggression
within the city limits and was deemed a success by many. It wasn’t
perfect by any means though, and crime is still a major factor
within Brightport. Given the nickname “The City of Thieves” by its
inhabitants, it’s a place where you can make your fortune or meet
your untimely end, all depending on which alley you walk down.

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.

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House Dragonkeep House Hammerhand House Silverclaw

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.

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Luis Yamakawa (Order #46326322)


Temple of The God of Undeath (Secret)
A whispered rumor to most of the people in Brightport, this temple
is a tucked-away hole that only the most devout worshippers know
of. The city has a history of being unwelcoming to people who
follow The God of Undeath’s teachings, so this small temple was
established away from prying eyes. Located in the Marketplace
district, Cooper the Mad has been known to escort the curious
there from time to time.

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.

The Black Hand’s Compound House Silverclaw


The Black Hand’s Compound is near the lower quarter of the The House of ambition and secrecy, Silverclaw is made up of men
Docks and is comprised of several beat-up buildings connected to and women of substantial skill and a knack for discretion. House
form a maze of hallways and guarded entrances. Lauren, The Black Silverclaw is situated right on the edge of the Marketplace, with
Hand herself, is often found here, though she can be hard to track their base of operations being rather recognizable as more angular
down as she knows there are many who want her dead, including so it is set apart from the other buildings in the area.
several of the assassins of House Silverclaw. Though still a budding
organization, The Black Hand runs a tight ship and puts her pride Sleazy Pete’s
in completing tasks. One of the more “cozy” brothels in Brightport, Sleazy Pete’s
currently employs a grand total of three companions: Whisper, the
The Filigreed Fawn cool-to-the-touch dark-haired goddess with a not-so-secret secret,
A pawn shop most notorious for once being run by Graddik the Peaches, the lovely girl-next-door type, and Big Richard, renowned
Wanted, who managed to leash the “Butcher of Brightport,” Vallus for his special massages. Pete Hornsdale, the halfling owner of the
Grimnas-Grace. The Filigreed Fawn is the place to go to buy any establishment, is proud of his staff and treats them kindly.
wares an adventurer or layman would care to have. Currently
owned and operated by House Dragonkeep.

The Rusty Nipple


Another establishment that has traded hands more than once, but
is currently owned and operated by Graddik. The Rusty Nipple is a
Brightport staple for cheap booze and even cheaper company. They
do not have the best reputation, but they do what they can to keep
their heads above water in a city known for swallowing folks alive.

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.

The Stout Adventurer


Known to most as “the dwarven bar,” The Stout Adventurer
technically allows all kinds, but they’ll look at you a bit sideways
if you aren’t a regular, and most of their regulars happen to be
dwarven. The Stout Adventurer has hard liquor and even harder
brawlers in its patronage, and they are quite proud of both of those
qualities, more than willing to show them off.
:)

154 Regions • The Battered Coast

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Kegs and Casks
With a rustic charm that few other establishments can offer, this
Notable NPCs
tavern is home to a multitude of barflies. By looking after paying Tessia Grimnas
customers and asking about their day to day lives, there is a sense of Leader of House Dragonkeep (page 372)
comradery that just isn’t found at many other watering holes.
Aralove Grimnas
Tessia’s daughter and helper at House Dragonkeep (page 313)
Temple of The God of Justice
One of the largest temples in Brightport, the Temple of The God of Graddik the Wanted
Justice is located in the center of the city, ostensibly to allow access Loosely affiliated with House Dragonkeep and owner of The Rusty
to all types of followers. Though this temple purports itself as holy, Nipple (page 337)
many of its clerics have been found to pass judgement on those
seeking help. If these clerics found them to be unworthy (or simply David Crowley
didn’t like them), these people would be turned away. Though some Steward for House Dragonkeep (page 325)
use these facts to discredit the gods themselves, most true believers
Norhorn Hammerhand
blame the city itself rather than their god.
Leader of House Hammerhand (page 359)

The Gray Quarter Oolanda the Blade


Leader of House Silverclaw (page 360)
Found in the northwest, this region is mostly made up of city
officials, wealthy traders, and clergy. The buildings here are in Lauren “The Black Hand”
decent shape, evenly spaced, and fairly plain. Local crime boss (page 350)

House Hammerhand Peter “Sleazy Pete” Hornsdale


Owner of Sleazy Pete’s (page 362)
House Hammerhand is right in the middle of it all, with tight bonds
to the city guard. Although the building is not strictly traditional Whisper
dwarven construction, as some adaptations have been made for it to Companion at Sleazy Pete’s (page 380)
function in the city, it has a hardy yet nondescript look to it.
Peaches
The Supple Companion Companion at Sleazy Pete’s (page 361)
One of the higher-class brothels, The Supple Companion services
the needs of the noble and prestigious families of the city, as well
Big Richard
Companion at Sleazy Pete’s (page 318)
as the more opulent visitors. With enough gold, the provisioners
of the brothel can also attend to any “special interests” that their Skylar Neddie
patron wishes for. Archmage and owner of Mystical Marketables (page 368)

The Upper Crust Cooper the Mad


Local worker with a reputation for being odd (page 319)
The most affluent part of the city, most of the buildings here are
very well kept, and many are grand manors. The Upper Crust Halie “The Peg” Scalarri
features gardens, yards, and plenty of guards. Well-dressed people Thug and “manager” of many dockworkers (page 334)
make their way down gorgeous streets, and inspect their ships on
Steven Warrik
the most well-maintained section of the Docks.
Captain of the guard in Brightport (page 368)
House Dragonkeep Emzara “Em” Krill
Located on the border of the Upper Crust and the Docks, and Freelance assassin (page 333)
technically one of the newer Houses of Brightport, Dragonkeep is
a gothic style manor. Despite a fresh coat of white paint to try and
shake the grim look of its previous inhabitants, the architecture is
still considered vaguely sinister by most of their neighbors.

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.

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The Naked Man
of Brightport

156 The Naked Man of Brightport

Luis Yamakawa (Order #46326322)


13 Dulin, 1263

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

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myself enough from his cloak to find my feet and run. I duck “What’re you doing?”
into the alley, tripping over trash and filth as I try to lose him.
“Taking his clothes for you. Get his boots.”
He shouts after me. He sounds like he’s following.
There is shouting in the distance. More than one voice. My
I turn another corner into another side alley and skid to a stop,
friend from before must have found some friends of his own.
keeping my feet this time. Ahead of me, a large, scruffy man
has a dark elf woman backed against a wall, dagger pointed at “No time, we gotta get out of here.”
her face. They both stop what they’re doing to look at me. My She looks up and I can tell she hears them too. Decisions
hands go up and I’m trying to explain but I’m still breathing so flicker across her eyes. She stands and takes my hand; the
hard, “I--uh, hey, listen—” is all I manage to blurt out before I blood doesn’t seem to bother her. She pulls me further down
notice they’re not looking at my face. My hands go back down the alley.
to cover myself. I can hear the armed man shouting in an alley
behind me. He sounds angry. This man is angry with me now, “Let’s go,” she says flatly.
too. He steps away from the woman, toward me, and now I’m getting lightheaded. I let her lead the way.
he’s pointing the knife at my face.
“Just one question,” I say with less confidence than I wanted.
“Who the hell’re you?” he sneers, taking another step.
“What is it?”
“Okay, no, listen, my name is—” suddenly I have to duck
backward as he takes a swipe at me with his dagger “Where am I?”
and I understand that when he asked he didn’t actually care She answers without looking back at me or breaking her
who I am. stride:
He swipes again and I jump back out of the way, hands up “Brightport.”
again for defense. I haven’t been in a fight in years. He’s
How is that possible? I’ve never been east of Donhurst.
going to murder me. He flips the dagger underhand and
slashes again, this time dragging about an inch of it through I’m struggling to keep up. I’ve lost enough blood that picking
the meat of my right forearm. It cuts so cleanly it doesn’t my feet up is becoming a chore that I’d prefer to avoid. I
even hurt at first. don’t hear anyone in the alleys behind us anymore but she
isn’t slowing down. Maybe she can still hear them. I don’t
At first.
know anything about dark elves.
“Aaaaagh! Oh no, hey no listen—”
She rounds one more corner and then finally, blessedly, stops.
I’m stammering and now it’s my back pressed against the She turns and all her intensity is focused now on me. I try
wall. He draws closer, coming in for the kill. My hands are still to get my eyes to focus back at her. She wipes my blood off
up and I’m pleading with him not to kill me. Blood streams her hand onto the wall I’m leaning against, and when that
down my arm, dripping from my elbow and splattering onto doesn’t do it she uses her skirt to get the rest of it. She nods
the filthy alley cobblestone. He raises his knife and an apple- toward the gash in my arm.
sized stone bounces off the back of his head.
“You’ll need to get that looked at.”
He teeters a moment before collapsing in a heap at my bare,
“Good idea,” I manage, smiling weakly. She doesn’t smile
bloody, muddy feet. I look back up to see the dark elf woman
back. Do dark elves smile?
standing there with her fists clenched, tears drying on her
cheeks. She looks back at me. I’m covering myself with my “Good luck,” she says, and turns to leave.
blood-soaked right hand and covering my wound with my left.
“Wh—wait, what? You’re just gonna go?” Sweat drips into my
“You okay?” eyes and I’m squinting at her.
“Um, yeah. Think so. You?” “You saved me and I saved you. Can’t get more square than
that.” She’s watching the alley behind us again. Must be that
She nods.
dark elf hearing.
“Why are you naked?”
“I mean, ok, I just—what do I do?” I don’t even know what
“I don’t know.” I’m asking at this point. Her brows draw together but she
That’s enough for her. She crouches next to the thug and doesn’t look at me. That’s fine, she makes me a little nervous
starts pulling at his tunic. when she does.

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“I don’t care what you do.” She explains slowly enough that I look at the groom first, then at the bride who has yet to
I feel like I should be offended, “Look, I don’t know who you react. I offer an apology by way of a pathetic little shrug and
are, or what happened to you. Maybe you’re drunk, or high, suddenly the floor is rushing upward. The blood loss catches
or crazy. Maybe someone knocked you out and robbed you. up with me and I pass out, sprawled naked with my ghostly
Happens a lot here. What I’m saying is, I’m going to walk pale butt in the air in the middle of what was probably a
away now and pretend I never saw you.” beautiful ceremony.
I’m starting to catch my breath some.
“Why? I need—at least help me get some clothes.
Something.”
Her hard expression is fermenting into something more
I’ve heard people say dreamless sleep is the most restful.
like disgust.
Come to think of it, I’ve heard people also say the opposite. I’ve
“What, you think I’m going to drop you a few gold so you can
also heard that you’re always dreaming but you don’t always
go buy some new clothes? No way, junkie. I’m as broke as
remember it. I have no idea. I was trying to make a point.
the next idiot in this town. You think I’m gonna tear a strip of
cloth off my favorite skirt and bind your wounds? Piss off.” I wake up surrounded by so much white and gold that I
wonder if I died on the chapel floor from a cocktail of blood
She walks away, toward the alley exit and back to the street.
loss and embarrassment. No luck there, as my body gets
I spend a few minutes debating the benefits of just sitting right to work reminding me what I’ve been up to recently,
down here and waiting to see if I can bleed to death before sounding off with aches and pains all over. I reluctantly push
the Angry Man finds me. The main thing that stops me is the the white linens off of me and notice two things: that my
idea of my bare butt on this disgusting alley floor. I peek out arm is healed, with only a long, savage scar where the knife
from the alley to get the lay of the land. Across the street wound had been, and that I am wearing pants. I don’t know
there’s a ramshackle building that I would ignore if it weren’t which discovery I’m more excited by. Probably the pants.
for one feature: carved above the doors is the familiar
I sit up in bed and look around the room. I must still be
sunburst symbol of The God of the Sun. What luck. I’m sure
somewhere in the chapel. My pounding headache makes me
they’ll help.
wince as I gingerly roll to the side of the bed and set my feet
Glancing around the alley, I spot an old plank of wood that on the floor. I listen carefully. Nothing. I squeak and groan
looks like it came off a crate or something. That will have to my way over to the closed wooden door, put my ear to it
do. I pick it up and try to brush it off, quickly abandon that and listen again. It’s tough to make out but it sounds like
quest, and just hold it in front of myself. In a perfect world someone’s out there, milling around. I really don’t want to
I’d be able to wait until nightfall but it’s broad daylight and look any of them in the eye. I consider the merits of getting
I’m still bleeding. I streak across the road, taking care this back into bed and going back to sleep, but I realize how
time to avoid uneven cobblestones and mounds of horse hungry I am and open the latch.
poo. There’s plenty of both.
I’ve never heard a louder door. It’s like the hinges are made of
Familiar indignant screaming sounds in my wake as I dart up sad weasels.
the stairs and shoulder my way inside. My eyes adjust to the
By the time the door is open enough for me to slide through
light and I look around to find that not only am I in a temple
the opening, every person in the room beyond has stopped
of The God of the Sun, I’m also suddenly attending a wedding.
what they were doing and turned to stare at me. One by one
Never in my life have I experienced such pure silence as they turn to look instead at the oldest guy in the room, who
these eternal seconds everyone in the temple turns and I assume must be in charge. He makes his way up the stairs
looks at me. I feel their eyes and I am not just embarrassed toward me on the little balcony I’m on and gestures for me
but ashamed now of my nakedness, with a filthy plank of to go back into the room. I do. I leave the awful weasel-door
wood held in front and drying mud all over my feet and legs, open; he can be the one to close it. He does.
of my tangled mop of copper hair matted down by sweat
“How are you feeling?” he asks with what feels to me like
and every bead of it rolling down my face, dripping from my
genuine concern.
red-bearded chin and splashing onto the floor alongside the
steady streaming drops of blood from my arm. “I’m, uh. Good, I think. Much better.”
He nods.

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“I’m glad to hear it. You made quite the commotion Rather, I know I need to find a way home but the question
yesterday.” remains: how? I open the coin purse and peek inside. Looks
like five gold coins rattling around in there. That’s probably
“Yesterday...?” I ask stupidly. The old man nods once, blinks,
not going to buy me a trip to Aubrey. I don’t want to seem
and offers a smile. I notice how bushy his eyebrows are, and
ungrateful, though, so I head toward the marketplace to
wonder if mine will look like that if I ever live to be his age.
make the best of it.
“You were mighty beat up,” he chuckles, “no surprise you
“One beer, please.”
needed some rest after…”
It’s early enough that I catch the barkeep’s eye before I’ve
He looks me up and down.
even bellied up to the bar. He nods curtly and opens a tap
“...whatever it is you’ve been doing.” from the nearest cask to fill a tin mug. I toss the supplies
He motions for me to sit on the bed, and he pulls a small I bought in the market on the bar counter as I sit: a sheaf
wooden chair over from the corner near the door. He of paper and a quill. I place my new inkwell a little more
sits opposite me, and spends a long awkward moment carefully and I’m arranging my little impromptu desk space
examining me. when the mug of beer lands next to me. I glance up and offer
the bartender a nod and a grin but he’s too busy scowling at
“My name is Haulfron Lowe. I am the high priest of The God my papers to notice.
of the Sun. What is your name, my friend, and from where
have you come?” “You a tax collector?”

“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.

“I don’t know.” “Oh, no no, I’m just—I’m writing a letter. Home.”

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.

160 The Naked Man of Brightport

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His teeth are atrocious. He topples back, wailing in a blend of surprise and pain. As
I fall back with him I catch a glimpse of Bad Teeth and he’s
“Hoy, chum.” he says. “What’s that ye got there?”
wearing a face of such bewilderment that the memory of it
“I, uh. I don’t--” will warm my heart for weeks no matter how this works out.
“Looks t’me like ye’ve just accepted the coin of King Carter.” We land hard and my shoulder takes the rest of the wind
his smile broadens. I drop the coin. out of him. I roll off and make for the door but I forgot there
were more than just two guys. Another guy jumps in my path
“No, uh-uh. I don’t want any trouble...” with one hand outstretched, and his other hand reaching to
“Looks t’me,” he continues as though he doesn’t hear me, his belt for his dagger. Can’t let that happen, I just got healed
“like ye’ve just joined the Overwatch.” up from the last dagger I met.

“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.

The Naked Man of Brightport 161

Luis Yamakawa (Order #46326322)


dragon statuettes to be
It is not uncommon for
three major Houses in
stolen from one of the
ened many times, but
the city. This has happ .
erage or bragging rights
is usually done for lev

162 Regions • The Battered Coast

Luis Yamakawa (Order #46326322)


History
BUTCHERS’ BAY While the town of Whitehedge had been standing for some time
before, it really began to thrive about seventy years ago when it was
The waters of Butchers’ Bay are deep and dark, which serves to hide discovered that there was a rare ore to be found within The Ivory
creatures lurking beneath the waves. By now, many of the more Peaks. This created a great rush for adventurers to head west. During
fearsome creatures have been driven away from the busy waters, and that time, many fortune-seekers traveled through Whitehedge
in their place, pirates have made the bay their home. It is advised for to reach the mountains, and the merchants of Whitehedge
captains to hire plenty of fighters and often mount their ships with quickly learned how much profit there was to be had in outfitting
cannons to ward off potential attackers, but so many ships come and adventurers and explorers.
go through the bay each and every day, pirates still find Butchers’ Bay
to be easy pickings. Government
As is the case for many smaller towns in Ellara, Whitehedge has a
sheriff who creates and maintains the laws. This is an arrangement

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.

Whitehedge sits at the crossroads between Brightport to the north,


Onak-Al to the south, and Lochfort to the west. Thanks to this
placement, Whitehedge gets a lot of traffic from all three cities
and takes pride in outfitting adventurers. It is also fortunate for
Factions & Groups
Whitehedge because few travelers are looking to cause problems. The Reputable Traders Guild
Most are so focused on their next stop that they are happy to just For a long time, Brightport’s reputation for shoddy goods and
buy what they need, rest and replenish, and then be on their way. unfair prices caused travelers and merchants to avoid the
However, due to its proximity to Brightport, Whitehedge does entirety of The Battered Coast. As a result, a group assembled in
see its fair share of criminals on the run and bounty hunters Whitehedge and established a quality assurance system within
in pursuit—so many that the sheriff gets regular notices from their town. They place stamps of approval on all goods that meet
Brightport letting him know of any suspected troublemakers who their standards in order to send a clear message to potential
are likely to come through. customers that their goods are of the highest quality.

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.

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Notable Places
Ridley’s Rest
Currently run by Ellie Ridley, Ridley’s Rest is a staple within
Whitehedge. Ellie does her job well, though she is likely to tell
regulars that it was never her true passion. She is very good at not
asking too many questions of the travelers who stay at her inn.

The Succulent Pig


A good place to stop in for a drink, a meal, and perhaps some
entertainment, The Succulent Pig is a fine tavern. Thanks to
Terry Sellis’ vigilant eye, the tavern rarely sees brawls, though
when one does break out, people are quick to find the sheriff or his
daughter—and the perpetrators often hope it is the elder man who
breaks them up.

The Silver Mace


A well-stocked shop providing the best weapons and armor that
Whitehedge has to offer at a very fair price. Valerie Ebelmare runs
the establishment and is quite good at knowing exactly what to offer
clients that will draw their interest.

Temple of The God of Plenty


As Whitehedge is a thriving town with reasons to celebrate, it’s
fitting that the temple worships a god who embodies merriment
and wealth. Merchants and farmers alike pray to The God of Plenty
for a bountiful season, whether that be in harvest or gold, and
Whitehedge has quite bombastic celebrations for the deity several
times a year when appropriate. The temple itself is a testament to
their god’s ideals, with beautiful tapestries lining the walls and an
altar with a gorgeous depiction of The God of Plenty on display.

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)

The Ebelmare Family


Valerie, owner of The Silver Mace, and Shaw and Lucia, Valerie’s
adopted children from Lochfort (page 330)

Shep Dag
One of what used to be “The Dag Twins” (page 367)

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THE BATTERED COAST TRAVEL TABLES
Normal Travel (on-road) Normal Travel (off-road)
d20 Encounter d20 Encounter
1–5 A group of 2d8 thugs ambush the group. 4d4 Nu-Val members try to take the party into custody as
1–5 slaves (see The Nu-Val, page 149).
A seemingly insane individual is screaming on the side of the
6–8
road and casting spells at passing horses. A torrential thunderstorm assaults the party for 1d8 hours
6–8
(see Thunderstorm, page 197).
A representative from one of the Houses of Brightport asks
9–12 the group for help against The Black Hand (see Factions & An explorer assures the group that they know a shortcut to
Groups of Brightport, page 151). 9–12 their destination. For a price, they would be happy to escort
them there.
A traveler walks up to a random party member and proposes
on the spot. They say that they have never seen such beauty A person coated in blood is sitting by themselves and holding
13–18 13–18
or grace contained in an individual until now. They want to a very rare weapon.
whisk them away and take care of them forever.
A tanner is working on their latest set of leather armor. It’s
19–20
A bandit has been nailed to a tree using crude carpenter’s very high quality and they offer a discount to the party.
19–20 tools. It looks like there might be a vigilante on the loose.
There’s a set of tracks leading north.

Bandits’ Rest Travel Die Table


d20 Encounter d6 Effect
1d8 bandits appear and attack the party with a yaro ogre (see 1 A witness to a high-level crime is looking for protection.
1–5
Yaro Ogre, page 275).
The party meets a very kind adventurer. They claim
2
A pack of The Crazies start sprinting out of the forest while to be a god.
6–8 screaming. They are very unpredictable and might attack at
3 A group of shieldhands walk past the party and stare them
any moment (see The Crazies, page 150).
down. They are protecting a slaver.
Gesa Groz challenges the party to a hunting competition.
9–12 Dressed in rags, a person walks up to the group and demands
Winner gets 50 gold (see Gesa Groz, page 336).
4 that they escort them to Brightport. They claim to be a noble
The party gets the drop on a group of slavers as they are who had their identity stolen.
13–18
escorting “cargo” back to their camp.
5 A warlock offers to curse a person for the party.
Bounty hunters from Brightport want to team up with the
6 A zombie is tied to a tree as it struggles to snap at passersby.
party to storm into a Bandits’ Rest camp and apprehend some
19–20
wanted fugitives. There’s a sizable reward to split but the
danger is high.

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Target

166 Target

Luis Yamakawa (Order #46326322)


Near
the docks
of Brightport,
there sat a warm
and well-loved tavern.
The wood was old, so much so that the outside tinted grey, There was a rush of cool air when the door to the tavern
and the sign above the door was difficult to make out. If one opened and a tall, old human stumbled in. He rubbed his
were to squint, they would see that it read “Safe Haven”. Many hands together in an attempt to keep them warm. His robe
travelers and merchants who docked their ships at Brightport was a lovely, shimmering navy blue. It was dangerous to be
regularly knew of this beloved establishment. It was not very wearing a robe so fine in this part of the city, but the old
tidy, and the clientele was rough around the edges, but the mage had yet to be attacked or accosted, so he continued
inside was kept warm and the drinks were cheap. wearing his nice clothing.

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

Luis Yamakawa (Order #46326322)


“Good evening,” he said, taking the seat next to Azio. “It his kind, along with pointed ears. He was slight, made even
seems we will all be here tonight.” slighter because his left arm had been severed while he’d
been fleeing his war-torn home. He tied his sleeve just above
“Sa’tai and Milo said they’d be back yesterday,” Deppin where his elbow should have been, and wore a crossbow at
added eagerly. “So I hope so.” his hip, his prized possession: specially made so he could load
it one-handed.
“They made it back,” Gaileth promised. When Azio gave him
an annoyed look, he went on. “They had mentioned they “Would you stop nagging. Look! They’re still here,” Milo called
were traveling with Skylar Neddie, and Mystical Marketables as he walked in, grinning ear-to-ear at the three at the table.
has been closed all week. I noticed today it was open. I didn’t
stalk them.” “It was rude to make them wait.”

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

Luis Yamakawa (Order #46326322)


“There was once an associate of House Silverclaw named Sarrif. “By the time Elenor had approached House Silverclaw, she’d
He fit the general description of one of their members almost already gotten herself into a bit of a mess.”
perfectly. A tall dark elf, light-footed and cunning. His only problem
was his hubris. He felt the other members of the House did not pay “What do you mean?”
him enough respect, and that he was much more talented than his
Gaileth noted the table’s attention was honed back in on
station within the House would lead one to believe.”
him, and he took a deep breath.
“Was he?” Sa’tai asked.
“Thomas Chase had been born in the lower docks and ascended
through hard work and discipline. Which, of course, is almost
“Talented? Certainly,” Gaileth answered. “But more talented
unheard of in this city. Mr. Baxter had told her that he’d
than the others? That’s hard to tell. House Silverclaw
already taken care of the problem. He’d sent a dock worker
specializes in many talents. Sarrif embodied many of them.”
to ‘deal with’ Chase, the implication made quite clear. Elenor
was a clever woman, and recognized the high probability of
The orraka gave a soft hum, nodding his head to implore
failure. There is a reason House Silverclaw exists, after all.
Gaileth to continue.
Assassinations are not easy work, and Elenor was a stern
businesswoman. She could not have it known that someone
“One day, a merchant approached the House doors. Cloaked,
could steal from her and get away.
trying to disguise herself. All of the Houses are known for
solving problems, but House Silverclaw tends to deal with them The House called Sarrif for the task, and he accepted. Whether
in the most direct sense. Officially, they are lockpicks and hired or not Baxter or Chase was guilty of the actual thievery was no
talent, but everyone knows that if your problem is a single matter. Getting right and wrong mixed up in the profession of
target, House Silverclaw can deal with it quietly. murder would muddle things.

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.”

Gaileth shook his head.

Target 169

Luis Yamakawa (Order #46326322)


“The story isn’t over,” he reminded, before picking up where As you know, Elrick has an ‘office’ well off the main road, on a
he left off. “Sarrif was not worried. A wounded man in the narrow path that wagons can barely fit through. Sarrif glanced
middle of the night could not go far, and the dark elf already around the ground outside of one of the turns he knew led to
knew where he was likely to go. Looking around the scant, bare Elrick’s home, and saw, plain as day, that a man had stumbled
rooms Thomas called home, he did not seem to be one who there. One might guess a drunk, but the mud which filled the
had recently come into money. But Sarrif was not a betting hole left behind was, just barely, tinted red with blood. He knew
man, and he wasn’t hired to play detective either. He was hired then that he was on the right track.
because the inept tiefling at his feet had failed, as expected, and
a job needed to be completed. It would be troublesome to involve Elrick. Better to cut the
target off ahead of time; finish this while everyone involved was
Thomas had risen from poverty. Because of that, he had very dead already. He bypassed the corner Thomas had taken and
few friends in the middle-class of Brightport. He was seen as took a different side alley before hoisting himself up the side of
an outsider, an enemy come to take what they had already one of the flimsy houses. For anyone else the roof would have
fought for. On top of that, the target must have recognized that creaked and groaned, or even caved in, but Sarrif was precise
someone had paid for him to be killed by the dockhand. So a with his footwork and did not make a sound. From there he
doctor in the upper quarter, while more skilled, would not be his went upwards again and then scaled down, back into the mud.
first instinct. One had to know this city well to perform such a task.”

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

Luis Yamakawa (Order #46326322)


He made it quick. It was the least he could do. His dagger was “Speaking of Esterholt, and captains…” he began, old voice
sharp, and the target only wore cloth. He had to cover his wavering slightly, which Deppin always thought made his
mouth, of course. Muffle the sharp scream that came with the stories sound more mystical. “Did you hear what happened
pain. His hand was wet after—tears or spit, he did not know. to the former captain of the Church of Courage? It was the
Not blood, though. The blood pooled from the wound like damndest thing. One day, the man simply vanished. The
a crack in a dam—slow at first, and then faster when Sarrif story, as I heard it…”
retracted his blade. Slowly, he allowed Thomas’ body to fall,
propping him against the wall just a few feet from the good And so the night went on.
doctor’s front door.

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.

He returned to Silverclaw then. Quickly and quietly, as if


nothing had really happened. In the grand scheme of things,
nothing really had.”

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.

“Hey Sa’tai?” he asked. The orraka grunted. “Wasn’t the body


found this morning right in front of Elrick’s place?”

“Yes.” Sa’tai said, his eyes locked on Gaileth, who smiled a


bit broader.

“Gaileth, is that what actually happened?” Deppin asked,


eyes widening. “You need to tell Captain Warrik!”

“How would I know what actually happened? I just told a


story.” Gaileth said with a grin, doing a poor job at hiding his
enjoyment of all of the uproar his story had caused. When
he saw the look of worry on Deppin’s face, he went on.
“Sarrif left the city years ago. He never did get the respect
he wanted from Silverclaw. He’s in Esterholt, last I heard.
Working in government, of all things.”

There was another beat of silence, and Azio coughed.

Target 171

Luis Yamakawa (Order #46326322)


The Islands
The Islands of The Mainland are, perhaps somewhat unfairly, grouped together for convenience by most people. However they each have drastic
differences in what wonders await anyone willing to travel to them, and all pose their own challenges. One of the things they have in common is
that most are almost completely barren of sentient life and, if they are inhabited, it’s by those who wish they could leave.

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.

172 Regions • The Islands

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DRAKE ISLAND
Drake Island is home to many breeds of drake, most of which do not exist outside of the island. The monstrous creatures inhabit every bit
of land there is to be had. Those who have seen the place during rare expeditions to it often joke that every town on the east coast of Ellara
should be glad drakes lack the wings of dragons, or they would surely have already begun to take over The Mainland as well. Those that do
set sail for the tropical island do so in hopes of surviving long enough to collect the herbs found there—some of the rarest in all of Theria—
and return home to trade them for immense wealth or to brew powerful potions.

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.

11–12 The group finds several unhatched drake eggs.

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.

Travel Die Table


d6 Effect
1 A lost goliath challenges a member of the party to single combat.

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.

5 A member of the party gets a chill as if someone—or something—is watching them.


6 A monkey leaps from a tall tree onto a random member of the party. They will attempt to steal something from them and flee into the jungle.

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THE FIRE ISLES is clearly a small port, but no other ships
docked there. You don’t remember passing any
Located off the southern coast of The Mainland, The Fire Isles are fisherman on your way in...and you swear you
best known for two main features: the volcano that stands at the catch a flit of movement in the forest that lines
center of the main island high over the range of volcanoes below the approaching shore. Something big and
it, called Anrask’Wat or Anrask Mountain, and werewolves. furred, maybe? Perhaps your eyes are playing
The island itself had only been settled because of the krystal leaf tricks on you...
and burning ivy that grew there, a good incentive for voluntarily
living so near active volcanoes. For a long time, the towns were
prosperous and peaceful. Introduction
Two decades ago, a man named Kyler Westhook ventured to The Sitting in the gulf off the south coast of The Mainland are The
Fire Isles with two companions to find the powerful herbs he Fire Isles, surrounded by The Cerulean Sea and topped with
believed would cure his lycanthropy. He was easily overwhelmed active volcanoes. Once upon a time, there were many villages
and had already made a danger of himself to his loved ones, but crowded on the largest island, but now there is only one: Baylow.
still had some control over himself at this point. With his friends A small, makeshift town has replaced the one that stood before it,
he had sought a cure, and he’d heard rumors that there was surrounded by sharp palisade walls angled outwards to ward off
someone on The Fire Isles who could help him. They went on a potential violent creatures. The villagers are ever vigilant as their
small craft, but he was not prepared for the strain of sea travel. lives are lived in a constant state of fear of the monsters that stalk
The man lost himself to his affliction and killed both of his every inch of the island. The werewolves are smart enough to know
comrades; the trauma allowed the werewolf to take full control. how their prey would try to escape, and those ships that do make
The Fire Isles are large and crowded with forests, and the creature it to shore from off the island find their crew slaughtered and the
made them its home. The incidents were small at first. Many were boats destroyed by the savage creatures. The entire town is built up
killed outright, so the curse had little chance to spread. However, like a militia, with a constant watch in place to alert everyone when
it only takes a few to start an army. As decades passed, the a werewolf approaches. The only glimmer of hope is that they
werewolves’ numbers grew. may one day escape, but as the days pass and their numbers grow
smaller, while the wolves only increase, that hope is slowly dying.
Two years ago, the islanders decided they could no longer stay and
attempted to leave. Many of the first ships were successful, but the
werewolves soon caught on and destroyed the remaining boats. History
Thousands of villagers were torn to pieces in their attempts to escape. There once was a time when Baylow was one of the numerous
The jungle environment of the island makes it easy for the werewolves prosperous towns within The Fire Isles. Settled for its proximity to
to stalk their prey and always have the upper hand by crawling in the many of the rare herbs that were traded off the island to Brightport
thick trees or lurking in the many caves scattered about. and Uman’Yiro, the townsfolk felt lucky that they were fortunate
enough to build a life on the island. Until the werewolves began to
prosper there as well.
BAYLOW The creatures brought nearly the entire island to its knees. One by
one the villages fell, leaving behind only empty ruins. Baylow, by
some luck, managed to hear about the fearsome creatures before too
Your boat has been rocking uneasily for miles many were turned and were able to fortify their small town. As such,
now, though you don’t see a storm overhead. it is now the only settlement left. The few survivors that remain
You had been told that the rare herbs you seek there do so because it is more dangerous to attempt to escape and
would not be hard to find on The Fire Isles, make it to one of the two docks either to the north or the south—
both an equally dire distance away from the town—than stay and
but no one seemed willing or able to tell you one day hope for rescue.
exactly where on the island to go. As your
small ship approaches, you look up toward
the smoking volcanoes, hoping the herbs
Government
are far from the peaks. If nothing else, you The survivors number about 500, which is actually quite impressive
should be able to visit one of the villages on despite the fact that the island had once hosted a much higher
population in the various cities before the werewolves took over.
the island to ask for advice; maybe you could Because the town is in a constant state of crisis, there is no official
even find a guide. Your eyes scan the shoreline government. However, three of the townsfolk have stepped up to
as you approach, finding it strange that there the challenge and taken on leadership roles, making important
decisions when the world began falling apart around them.

174 Regions • The Islands

Luis Yamakawa (Order #46326322)


Criminals, if there are any, are exiled. That is rare, however, as it Nothing Adventured, Nothing Gained
isn’t as though there’s enough to go around that stealing is even A shop owned by one Sazller Bane, Nothing Adventured, Nothing
possible. Gained is a necessary convenience store. Though one can find all the
weapons and armor that one needs to survive in Baylow, and in turn,
the world as an adventurer, Sazller is a renowned cheapskate. While
Notable Places he is not a cruel man, he is a thrifty one and he does not do “favors.”
Town Hall Everything has a price and in Baylow the price is higher.
The Town Hall is the largest building still standing in Baylow,
Hax’s Haberdashery
though it is in a severe state of disrepair. The windows are mostly
Just because one is surrounded by werewolves and volcanoes
boarded up, with the shutters hanging askew and paint peeling
does not mean one cannot find time for fashion and function.
from the walls. When a town meeting does take place, the
But function first. Puunan Hax is always around to help the local
remaining citizens have an unsettling habit of taking the seats
townsfolk with their fancy headwear needs.
they were used to sitting in when the town was in a better state.
This leads to the small numbers of citizens being spread across
the many pews. It is almost as if the ghosts of the lost townspeople
will return at any moment to take their own seats. Notable NPCs
Ellis Rigby
Temple of The God of Death Mayor of the makeshift town of Baylow (page 332)
Death surrounds the people of Baylow in a very literal sense, a fact
the local cleric Athana Eylphire reminds them of quite often. After Athana Eylphire
the Temple of The God of the Sun fell, the Temple of The God of Cleric and off-putting, but helpful, follower of The God of Death
Death opened its doors to all worshipers. It is not large, but it is (page 316)
filled to the brim with depictions of the god—both commissioned
and created by Athana.
Sazller Bane
Merchant always looking to take advantage (page 366)
Hair of the Dog Inn and Tavern Puunan Hax
Run by Tabi Koplin, this tavern is much like the ones found all Owner of Hax’s Haberdashery (page 362)
across Ellara, though the clientele may be more world-weary,
with quite a few more scars. Baylow residents are a surprisingly Tabi Koplin
welcoming bunch; they will drink and celebrate as well as any Town butcher and owner of Hair of the Dog Inn and Tavern (page 369)
other township. After all, they may be dead tomorrow.

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THE FIRE ISLES TRAVEL TABLES
Jungle (Day)
d20 Encounter
1–2 Water that the party has filled their skins with is tainted with Ocular Decay (see Ocular Decay, page 183).
3–4 Roll 2d6. The first d6 is how many werewolves will be attacking the party. The second d6 is their level (see Lycanthropy, page 244).
5–6 Venomous snakes suddenly appear and surround the party.

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.

Travel Die Table


d20 Effect
1–3 The party spots a series of large tracks in the mud.

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?

15–18 There’s a cabin up ahead and someone is home.


19–20 An abandoned ship is anchored just off the coast. It’s a bit of a swim, but it could be quite a find.

176 Regions • The Islands

Luis Yamakawa (Order #46326322)


SERPENT ISLAND
Serpent Island is a hilly, wooded area dotted all over with caves, caverns, and underground tunnels. Used years ago as a trade hub for pirates,
abandoned ships can occasionally be found in the grottoes, and legends tell of long-buried treasures that remain hidden. The only thing
preventing adventurers and fortune-seekers from flocking there to hunt for them is the fact that the island is home to dozens upon dozens
of species of venomous snakes—enough that it’s generally considered suicide to set foot on land there.

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).

4–6 2d4 basilisks attack the party.

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.

Rainy Season Travel


d20 Encounter
1–3 A flash flood surprises the party as they are traveling (see Flash Flood, page 197).

4–6 2d4 crocodiles attack the party.

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.

Travel Die Table


d20 Effect
1–4 The party walks into a rather elaborate trap. They survive, but at the end of travel, subtract 1d4 hit dice from each character.
5–8 A book is being clutched in a dead adventurer’s hand. The title reads “Under Our Noses: The Story of the Lizardfolk.”
9–12 The party becomes lost and loses 1 day of travel time.
13–16 After some time exploring, the group finds an old broken cart. There are some odds and ends inside.
17–20 A very large set of bones are spread out in a small clearing of the jungle. They appear to be reptilian in origin.

Regions • The Islands 177

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178 Life on Ellara

Luis Yamakawa (Order #46326322)


Life on Ellara
CALENDAR
The Consumption of Script • 16th of Est’iss
When people gather to celebrate reading and knowledge
Very often, scholars use this holiday as an excuse to study a new
topic. This is in an effort to prevent certain books or knowledge

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.

Barrik Runedar • 28th of Amada


A dwarven holiday birthed from bloodshed
During this holiday, King Takard Stonesunder hosts a major
CURRENCY
celebration each year where a feast is held and even a mock battle
The first official Ellaran coin was minted in 501 AEC by the Tiri’Val
featuring dwarves dressed in caricatured minotaur costumes. This
clan of high elves. It was decided by a council made up of delegates
day is marked for celebrating the conquering of the minotaur and
from multiple races to become the standard currency for all
the taking of their mountain. It is common for most dwarves to get
civilized peoples on the continent.
nearly blackout drunk on this day.
Before this measure was passed, gold pieces were minted by
Mi’ Tima • 30th of Amada various cities and even individuals. Many elves were growing
A somber holiday to share stories concerned with the growing tensions between the races. The
Mi’ Tima is specifically meant to celebrate the lives of those who varied civilizations and cultures found themselves competing for
have passed on to the afterlife. Some towns, such as Winterhaven territory and resources, and the coins minted in one city would
and Lochfort, even hold festivals and tell tales of important figures often be rejected outright in another—based solely on its origin.
of that town’s past. The coin’s design is simple: a shield-like shape with a hole punched
through the top half. On the face, each emblem of the pantheon
Mala Re • 7th of Est’iss is arranged tastefully. On the back, there is a large tree with
Dedicated to loving the people that are important in your life intertwining branches signifying the many settlements, cities, and
Families often plan events on this day such as small trips or peoples of The Mainland. The phrase “Y’ila Dir Fa’lla Una Q’uai” is
sharing a meal together. It is very common for people to travel inscribed just above it. Translated from Elven, it roughly translates
home on this day and visit their parents. Young couples are to “We are all separate yet bound together.”
the second focus of the holiday and it is traditional for those in
This coin is still used as the standard today, though many have
relationships to plan a romantic evening together.
forgotten its origin.

Life on Ellara 179

Luis Yamakawa (Order #46326322)


DISEASES
Disease can be quite common in the world of Theria. They range
from a simple case of the sniffles to extinction-level epidemics.
Detailed below is everything one might need to know about diseases.

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.

Symptoms are normally small and only cause minor


1 Very Low
inconveniences. Generally passes within a week or less.

Very noticeable symptoms. Depending on the illness,


2 Minor can be serious in the wrong situation. Should seek
treatment to avoid further complications.

Symptoms will normally incapacitate the victim. Most


3 Serious likely contagious. If left untreated, could result in death.

Life threatening and most likely extremely contagious.


A cure could be either difficult to find or nearly
4 Severe
impossible to produce. Even if treatment is sought
immediately, could still result in death.

Highly infectious and deadly. If left unchecked, could


kill thousands. Symptoms are severe and sudden. Very
5 Pandemic
few creatures would be immune. Very resistant to both
medicine and magic.

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 2 Several herbs can be used to create a cure, but


it may take multiple doses to take full effect. These herbs will be
listed under the specific illness.
Lesser Restoration • Patient gets advantage on a Constitution
saving throw for side effects and advanced symptoms.
Heal • Cures the illness.
Power Word Heal • Cures the illness.

Severity Level 3 Certain uncommon herbs can be used to create


a cure. Multiple doses will be needed to take full effect. These
herbs will be listed under the specific illness.
Lesser Restoration • Gives +2 to a Constitution saving throw for
side effects and advanced symptoms.
Heal • Cures the illness.
Power Word Heal • Cures the illness.

Severity Level 4 Rare herbs can be used to create a cure. Takes


multiple doses in most cases. These herbs will be listed under the
specific illness.
Lesser Restoration • No effect.
Heal • Patient gets advantage on a Constitution saving throw for
side effects and advanced symptoms.
Power Word Heal • Cures the illness.

180 Life on Ellara

Luis Yamakawa (Order #46326322)


Severity Level 5 Incredibly rare herbs can be used to create during this period. Once per hour (and once per round of combat),
medicine. Even extensive treatment is not always 100% effective. the afflicted rolls a Constitution save with a DC of 16 - half the
These herbs will be listed under the specific illness. victim’s level. If the infected party fails the save, they either vomit
Lesser Restoration • No effect. uncontrollably or defecate themselves.
Heal • Patient gets +2 to a Constitution saving throw for side Transmission Sharing tainted food will expose any who eat it to
effects and advanced symptoms. the same chance of infection.
Power Word Heal • Cures the illness.
Diagnosis When symptoms present, a Wisdom (Medicine) check
with a DC 11 can be made. This will grant knowledge of all the
Flop Sweats following treatment options.

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

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Chance of Infection Very low unless drinking from a moldy or advantage on it if they have seen the area where the parasite is
damaged container. When exposed, roll a Constitution save with a burrowed in.
DC of 12. Takes 1 hour for symptoms to present. Unless treated, the
Treatment Level 2 treatment is advised. Lesser Restoration will
ailment will continue to evolve and worsen.
only calm the emotions of the host for 12 hours. All other healing
Symptoms Whenever a player eats or drinks, they must make a spells on the above list will kill the parasite outright. The area
Constitution save with a DC of 10, on a fail they must expend 1 hit where the parasite is currently located can also be burned or cut
die to keep the food down, refusing to do so results in them taking open to retrieve it. This is extremely painful, but effective. No
1 level of exhaustion due to malnutrition. On a successful save herbs are known to treat this illness without also killing the host.
there are no negative consequences. This ailment lasts for 2d8 days.
Diagnosis When symptoms present, a Wisdom (Medicine) check Hump Lumps
with a DC 15 can be made. This DC will reduce by 2 every day the Severity Level 2 A relatively minor sexually transmitted disease,
illness goes undiagnosed. Success will grant knowledge of all the hump lumps are normally contracted by travelers who are visiting
following treatment options. new towns and looking to relax for the evening. Most believe
Treatment Level 2 treatment is advised. Lesser Restoration grants this disease originates from brothels; this is untrue. Brothels are
the patient a new Constitution save with advantage. On a success, generally very clean and the chances of contracting a sexually
the illness is cured. On a failure, the patient must wait a full day transmitted disease at one are slim. However, it is still possible.
before attempting again. Heal and Power Word Heal cures this When exposed, the target makes a Constitution save with a DC of
disease. 1d4 applications of bloodroot have also been found to be 13. It takes 1d4 days for symptoms to present.
effective in curing this illness. Chance of Infection Low. Only when interacting with a carrier
in a sexual nature will you be exposed.
Frenzy Symptoms The afflicted will begin to show small blotches all
Severity Level 2 A parasite that lives in damp and dark areas. over their skin, mostly on their neck and face. Until it is cured,
It will normally latch on to a host and wait until they are asleep these marks will remain and be very itchy. The afflicted can pass
before burrowing under their skin and feeding off of them. Part along the illness to anyone they have sexual relations with.
of this process causes changes in the host’s temperament. The
Diagnosis This illness is exceedingly easy to diagnose, and
parasite rolls a flat d20 and consults the chart below.
knowledgeable people will be able to spot it in an instant. However, a
Wisdom (Medicine) check with a DC of 9 will reveal treatment options.
1–5 The parasite is out in the open somewhere (like an arm or neck).
Treatment Level 2 treatment is advised. Very small amounts of
The parasite is hiding on an area like the back or some other
6–10 rossa stalk are usually used to treat. All blotches should disappear
area that is almost always covered in clothing.
within 1d4 hours after being treated. After the blotches fade, the
The parasite is in an area that is just about always covered up patient is no longer contagious. It is highly recommended that one
11–15
and protected from sight. use protection while cavorting with unknown partners.
16–20 A full body examination would be needed to find the parasite.
Filth Fever
Chance of Infection Medium when traveling in tall, wet grass, Severity Level 2 Filth fever is a term for a type of illness that
or basement type areas. When exposed, roll a Constitution save incubates in sewers, refuse heaps, and stagnant swamps. It is
with a DC of 14. Takes 1 hour for symptoms to present. Unless sometimes transmitted by creatures that dwell in those areas, such
treated, the ailment will continue to evolve and worsen. as rats. When a humanoid is bitten by a creature that carries the
disease, or when it comes into contact with filth contaminated
Symptoms The first long rest after infection, the victim will
with the disease, they must succeed on a DC 10 Constitution
become more irritable; sometimes manifesting by snapping at
saving throw or become infected. It takes 1d4 days for filth fever’s
loved ones or lashing out physically. After 1d4 days of this the
symptoms to manifest in an infected creature.
victim will begin to solve most problems with anger or violence.
They will often attack those that stand in their way, even if it’s a Chance of Infection Low except in areas with high levels of
minor impasse. During these exchanges they receive advantage on waste or very poor hygiene.
all Charisma (Intimidation) rolls. After another 1d8 days the host
will begin to lose their mind. They will attack almost anything;
Symptoms Symptoms include fatigue, headaches, and abdominal
pain. The infected creature suffers one level of exhaustion, and it
they will constantly be itching to fight or be active in some way.
regains only half the normal number of hit points from spending
Any time waiting or traveling will be seen as a lost effort or time
hit dice and no hit points after finishing a long rest. At the end
to them. During this period, they will receive advantage on all
of each long rest, an infected creature must make Constitution
Strength saves and weapon attacks. All fights seem winnable to the
saving throw with a DC of 10. On a failed save, the character
host.
gains one level of exhaustion. On a successful save, the character’s
Diagnosis Diagnosis can be tricky, based on the nature of the exhaustion level decreases by one level. If a successful saving throw
parasite. The host will appear to be healthy yet irritable. If a reduces the infected creature’s level of exhaustion below 1, the
Wisdom (Medicine) check has been made by someone who knows creature recovers from the disease.
the host well, they will understand that something is influencing
them. A Wisdom (Medicine) check with a DC of 15 is required to
Diagnosis When symptoms present, a Wisdom (Medicine) check
with a DC of 15 can be made.
fully treat the illness. The character attempting the check gains

182 Life on Ellara

Luis Yamakawa (Order #46326322)


Treatment Level 2 treatment is advised. Any exhaustion should
clear up after a good night’s rest and abdominal pain should
subside within four hours of treatment. It is common for a
headache to persist for up to 24 hours.

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

Brittlebone can become permanent (see below).

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.

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Swole Syndrome Diagnosis When symptoms present, a Wisdom (Medicine) check
with a DC 16 can be made.
Severity Level 3 This illness is transmitted through animal
bites, most commonly from wolves. The infected will continue to
Treatment Level 3 treatment is advised. 1d4 doses of stinkbark
have been known to cure the illness. After treatment, if no
get stronger and more muscular to a grotesque degree. Eventually,
permanent damage is present, swelling will gradually go down over
their body will begin to give out as their skin tears and muscles
the course of 1d12 hours.
rupture or fall off the bone.
Chance of Infection Very low, as most animals are not carriers
of the illness. The chances are about 1 in 1000. The target must roll Green Thumb
a Constitution save with a DC of 16. Symptoms begin one full day Severity Level 3 This illness is contracted in swamps and deep
after the bite. forests. Some say that it’s nature’s way of defending itself as it infects
Symptoms the host and gradually changes the body until it becomes completely
unrecognizable. Eventually, the victim will become a living tree
Day 1 The afflicted will feel an extra response in their muscles and unresponsive to outside stimuli. When coming in contact with
and carrying heavy objects will get easier. They will receive tainted plant life, roll a Constitution save with a DC of 15.
advantage on Strength checks and skills using Strength.
Chance of Infection Moderate in heavily forested areas. Fairly
Day 3 The afflicted receives a +2 to Strength, double proficiency to high when in The Silver Glade or The Evergreen.
Strength skills, and advantage on all Strength checks and saves.
Symptoms 1d12 hours after initial contact the host will begin
Day 5 The afflicted receives a total of +5 to Strength (up to 24), to spot a fungus on their body—normally appearing under the
double proficiency to Strength skills, and advantage on all arms, around the neck and at the bottom of the feet. Each day the
Strength checks and saves. In addition, they will do 1d8 extra infected makes a Constitution save and on a failure advances to the
damage with any melee weapon. They now have disadvantage next stage.
on all Dexterity based checks and saves.
Stage 1 Initial infection.
Day 7 The afflicted receives a total of +10 to Strength (up to
24), double proficiency to Strength skills, and advantage on all Stage 2 Spreading of the fungus. It will now coat most of the
Strength checks and saves. In addition, they will do 2d8 extra body and has a furry texture. Afflicted will receive disadvantage
damage with any melee weapon. They have disadvantage on on all checks that involve Charisma.
all Dexterity based checks and saves, and can no longer fit into Stage 3 A stiffness in the joints starts to occur along with flecks of
armor. Speed is reduced by 10 ft. (3 m). a bark like substance appearing all over the afflicted. The sufferer
Day 9 Permanent damage has been done to the muscles and receives disadvantage on all Dexterity based checks and saves.
all advantages previously granted are now stripped away. The Stage 4 The subject can barely move. The body has become
afflicted receives a total of -15 to Strength (subtracted from their rigid and their jaw has locked up. Afflicted will automatically
Day 7 total), no proficiency to Strength skills, and disadvantage fail all Dexterity based checks and saves and their body is
on all Strength checks and saves. This new change cannot be completely coated in thick bark.
reverted unless via a regenerate or wish spell. A pact with a god
or demon would also fix this damage. Stage 5 Victim is unresponsive and cannot communicate in any
way. If telepathy is used, even the victim’s thoughts cannot be
read. The victim’s fingers are now elongated and leafy. These
changes are permanent.
Diagnosis When symptoms present, a Wisdom (Medicine) check
with a DC 16 can be made. Alternatively, a Wisdom (Nature) check
with a DC 15 can be made.
Treatment Level 3 treatment is advised. Rossa stalk and willow
mint can be combined to create a powerful herbicide. This will
eliminate the illness after four doses but will also do harm to the
patient. Each dose should be taken six hours apart and will do 3d12
damage each time it’s administered.

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

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After reaching the third level of exhaustion, the afflicted will be
covered in bloody blisters and bubbling skin lesions. On the fourth
level of exhaustion, the sufferer will lose portions of their skin
permanently as it falls from their body in a very painful process.
Chance of Infection Extremely low. This disease is normally
found in exceptionally hot climates and almost only in very large
insects or other carriers.
Symptoms Constant nausea and itchy skin. Painful skin burning
as well as being sensitive to touch.
Diagnosis When symptoms present, a Wisdom (Medicine) check
with a DC 14 can be made.
Treatment Level 4 treatment is advised. Only powerful healing
spells will get rid of this illness. Once treated, any skin not lost will
heal within 1d4 hours.

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.

(STR) The quickest way to accomplish your objective is to


1 Stage 4 (Day 9)
violently go through those that stand against you.
(DEX) The people outside of your party don’t deserve the 1 (STR) Civilization is so flawed. Perhaps it’s time for a purge.
2
nice things that they have. You should have it all. (DEX) Your greatest enemy needs to be destroyed immediately.
2
(CON) You’ve been around long enough to know that your You plan on sneaking right up to them and ending it right now.
3
constitution is second to none. Not even poison can harm you. 3 (CON) Sleep makes you weak. It makes all of us weak.
(INT) Your god of choice is on your side forever and always. (INT) You are starting a cult dedicated to a fallen god. Perhaps
4
You are a divine instrument. 4
YOU are a fallen god. Sacrifices must be made.
(WIS) No animal can resist your charms. Nature is yours to (WIS) All of your friends are acting strangely. What are they
5
command. 5
trying to hide from you?
(CHA) Singing and dancing are your life. Everyone should (CHA) You can talk anyone into anything. You will do whatever
6 6
see your talent on display. it takes to make this a true statement.

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Stage 5 (Day 12) Complete dementia. The sufferer will need to Stage 3 The host simply lays down and does not get up. They will
be sedated or secured so that they don’t hurt themselves. At not eat, drink, and will barely speak. They have given up and accept
this stage, they will try to lash out and are completely beyond death as inevitable. They will lose one hit die worth of health every
reason and reach. hour until they perish. This health cannot be recovered unless the
illness is cured. During stage 3, the host is extremely contagious.
Diagnosis This is a very hard illness to identify until it may be All parties (even those wearing facial protection) traveling within
too late. A Wisdom (Medicine) check with a DC of 18 can be made 20 ft. (6 m) of the host must make the same DC 14 Constitution
if you suspect something of the afflicted. Each new stage that is save with disadvantage or become infected.
reached reduces the DC by 2. Diagnosis It would take a miracle to spot symptoms in a host
Treatment Level 4 treatment is advised. Only very powerful during stage 1 of this illness. However, if a healer or someone
healing spells will cure the host. After treatment the worms will trained in medicine suspects an infection, they may make a
die off immediately and return the host to normal within 1d4 days. Wisdom (Medicine) check with a DC of 21 to confirm. A history
buff may also make an Intelligence (History) check with a DC of 20
to spot the illness. With each passing stage, this DC drops by 6.
Raven’s Breath Treatment Level 5 treatment is required. A blend of the rare
Severity Level 5 Perhaps the most destructive disease that has herbs, flower of mercy and burning ivy, were once used to treat
ever been documented, Raven’s Breath was the name given to this illness with a 60% effectiveness rating. A Wisdom (Medicine)
a singular outbreak in 2096 BEC that was responsible for over check with a DC of 14 is required to treat a host in this way. 1d4
25,000 deaths over the course of four months. While many of treatments will be needed. They should be administered four
the illnesses listed in these pages are not for the faint of heart, hours apart from one another. With each dose, roll a d100. On a
Raven’s Breath is a new variety of horror. Bodies were found on the 41 or higher, the dose was successful. Symptoms should clear 1d8
roads, in villages, and in fields. There were no marks or scars on hours after successful treatment.
them. There were no signs of attack or contusions. They simply
laid down and died. The illness disappeared as quickly as it had
appeared and there have been no reported cases since.
Chance of Infection Exceedingly low, as there hasn’t been a
DRUGS
reported case in over three millennia. In the extremely rare case of
exposure to Raven’s Breath, the exposed party must succeed on a Narcotics are a nearly unavoidable part of life for a section of the
Constitution save with a DC of 14 or contract the illness. A success populace whether they’re sold in large cities or used by adventurers
on this saving throw means you don’t have to make another for a to unwind. Drugs can pop up in the everyday lives of many. It’s good
full day unless circumstances are dire, such as being continuously to know exactly how they are classified, the effects they can have on
exposed to the illness. It takes one full day to start presenting the body, and how socially accepted they may or may not be.
symptoms.
Every drug is placed into one of four categories:
Symptoms The presenting symptoms are so mild for Raven’s
Breath that it would take an incredibly skilled healer or researcher Mild These are normally referred to as recreational drugs.
to spot them before it’s too late. These are things that, while perhaps habit forming, are not seen
as very harmful to the user.
Stage 1 During this stage of the disease almost nothing changes
within the host. No external symptoms are present and the Moderate While certainly addictive, these drugs can also
victim feels perfectly normal. When first contracting the illness, include several widely accepted supplements that many swear
roll 1d4 + you Constitution modifier: This is the first stage of the by and ingest every day. It is normally very easy to find this
illness. Whatever the result is the number of days before the illness class of narcotic and some are even available legally in shops.
advances to stage 2. During stage 1 the host is not contagious. Typically, these are purchased by adventurers and travelers.
Stage 2 Mild fatigue and lack of motivation. During this Hard A class of drug that is heavily transformational to the
stage, the host receives a -2 to Strength and disadvantage on body; hard drugs are highly addictive and outright harmful over
all checks involving Strength or Dexterity. This is commonly time. These are normally costly and quite dangerous.
misdiagnosed as depression or a lack of restful sleep. At the
start of stage 2, roll 1d4 + you Constitution modifier: Whatever Devastating Absolutely catastrophic to an individual and
the result is the number of days before the illness advances to almost assuredly deadly. Normally taken after a previous drug
stage 3. During stage 2 the host is now contagious. Parties not no longer achieved the high that it once did.
wearing facial protection and traveling within 10 ft. (3 m) of the
host must make the same DC 14 Constitution save or become Each drug is classified using six parameters to determine its
infected. A success on this saving throw means you don’t have classification.
to make another for a full day unless those parties are being
Potency Strength of the narcotic itself and how much it affects
exposed to great amounts of the illness. This is true for the
the body.
remainder of the illness.
Addictiveness How addictive it is; how difficult it is to quit
using. See more under “Addiction.”

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Duration How long the initial high lasts. While in withdrawal, the user must make a Constitution save at
the end of every short and long rest. On a failure, they take the
Rarity How difficult is it to obtain. The higher the number, full amount of damage based on the table below. They take half as
the harder it is to get your hands on.
much on a successful save.
Average Price Cost per dose. Drug Level DC Damage
Criminality How accepted it is in society. Mild DC 10 2d4 + 5

Potency, Addictiveness, Rarity, and Criminality are ranked Moderate DC 15 3d6 + 7


from 1 to 10.
Hard DC 20 4d10 + 10

Addiction Devastating DC 25 7d12 + 10


A user will sometimes develop a need for a type of narcotic or a
type of high. Once this happens, it will influence that person’s However, if they can withstand the pain and mental strain of
brain and thus their personality. These reactions can vary based withdrawal, they will be cured of their current addiction.
on the type of drug and the individual. Each time the user uses a Drug Level Withdrawal Duration (in days)
narcotic and the effects wear off, they must roll a Constitution save
Mild 3
against a DC determined by the chart below:
Moderate 7
If a person becomes addicted to a substance, they will feel a need
to use more of it. This need gets stronger based on the severity of Hard 14
the drug. When a drug wears off in the user’s system, they have a Devastating 21
short amount of time to take more of it before they start to suffer
from withdrawal symptoms. Once withdrawal begins, they will
Someone suffering from addiction or withdrawal can visit most
continue until they can take more of that drug or until the drug is
temples and check themselves in for an extended stay. By paying an
completely out of the user’s system.
amount of gold corresponding to your level of addiction, you can
Drug Level Initial DC Modifier reduce your withdrawal time by 1d4 days.
Mild DC 7 +1 to DC for every 3 doses in one day. Drug Level Payment

Moderate DC 13 +1 to DC for every 2 doses in a week. Mild 25 gold

+1 to DC for every new dose (not Moderate 50 gold


Hard DC 18
counting the first) in a month. 100 gold
Hard
+1 to DC for every new dose (not 250 gold
Devastating DC 22 Devastating
counting the first) in a month.

Crime and Punishment


Severity of legal repercussions if caught holding, selling, or using
(based on criminality).
Level Repercussion
50% chance of being ignored. Minor fine of 1d10 gold (or
1-2
two nights in jail).

3-4 Fine of 2d20 gold (or 4 nights in jail).

Jail time of 1d8 days and a 35 gold fine. If gold cannot be


5-6
paid, add an additional 1d6 days to jail time.

Jail time of 1d12 days and a 55 gold fine. If gold cannot be


7
paid, add an additional 1d6 days to jail time.

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.

At least 1d4 month(s) in jail and a 250 gold fine. If gold


10
cannot be paid, add an additional month to jail time.

25% chance of public hanging. 1d4 years of jail time.


11
All gold confiscated.

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Blackgrass Vibe
Category: Mild A plant found in certain valleys on five Category: Mild This drug is several ingredients boiled down
continents, blackgrass is sought after by many who look for a way to make a hard candy and is normally taken in social situations,
to unwind after a long day. When smoked in a pipe, it causes a lowering inhibitions and causing the user to be extremely
relaxed feeling and lethargy in most users. While mostly harmless, confident in their actions. While almost harmless on its own,
there have been those who enjoy adding ingredients to the dried- vibe users tend to put themselves in harm’s way by attempting
out grass to give it different properties when smoked. This has dangerous acts of heroism and feats of strength; or simply by
caused mild to extreme hallucinations in certain races. picking fights.
Effects +5 temporary hit points, +2 to all Constitution based Effects Advantage on all Charisma-based rolls, an overwhelming
rolls, +1d8 mental hit points if used, Disadvantage on Initiative and need to socialize, a need to show off, -2 to Intelligence, 1d4 to add
Dexterity-based rolls. to any roll for the next 3 hours—this signifies “luck.”
Potency 1 Rarity 2 Potency 4 Rarity 4
Addictiveness 2 Average Price 2 (10-30 gold per dose) Addictiveness 3 Average Price 3 (25-60 gold per dose)
Duration 4 hours Criminality 2 Duration 3 hours Criminality 4
Laced Blackgrass When purchasing blackgrass, it is important to
ensure that you know what you’re getting. Laced blackgrass packs a Snake Vein
significant punch and changes the nature of the drug. You may choose
one of these varieties or roll on the table below if being “surprised.”
Category: Moderate The ingredients for this drug can be found
in most forests and caves, which are then mixed with certain reptile
d4 Variety venoms. Once taken, it causes a fairly long-term boost to speed
Laced with powerful hallucinogens. Causes a full spirit journey. and Constitution. It’s been used in the past to train for fighting
1 This will cause you to be paralyzed for 1d8 hours and may give tournaments, to gain bulk, and by adventurers looking for an edge
you visions of the future. in the field. Many subjects have gotten used to the boost the drug
causes and thus use it for long stretches of time. Multiple doses can
Laced with stimulants. +3 to initiative rolls and disadvantage on be taken at once, but this is risky and is not recommended.
2
all Charisma checks.
Effects +2 to Strength, Advantage on any Strength rolls, +2 to
Laced with pheromones. User falls in love with a random party Constitution, increased aggression, Disadvantage on all Charisma
3
member for 1d8 hours. They are very vocal about this. rolls (except Intimidation), +2 to Strength and Constitution for
Laced with tranquilizer. User falls asleep for 1d20 hours and each additional dose you take at a time.
4
cannot be woken up for the duration.
Potency 6 Rarity 4
Addictiveness 7 Average Price 4 (35-70 gold per dose)
Duration 8 hours Criminality 4
Echo
Category: Mild Found in deep caves with little to no lighting, Oranash
this fungus is eaten by the user to bring on sensation of slowed Category: Moderate A powerful blend of herbs that are used
time and increased attention to tiny details. Some believe it allows as a pain suppressant. Used by adventures without a healer, those
the user to clearly see several possible outcomes all at once. While with extensive injuries, and those with chronic pain. A small dose
this seems to help with things that involve fine motor skills (such is often enough to dull or even numb the body to pain. Mainly,
as lock-picking and marksmanship) it comes at the cost of social this is used for deep cuts, broken bones, and other injuries while
and general awareness. seeking a healer. In larger doses, it can be used to treat more
extensive injuries. However, it has been known to cause a wide
Effects Advantage on any Dexterity based rolls, Advantage on any
variety of side effects for both long term treatment and larger doses
skill using a tool, Disadvantage on all Charisma-based rolls.
depending on race.
Potency 4 Rarity 4
Side Effects include, but aren’t limited to:
Addictiveness 2 Average Price 4 (30-60 gold per dose)
Duration 3 hours Criminality 3 • constipation • headache
• skin rash • insomnia
• diarrhea • nausea
• dizziness • abnormal heart rhythms
• drowsiness • internal bleeding
• dry mouth • death
Consult a healer (or necromancer) if you have any of
these symptoms.

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Effects 2d8 hit points, +15 temporary hit points, Advantage to
Constitution saves, Regeneration for 5 hit points every round,
Boom Rocks
Disadvantage on any Wisdom rolls, Disadvantage on any Category: Devastating A deadly combination of yaro and
Intelligence rolls, -2 Strength bloodroot, boom rocks are small blue and white pebble-like
objects. They are normally placed inside a small iron pipe with heat
Potency 5 Rarity 5
applied to it. The pebbles will then “explode,” and the user must
Addictiveness 6 Average Price 5 (45-80 gold per dose)
intake a sharp breath from the other end of the pipe. This will
Duration 8 hours Criminality 3
cause a horrendous burning sensation in the lungs—this is normal.
Users report a stunning increase in strength and speed at the cost
Bloodroot of focus. Some users have died outright from using this drug.

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.

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Willow Mint (common) This jagged looking leaf is often used Burning Ivy (rare) Used in tiefling cooking, this ivy is one of the
to treat fatigue and grant a slight energy boost to travelers. When spiciest herbs on Ellara. It is almost always diluted, as a full dose
mixed into a potion it is much more effective and can be a great could cause harm if eaten. However, competitions have been held
way to stay awake on guard duty. between spice lovers to see who can eat the ivy raw. This grows the
same as most ivy, but features a deep red speckled pattern near the
Ulka Berry (common) A very common edible berry that can be base. Can be found in The Evergreen, The Silver Glade, and many
found in areas all over the continent. Often eaten by lost travelers large woodland areas in small amounts.
or used in jams. It is sometimes used to sweeten more bitter brews
and ill tasting potions. Krystal Leaf (rare) Used to treat various poisons and toxins. This
is very valuable on the open market and can be almost exclusively
Ender Sage (common) This small plant has been used to treat found at the base of The Ivory Peaks. As few venture into The
cuts and scrapes for centuries. Ender sage has thin branches with Silver Glade, most do not know that it also commonly grows under
small dark oval leaves and it is very hardy. It typically grows in rocky overhangs there. This plant is easily identified by its blue and
sunny valleys and on the edges of woodland areas. When ground white color pattern.
and mixed with a little water, it creates a paste that can be applied
to wounds. While the healing one gets from such an application is Rossa Stalk (rare) Most often used to treat sexually transmitted
minor, it can and has saved lives. illnesses. Rossa stalk can also be used as a contraceptive when
taken in a potion. A firm, almost brittle, brown stalk that can be
Low Tassel (uncommon) A hanging yellow seed that grows at the easily broken off at its base. Most often found near the coastline of
bottom of certain bushes. It is often associated with short term Yemgar Swamp.
memory assistance. When eaten on its own, it has been known to
boost the recall of recent events. When taken in large quantities or
used in potions, it can give a near-perfect recreation of a memory.

INTOXICATION
Perfect for trying to remember small details or finding lost keys.

Bull Moss (uncommon) Normally growing in dark and damp


caverns in and around central Ellara, this brownish moss is most
often considered to improve long term memory. It has also been a Alcoholic beverages come in many strengths and most can be found
key ingredient in drugs such as brain juice. in every tavern on Ellara. While it can be a great deal of fun to enjoy
a few drinks with your friends, you should be careful not to become
Cavern Salt (uncommon) A painful yet effective way of treating too intoxicated, as it may have some effects on your evening or even
open wounds and deep cuts. This can most often be found in your performance the next day.
some of the deepest caves, near the bases of large rocks and slick
walls. It can often be mistaken as a small patch of white gems at
first glance. Usually glassy looking and angular, it is about the size Drinks
of a sugar cube. It can be ground up and applied to wounds after All alcoholic beverages are graded in two ways. First, by tasting
harvesting. notes and then by the amount of alcohol in the drink. These
rating systems were implemented in 938 AEC by a half-elf named
Ash Leaf (uncommon) Resembling a burned plant, this herb can Tonya Lavern. The “Lavern Scale,” as it came to be known, judges
be easily spotted if you happen upon some. It is most commonly a beverage based on how smooth it is to drink and how much it
used to help with aches and pains. Many have used it in potions for affects you afterward. The alcohol rate originally went from 1 to
treating the gravely wounded, as well. 100, where 100 was the maximum amount of alcohol thought
possible to put in a drink at the time. This was proven untrue
Demon Leaf (uncommon) While the leaves of this small shrub
as both the dwarves and orcs have been brewing progressively
with a blue tinge can be used to treat those suffering from
stronger beverages for decades now. The scale has been modified
parasites, most people have a strong negative reaction to touching
since its original publication to note these new drinks.
it without protective clothing. Violent rashes and even skin
burns have been observed. It can be found around The Blackrock
Mountains and The Divide. A Night Out
Stink Bark (uncommon) This aptly named bark is often used to When enjoying alcoholic beverages, be mindful of the effect they
treat stress and reduce anxiety. While it can be difficult to locate have on your body. They may dull your senses and make you slow
the trees that this bark comes from, they are quickly identified to react. You may also not be as attuned to pain as you normally
once within smelling distance. are. This, of course, doesn’t mean you won’t be feeling pain later
when you sober up. In short, use the chart below as an indicator of
Flower of Mercy (rare) A very powerful pain remedy. So how intoxicated you may be.
powerful, that this flower can numb those who just touch it
directly. When taken in small doses, it can dull serious chronic When you’re sober and sit down at your local tavern, you begin
pain until a healer can be found. These flowers catch the light your evening out with your full constitution score. As you drink,
quite easily with their waxy texture and bright white coloring. simply check the potency of your beverage on the Lavern Scale and
They feature a beautiful golden stem and are commonly covered in subtract the modifier from your current constitution score. Keep in
pollinating insects. Typically found in between mountains in The mind that your actual score is not changing, you’re just using it as a
Blistering Peaks region. guideline. Think of this as your “Drinking Hit Points.”

190 Life on Ellara

Luis Yamakawa (Order #46326322)


As you continue to drink, a series of
effects may take hold if you imbibe
enough. Characters with more Lavern Scale
(Alcohol Content) Potency Description Beverage Examples
constitution will obviously fair better
than those with lower scores. It takes Almost no alcohol present. Very little
1 -10 1/4 Watered down drinks, weak ales
longer for them to feel the effects of effect on most people.
alcohol and those with lesser scores The common amount of alcohol
11 - 20 1/2 Standard ale, half shots
may be hit all at once. None of this found in standard tavern drinks.
will take effect unless your character
is actually drinking. 21 - 40 1 A single serving of most hard liquors. Rum, “hard ale”

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

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Alcorn Ale Tasting notes A low level tropical storm of citrus and nutmeg
In 1254 AEC a simple man had a simple idea. What if you could threatens to overpower the taste buds but a raft of cloves and spices
drink a strong ale without going to a tavern and having a bartender save you from drowning. A clean-up crew later arrives to coat the
get all chummy with you and know your name? Hence, he set to area in body spray as if it were a boy’s high school locker room.
work on brewing his own concoction out of his home in Aldmoor. Lavern Scale 61–80
The result was Alcorn Ale. A hardy and thick ale with a smooth
taste. Many have asked the brewer for his recipe but it doesn’t seem Blackout
to be for sale. The first volley fired in the “drinking wars,” this beverage was
Tasting notes A rich and full bodied malt belies the subtle honey created by the dwarves as a way to show dominance. A drink
sweetness hiding just beneath. Ignoring first impressions leads the ordered by any dwarf looking to show off in a bar and drink others
drinker to roasted green tea and hoppy finish with just a whisper under the table. This was just the beginning however, as the orcs
of mango. were quick to counter the dwarves and begin an arms race that
Lavern Scale 21–40 most simply couldn’t keep up with.
Tasting notes A sturdy foundation of oaky smoothness and
The Perminter earthy undertones serves as the platform for this drink to stand
A refreshing and downright charming drink from Fairbay, this is atop while it brushes the metal shavings out of its chest hair and
the epitome of southern hospitality. A liquor-infused lemonade aggressively reads the script from Scarface at you.
with just a hint of fresh mint dazzles the tongue on hot summer Lavern Scale 61–80
days. The perfect drink to whisk you away on a mental vacation
while you prepare for your next challenge. Mind Scream
Tasting notes A reminder that the world isn’t as chaotic as we may The first orcish beverage to be sold in taverns, this foul-smelling
think. The scent of lemon rind cuddles you as the undertones of liquor is normally used to settle bets during drinking games.
juniper and mint let you know that everything is going to be alright. Hangovers caused by this brew are said to be almost unbearable.
Lavern Scale 21–40 Tasting notes The aroma of paint stripper as it’s used to extinguish
a fire comprised of burnt ferret hair and 80’s nylon leggings. An
The Ebony Dumper aftertaste of aggression one feels when finding your significant
In the winter of 1215 AEC, this curious concoction was created. other of 13 years cheating on you.
At the time, liquor was scarce in Ebony Harbor due to a missing Lavern Scale 81–100
shipment from Winterhaven. Thus, the remainders of several
hard beverages were combined to create this mixed drink. It was Skullsplitter
topped off with blackberry juice and a sprig of mint. It was terrible. Described as a “knife entering your head and twisting until you
However, it got people drunk on a cold Vas’nal night and that was fall down,” Skullsplitter is mostly a drink for those looking to drink
all that mattered. themselves silly and forget about the world.
Tasting notes A basin of warm rubbing alcohol that has recently Tasting notes Waking up to heavy road construction directly
had feet soaking in it. No berry or mint are found as your taste outside of your window, hot tar being poured over regret, and
buds delight in a wash of nail polish remover and purple drink. weltschmerz as heavyweight boxers punch tigers nearby while you
Lavern Scale 41–60 celebrate your birthday at a pool party featuring Werner Herzog.
Lavern Scale 81–100
The Grappler
A drink named after the effect it seems to have on those who Cave-In
imbibe too much of it in an evening out. Patrons have been known Far too much alcohol for most races and almost too much for
to wrestle each other to the ground in both lighthearted and very dwarves themselves. A single drink can send some into a tailspin
serious fights during long drinking sessions. It’s best to just stay that they might not recover from for days.
out of their way during this process.
Tasting notes Rapidly becoming unconscious as your own poor
Tasting notes Your grandfather’s cologne bottle that accidentally decisions bury you alive. A mouthful of dirty blood that reminds
spilled over during an arm-wrestling contest. The handshake you that you will, in fact, die some day. Subtle cherry finish.
between Carl Weathers and Arnold Schwarzenegger in the movie
Predator, if both men were licking a 9-volt battery at the time. Lavern Scale 100–110

Lavern Scale 41–60 The Murderer


Basically orcish poison.
The Herrera-cane
Tasting notes The horsemen of the apocalypse ride by your palate
This beverage, while fairly smooth, is deceptively strong. A fantastic
and give you bro nods as they fire off pistols into voting ballots.
social lubricant, it can cause the drinker to be the life of the party
Atomic bombs blast away all reason and common sense as the
and give them confidence that is outright contagious. A splendid
deluge of liquid careening down your esophagus coats everything
beverage to enjoy a meal with and a perfect tool for making new
in its wake in atrocities and a live reading of 50 Shades of Gray by
friends. The one drawback seems to be a lack of inhibitions while
your mother.
drinking. The sobering bar tab later in the evening has been a
frequent complaint from those who enjoy this drink. Lavern Scale 111–120

192 Life on Ellara

Luis Yamakawa (Order #46326322)


Ellaran Grieving Rolls
Ingredients Preparation
1 tablespoon active-dry yeast 1 • In your helmet or some other large bowl, stir the yeast into the warm
water and let it sit until dissolved. In
1/2 cup warm water a different upside-down helmet, whisk together the milk, egg, oil, sugar,
salt, and poison. Wait no not poison
that’s not right.
1/2 cup whole milk
2 • Add all this to the yeast mixture and stir until combined. Add the
1 very, very small dragon egg OR flour and stir until the dough gets sticky.
1 large normal egg Focus. Try not to get anxious or anything, and focus on the fact that these
rolls will help people get over deep,
crippling sadness. Knead the sticky dough by hand against the counter
2 tablespoons vegetable oil for about 10 minutes, until smooth but
slightly tacky. It should spring back when poked, just like Una.
2 tablespoons sugar 3 • Cover the upside-down helmet. Leave it in a warm spot and let the
dough rise until doubled in size. Should
1 teaspoon salt take about an hour. In the meantime, try not to kill anyone. Maybe write
in your journal? Definitely check in
3 cups all-purpose flour with yourself.

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!

Pounce & Claw’s Distressed Almonds


Ingredients Preparation
12–15 almonds
1 • Sprinkle almonds with salt to lull them into
a sense of peace and calm.
salt 2 • Stare at the almonds. Let them know you ‘need
to talk’, but you’re not ready yet.
3 • Leave the room. Tell them you need some space.
You’re flooded. You need some time to cool off.
Promise them you’ll be able to talk to them in
about half an hour, and you promise you’ll listen.
4 • Come back in 10 minutes. Tell the almonds
you’re ready, and that you need to get something
your chest. Something important, so please listen? off
5 • Ramble a lot, make it clear that you’re angry
about something but ‘just can’t articulate it’.
6 • Check on the almonds. They should be super
distressed and really backed in a corner at this
point.
7 • Serve in a small, warm bowl with extra salt.

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Fryders
Ingredients Preparation
6-8 underworld spider legs 1 • To prepare spiders for cooking, and with a sharp dagger, cut away the eyes and other scary
bits. At
1/2 loaf of dry-ass bread this stage, please ensure the spider is actually dead, as underworld spiders are extremely crafty.
1 cup buttermilk 2 • Lift the back of the spider and remove the lungs and other arcane organs.
burning ivy or hot red pepper (optional) 3 • Wash the spider legs well under running, roughly clean water, then, in a shallow dish, add
the
buttermilk mixed with a beaten egg or three. Make those eggs really hate their lives. Add the
1⁄2 cup butter spider
legs and soak for 5 minutes.
2 -3 eggs, beaten within an inch of their lives
4 • Pulverize the dry bread with your weapon of choice until fine (I prefer just yelling), or crush
flour (for dredging, mocking) with like a quarterstaff or a bottle of vintage brown liquor from Uman’Yiro. Combine the dry
bread
some salt, some pepper, whatever crumbs with the flour and season with salt, pepper and
chopped ulka berry (optional) burning ivy seasoning.

akkron root (optional) 5 • Dip spider legs in buttermilk and egg


mixture, then into the corn meal / flour
lemon wedge, cut up, abandoned mixture.
6 • Add oil to a large sauce pan and
heat oil super hot and kind of scary.
Fry the spider legs a few at a time
for about 3 minutes or until
crispy. Should be a light brown.
Did you burn them? Amateur.
7 • Serve while hot with lemon
wedges and garnish with ulka
berry or akkron root, if desired.
8 • Remember—the reason
spider legs are cooked ‘in the
shell’ is because spider meat
turns to disgusting slimy goo
when cooked. Crack open one
end of the leg and slurp the
goo out in one huff. It’s... an
acquired taste.

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.

194 Life on Ellara

Luis Yamakawa (Order #46326322)


Marrek’s Morningstar Hashbrown Casserole
Ingredients Preparation
2 pounds peeled potatoes, grated 1 • In a frying pan, brown the grated potatoes with three tablespoons olive oil
3 tablespoons olive oil 2 • Preheat oven to 350 degrees F (175 degrees C).
1/2 cup melted butter 3 • Find a large bowl and dump out any eyeballs or body parts kept there. Mix together all this: the
1 jar condensed cream of mushroom soup cooked hashbrowned potatoes, 1/2 cup melted butter, the cream of mushroom, the sour cream,
chopped onion, cheese. Salt and pepper to taste. Place mixture in an appropriately-sized casserole dish.
8 oz. sour cream
4 • Take a break and look through cupboards to find anything unsavory. Dispose of it.
1/2 cup chopped onions
5 • In a medium saucepan over medium heat, saute the cereal cornflakes in 1/4 cup melted butter, and
2 cups shredded cheddar cheese sprinkle the mixture over the top of the casserole.
salt & black pepper 6 • Bake for 40 minutes, covered.
2 cups crushed cereal 7 • Wait for the rest of the part to wake up and enjoy. This may take quite some time.
1/4 cup melted butter. Yes, more. 8 • Prepare some sort of tea from what you think is probably a root or some flowers.
9 • Keep an eye on any
large, grumpy tieflings
wandering around
the kitchen.

Calluna’s Campfire Apples


Ingredients Preparation
1 apple, cored 1 • Core each apple with a thin, silver dagger.
1 tablespoon brown sugar 2 • Fill the core of the apple with the brown sugar and cinnamon.
several pinches of ground cinnamon, 3 • Wrap the apple in a large piece of extremely thin plate armor (armor foil, we call it at The
pinched real hard Pounce & Claw, anyway), and twist the end to make a long handle so you don’t burn yourself—or, in
Calluna’s case, completely burst into flames because you’re a plant. In fact, if you’re made of anything
flammable, let someone else take care of this for you.
4 • Place the whole shebang directly in the coals of the fire and cook 5 to 10 minutes, until softened. (Be
super careful of the hot sugar when you unwrap the parcel—it’ll melt your entire face and/or head off.)

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MEDICINE
In the event of a broken bone, you will automatically roll with
disadvantage for any checks, attacks, and saves that require the use
of that limb. If a leg is broken, your speed is now halved. If the arm
you use a shield with is broken, you can no longer effectively use a
There are many people in the world without access to healing shield on that arm. Essentially, everything is much more difficult
magic of any kind. While a great number of clerics offer their with a broken limb.
services at local temples for things like broken bones and cuts, this
Treating a broken bone can be tricky in the field. A Wisdom
will do you no good if you are away from town and have no healer
(Medicine) check with a DC of 16 must be made to properly wrap
in your party. Worse yet, if you travel alone and get injured, you’ll
and set the bone. Once this is complete, the bone will be usable
have to rely on first aid training and supplies.
again in seven days. Alternatively, you can have a healer cast
Healing magic can cure everything from major lacerations, broken Regeneration on you and that will heal the bone instantly. If
bones, and—in very rare cases—death itself. There are limits, you don’t have a healer in your party that is able to or willing to
however. There are an increasing number of people who refuse to perform this action, you can have this service performed in most
use such magic and instead prefer these more natural solutions. towns and cities for around 40 gold.
Whether or not you agree, it is greatly advised that if you are going
to leave the comfort and safety of a town or city that you travel
with a healer or stock up on some of the following items.
TRADE
Potions No matter how self-sufficient a town or city might seem, there will
Potion brewers are always working on new and exciting remedies
always be something that they will want or need from another
for common ailments. Everything from cuts, sunburns, and even
region. From medicine and food to fine clothing and spices, trade is
hangovers can be aided by checking their inventory of the local
a vital part of everyday life. Ellara features a wealth of trade goods
apothecary or general store. An experienced alchemist can even
both between its own people and far-off lands.
make potions to order and create custom mixes. This normally
comes at a premium cost, but it can be quite helpful in a pinch.
Food
Herbs Towns like Aubrey and Fairbay may seem small, but they provide
invaluable contributions to larger cities like Esterholt and
Theria is filled with all manner of plant life. Since the earliest
Whitehedge. Massive swaths of farmland cover the areas outside
recorded histories, travelers have experimented with natural
of these smaller towns and they grow roughly 45% of all the food
remedies using plants as the base. Visiting an herbalist is highly
eaten in a year by these larger cities. Vegetables and grains are
recommended before any long journey to stock up. Much of
a vital part of modern life and sustaining such a large populace
the healing one would get from these herbs would be limited in
couldn’t be done without these farmers. Many towns will hire
comparison to the aid one would get from a healer, but it could
adventures and shieldhands to inspect local farmlands to ensure
prove to be invaluable in a sticky situation.
that wild animals and bandits stay away.

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.

Broken Bones Specialty Goods


A broken bone can be a nightmare to deal with while out in the While certain towns or settlements might be known for their
wild. However, an adventurer needs to be prepared for such a access to certain herbs or animal pelts, most cities have a main
possibility. Many have died miles away from home with a broken export that comes from a specialty or skill. Winterhaven and
leg or ankle. With some quick thinking and care, you should be Overdale have smiths working around the clock forging weapons
able to get back to civilization and nurse your injury properly. and armor for shops all over the continent. Meanwhile, more
The causes for a broken bone very much depend on the limb that expensive and specialty pieces are created by the elves of The
is injured. Whether you landed poorly after a jump or raised your Evergreen or the dwarves of Stonesunder. These are normally
shield to deflect a blow that was just too mighty, the end result is enchanted armaments that you can’t find in every general store.
some time on the shelf. Typically, the action is too fast and frenetic If you’re looking for fine clothes, then Esterholt should be your
to target limbs in a fight (although your GM might have rules in destination. With several quality apparel shops and outfitters,
place for that) but there is always the chance of rolling on one of you’ll never be left wanting for choice. Uman’Yiro has rare books
the critical tables and someone getting injured. and potions that are more than worth the trip to the northeast and
Outside of combat, you may choose to use this optional rule. have given many adventures an edge in their travels.
When someone rolls a critical fail on a physical check, they are in
danger of breaking a limb. After a critical failure, roll a 1d6. On a 1,
the limb that saw the most use during the check is now broken.

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Herbs and Medicine Thunderstorm
An entire industry has been cultivated by those willing to travel (Heroes’ March, Hunters’ Bounty, White Wolf Valley) During a
to less desirable places to fill out the shopping lists of herbalists. thunderstorm the sky will flash with lightning and the sound of
Many common herbs can be found in easy to navigate areas like rolling thunder will drown out most other noises around you.
forests and valleys, but more challenging flora such as bull moss If possible, it is best to seek shelter until it passes, which can be
and krystal leaf take a bit more caution in gathering. It takes anywhere from an hour or two to a full day.
considerable knowledge and care to both get to these plants and
harvest them correctly. High-end herbalists and alchemists will Duration 1d20 hours
pay large amounts of gold to get their hands on rare herbs. Effects Disadvantage on Wisdom (Perception) checks involving
hearing. Every two hours every member of the party must roll a
Slaves d100. On a result of 1 – 3, or 1 - 5 for party members wearing metal
There is still a market for slave labor on Ellara, despite attempts armor, or 1 - 7 for party members carrying long metal weapons
to stamp it out. Although most frown upon the very idea and (such as polearms or halberds), the character is struck by lightning
reputable contractors and caravans would never consider using that deals 10d10 lightning damage.
slave labor, there are some with fewer scruples. With a high
upfront cost, it can be tricky to negotiate the purchase of slaves.
There are many factors to consider, such as the age, race, health, Blizzard
skillset, and obedience of the subject. (The Northlands, Ten Thousand Horns) Major snowstorms are
It is also inherently dangerous to deal in slavery. Illegal in most fairly rare on The Mainland but do happen from time to time in
cities, transactions are carried out in secret black markets as the north. Winds are strong, and precipitation mounts quickly.
getting caught can bring swift and harsh punishment. Thus, most Blizzards can last for days in some instances.
negotiations often take place out in the wild and far from the law’s Duration 3d20 hours
protection. Quite a few slave traders are not above turning on
potential buyers and keeping their slaves as well as your money. Effects Travel speed is reduced by half. Visibility is reduced to
40 ft. (12 m). Disadvantage on all ranged attacks. Disadvantage
Recently, adventurers and certain travelers have taken to attacking on any Wisdom (Perception) checks. Temperature drops by 2d12
caravans they meet on the road and freeing their slaves. This is degrees Fahrenheit/1d10 degrees Celsius. Snow falls at a rate of 1d6
dangerous for everyone involved, but has managed to give some inches/2d6 centimeters per hour. After 2 ft. (61 cm) of snowfall,
traders cause to hesitate to use some of the main roads travel time is reduced by three quarters.
The Nu-Val are still the largest group of slave traders on the
continent but recent pressure from the locals have caused them to
significantly scale back their operation. They are headquartered in Powerful Storm
a heavily defensible part of Bandit’s Rest. (The Battered Coast, Dragons’ Reach, most mountain regions) Strong
winds push the party around and make travel difficult. It’s common
Off-Continent for carts and wagons to be blown over if caught without shelter.
Brightport is the largest trade port in the world. Dozens of ships Duration 1d6 hours
come and go each day and travel as far as Westport in Ta’lor for
goods. Weapons and armor are major exports from Ta’lor, as well as Effects Disadvantage on Wisdom (Perception) checks involving
spices. Imports from Athias provide rare animal pelts, rare metals, hearing. Travel speed is slowed by a quarter. If traveling in a cart or
and also a wide array of exotic foods. Sea trade is very high-risk, wagon, roll a d20 once every hour. On a 1 or 2, the cart tips over.
though. Many nobles will invest in large ships and sailing crews,
hoping for an exchange of future profits from sales.
Flash Flood
(White Wolf Valley, Hunters’ Bounty, The Battered Coast) Heavy
rains or a bursting dam cause the ground to become flooded very

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.

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Frozen Lake
(The Northlands) Lakes that are frozen with a thick enough layer of
ice can be traversed if the party is careful. While some are rock solid
and completely safe to walk on, others only have a frozen surface and
you can easily break through into the intensely cold water below. If a
party member is suspicious, they can make a Nature check with a DC
of 16 to gauge the thickness of the ice.
Effects While crossing the lake you must make a DC 10 Dexterity
save or fall prone and take 1d4 bludgeoning damage. Every 60 ft. (18
m) of travel from the person in the lead is met with a flat d20 roll.
On a 1 – 3, the ice cracks beneath them and they fall into the ice.
The ice continues to split and create a 5 ft. (1.5 m) radius hole
centering on the person that fell through the ice. Anyone that falls
prone must roll a flat d20. On a 1 – 4, they fall through the ice.
They then roll a DC 12 Constitution save or become paralyzed and
drift below the surface, descending 10 ft. (3 m) every round.
If, however, a member of the party standing on the frozen lake
takes the time to deliberately assume a prone position (minimum
DC 13 Dexterity (Acrobatics) check, depending on ice thickness),
they gain advantage on the d20 roll for any subsequent ice
cracking, and their speed is reduced to crawl.

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

Moderate DC 10 6d6 Bludgeoning

Heavy DC 12 10d10 Bludgeoning

Devastating DC 14 15d10 Bludgeoning

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Cave-In Hurricane Category Table
Category Effects
(most mountain regions) While exploring caverns and mountains it is
always beneficial to inspect the structural integrity of the pathways. All Wisdom (Perception) checks have a -2 applied.
A cavern can crumble in an instant, resulting in a deadly natural
All party members must make a Constitution
gambit that can crush entire parties or trap them forever inside. saving throw with a DC of 10 or be blown over. If
Duration 1d4 rounds blown over, the party member then has to make a
Effects Each party member must make a Dexterity save based on 1 Constitution saving throw with a DC of 10 to stand
the chart below. back up. If they are unable to stand up after two
rounds, they start taking 1d6 bludgeoning damage
Size of Cave-In DC of Dexterity Save Damage if Struck every round from either being dragged along the
ground, objects hitting them, or colliding with a
Mild DC 8 4d4 Bludgeoning
solid object.
Moderate DC 10 7d4 Bludgeoning
All Wisdom (Perception) checks have a -2 applied.
Heavy DC 12 10d4 Bludgeoning
All party members must make a Constitution
Devastating DC 14 15d4 Bludgeoning saving throw with a DC of 11 or be blown over. If
blown over, the party member then has to make a
Tornado 2 Constitution saving throw with a DC of 11 to stand
(The Hazaan Mountains, Hunters’ Bounty, White Wolf Valley) A back up. If they are unable to stand up after two
rounds, they start taking 2d6 bludgeoning damage
destructive funnel of wind forms and moves across the land
every round from either being dragged along the
devouring trees, animals, and various other debris before violently
ground, objects hitting them, or colliding with a
expelling them from the funnel in random directions.
solid object.
Duration 1d20 rounds
Effects The funnel has a speed of 200 ft. (61 m). Any party All Wisdom (Perception) checks are at a
members within range of the funnel must make a Constitution disadvantage.
save with a DC of 14 or be swept into the funnel. They take 4d6 All party members must make a Constitution
bludgeoning damage for each round they stay in the funnel. At saving throw with a DC of 12 or be blown over. If
the end of each round the target rolls a d20, on a 15 – 20 they are blown over, the party member then has to make a
3
ejected from the funnel and tossed in a random direction. Falling Constitution saving throw with a DC of 12 to stand
damage applies if ejected. Any members outside of the range of the back up. If they are unable to stand up after two
funnel but still within range of the storm are subject to potential rounds, they start taking 2d8 bludgeoning damage
damage from debris. Roll a d20, on a result of 1 – 5, all members every round from either being dragged along the
outside the funnel take 6d4 damage from falling rubble. ground, objects hitting them, or colliding with a
solid object.
Sandstorm All Wisdom (Perception) checks are at a
(The Wastes) A violent windstorm in a desert. Sand is pushed around disadvantage.
at such a velocity that it stings and blinds everything in the area.
All party members must make a Constitution
Duration 1d4 hours saving throw with a DC of 13 or be blown over. If
Effects All Wisdom (Perception) checks are impossible. Any party blown over, the party member then has to make a
4
member exposed to the sands during the storm takes 3d4 damage Constitution saving throw with a DC of 13 to stand
every round until they enter shelter. back up. If they are unable to stand up after one
round, they start taking 3d8 bludgeoning damage
Cold Snap every round from either being dragged along the
ground, objects hitting them, or colliding with a
(The Northlands, Ten Thousand Horns, The Divide) A sudden drop in
solid object.
temperature.
Duration 1d4 days All Wisdom (Perception) checks are impossible.
Effects The temperature drops 3d8 degrees Fahrenheit/3d4 All party members must make a Constitution
degrees Celsius. saving throw with a DC of 14 or be blown over.
During this time, they have no control of their
Hurricane 5 character and only stop when the storm dies
down or they hit a solid object. Every round, they
(The Battered Coast, Ten Thousand Horns) A tropical storm with
take 4d8 bludgeoning damage from either being
powerful winds and sea waves that can devastate a coastal region.
dragged along the ground, objects hitting them,
Duration 1d8 hours or colliding with a solid object, unless they collide
Effects Use the chart below to determine your hurricane with a solid object after travelling more than 60 ft.
encounter. First, roll for the category of the hurricane itself, then (18 m), then they take 8d8 damage.
use the effects from the category rolled.

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Earthquake Intensity Table
d10 Earthquake Intensity Area of Effect (radius) Additional Effects
A gentle shaking that is
1 100 Ft. (30.5 m) None
barely perceptible.

A gentle shaking that


2 might give people pause 300 Ft. (91.5 m) None
for a moment.

A slight jolt to anyone


3 1000 Ft. (305 m) Animals may become tense or scared.
standing on the ground.

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.

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Earthquake
(all regions) This sometimes-violent shaking of the ground is quite
frightening because it can be practically impossible to predict.
Ranging on a scale of 1 to 10, more dramatic quakes split the ground
apart and can even swallow adventurers whole.
Effects When an earthquake begins, a roll must be made on the
Earthquake Intensity Table. Simply follow the instructions tied to
the result. The area of effect is always centered on the party that
rolls on the table.

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)

2 20 ft. (6 m) 6 40 ft. (12 m)

3 25 ft. (8 m) 7 45 ft. (14 m)

4 30 ft. (9 m) 8 50 ft. (15 m)

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202 Character Creation

Luis Yamakawa (Order #46326322)


Character Creation
HOW TO CREATE they naturally gifted, or is it more of a challenge to them? Were
they forced into training by someone they loved, or did they have

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

Character Creation 203

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CHARACTER CREATION TABLES
These tables are meant to help generate a character from scratch,
save for the numbers themselves. While this section focuses
Race
heavily—if not entirely—on roleplay, a GM and player might want
d20 Race Extra Roll
to work together to adjust the character’s stats to reflect the results
rolled on these tables. Some of these rolls will result in benefits to Roll a 20-sided die. The higher the
1 Half-Dark Elf number rolled, the more traditional
your characters and others will be drawbacks. Both are essential to dark elven traits your character shows
creating and playing an interesting and nuanced character. It is up physically.
to the players and GMs to decide if the following tables are simply Roll a 20-sided die. Evens, and you are
characteristics or if they want to brainstorm ways to mechanically 2 Minotaur the ‘Nomad’ breed of minotaur. Odds,
modify their characters. you are the ‘Mountain Dweller’ breed.
Roll a 20-sided die. The higher the
For example, if a player were to roll “Elderly” on the age chart, number rolled, the more traditional
3 Half-Elf
the game master may choose to offer the player a +2 in Wisdom. elven traits your character shows
However, the cost may be that they also request the player take a -2 physically.

in a physical trait like Constitution or Strength. There is a give and 4 Human


take, and both make sense given the attribute the player would like 5 Orc *
to have. 6 Vanali *

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

d12 Class d12 Class d12 Class 13 Dark Elf


14 Dwarf
1 Bard 5 Fighter 9 Sorcerer
15 Human
2 Ranger 6 Cleric 10 Paladin 16 Gnome
3 Barbarian 7 Druid 11 Warlock Roll a 20-sided die. The higher the
number rolled, the more traditional
17 Half-High Elf
4 Rogue 8 Endurant 12 Wizard high elven traits your character shows
physically.
Skip the Upbringing table entirely. You

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.’

Exactly the age one would expect a talented 19 High Elf


3 In Their Prime
adventurer of your characters race to be. 20 Elf
Mature and respected in many circles, your
4 Middle Age character may still consider themselves “in their * Because of the inherent nature of these races, there may be some options in the tables
prime,” but most others would consider them past it. ahead, particularly the Upbringing table, which will be hard to reconcile. However, this
could be excused simply with the caveat that your character could have been adopted
5 Up There Many wonder why your character has yet to retire.
by a family exhibiting the trait rolled. Adoption is incredibly common in Ellara. You
It is a genuine concern when your character carries could also choose to skip Upbringing and craft a typical upbringing for the race you
6 Elderly * out arduous physical tasks. rolled here. Regardless of your choice, it is recommended that you read further on your
character’s race to have the correct perspective moving forward.

* For Adolescent and Elderly, the player and GM can decide together whether or
not the player should reroll.

204 Character Creation

Luis Yamakawa (Order #46326322)


Upbringing
d20 Upbringing Notes
Your character was given one of the worst fates Theria can bestow: being born into slavery. It is more than likely they never met their
1 Born into Servitude
parents, and instead grew up with only the strict and cruel guidance of their “owners.”

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.

Character Creation 205

Luis Yamakawa (Order #46326322)


Faith
d12 Belief Notes
1 Uncommon Idol Your character does not worship any of the “traditional” gods. Roll on the table below instead.

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.

d10 Uncommon Idol Notes


1 Cult Your character has followed the guidance of others into worshiping a “god” that the rest of Theria has yet to
“comprehend.” They know in their heart that this god is one of the pantheon, or maybe even the one true deity.

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.

206 Character Creation

Luis Yamakawa (Order #46326322)


d6 Degree of Worship Notes
1 Adherent Your character’s beliefs inform their personal opinions, but they are not the primary means of which they decide
their lifestyle. If asked, they would advise others to research and form their own opinions.

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.

Character Creation 207

Luis Yamakawa (Order #46326322)


Personality
d100 Trait d100 Trait d100 Trait d100 Trait d100 Trait
1 Racist 21 Unkind 41 Merciless 61 Foolish 81 Conceited

2 Mysterious 22 Rash 42 Aggressive 62 Anxious 82 Dishonest

3 Unreasonable 23 Overbearing 43 Coarse 63 Brutish 83 Loud

4 Judgmental 24 Arrogant 44 Petty 64 Impatient 84 Greedy

5 Cowardly 25 Cruel 45 Bossy 65 Selfish 85 Naive

6 Rude 26 Jealous 46 Gruff 66 Stubborn 86 Shy

7 Domineering 27 Disrespectful 47 Carefree 67 Rowdy 87 Intense

8 Reckless 28 Spontaneous 48 Forceful 68 Honest 88 Observant

9 Narcissistic 29 Clingy 49 Trusting 69 Passionate 89 Independent

10 Sentimental 30 Decisive 50 Persistent 70 Ambitious 90 Patient

11 Immodest 31 Humble 51 Unruly 71 Slovenly 91 Energetic

12 Fearless 32 Restless 52 Reliable 72 Friendly 92 Opinionated

13 Inquisitive 33 Affectionate 53 Calm 73 Logical 93 Helpful

14 Lively 34 Daring 54 Honorable 74 Smart 94 Sociable

15 Organized 35 Encouraging 55 Cheerful 75 Talkative 95 Brave

16 Fair 36 Authoritative 56 Tough 76 Cultured 96 Witty

17 Courageous 37 Proactive 57 Funny 77 Playful 97 Valiant

18 Imaginative 38 Industrious 58 Sincere 78 Creative 98 Enthusiastic

19 Charming 39 Conscientious 59 Loyal 79 Imaginative 99 Loving

20 Generous 40 Fun-loving 60 Wise 80 Optimistic 100 Brilliant

* 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.

208 Character Creation

Luis Yamakawa (Order #46326322)


ELLARAN BACKGROUNDS
in rapt attention as you shredded the strings of your lute or filled
the air with the melody of your flute during a ten minute solo. You
have lived a hard life on the road and partied with the best of them.

Skill Proficiencies Performance, Insight


A Place in Time Tool Proficiencies Any one musical instrument
Through some mishap, you have been removed from your own Equipment Any one musical instrument, an outlandish outfit
time. Perhaps you were frozen in place for decades, or maybe you (preferably made of leather), a flask of strong alcohol, 3 killer
tinkered with a powerful artifact. You must learn to adjust to the drinking stories, a purse with 20 gold.
world around you all over again. While many would see this as a
Feature: Nothing but a Good Time
hindrance, you may disagree. You have a unique insight into the
past because, while others may only speculate, you were there. You have an uncanny ability to drink strong alcohol and party the
night away. While the sun is down, you gain an advantage to all
Skill Proficiencies History, Survival Constitution saves and become more charming to those around
Tool Proficiencies Any you, gaining advantage on Charisma (Persuasion) rolls while in a
Equipment Any one set of tools, a set of outdated clothes, and party atmosphere. If you do manage to get drunk, you may add +2
pouch containing 10 gold. to your Charisma (Performance) checks while inebriated.

d10 How Long Were You Gone? d6 Suggested Characteristics


1 4d4 years I have some health complications from years of partying on the road.
1 I might have a drug dependency issue or a sexually transmitted illness.
2 2d20 years
I blew all of my gold when I was in my prime. I now must keep
3 3d20 years 2
touring to make ends meet.
4 4d20 years I am infamous for wrecking more than one inn, so innkeepers are
3
wary of renting me a room.
5 5d20 years
Some people think I am the new up and coming Duncan, others just
6 1d100 years 4
want Duncan back.
7 2d100 years I can walk into almost any inn or tavern and people will know my
5
8 3d100 years name. I can always count on a free drink.

People tend to fawn over me wherever I go and will do almost


9 4d100 years 6
anything to be my friend.
10 5d100 years

Feature: Glimpse of the Past


You have excellent recall of the events that took place in your Child Star
original time, provided that you know about them. You can be You have been performing for audiences for as long as you can
considered an expert in things such as clothing styles, recipes, and remember: telling stories, playing music, or displaying your
slang from that time. acrobatic prowess. While this has taken its toll in certain ways, you
have become very good at reading a crowd and tugging on their
d6 Suggested Characteristics heart strings. Some even remember seeing you when you were a kid
and they are the easiest marks.
1 Most, if not all, of my friends and family are dead.

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

Character Creation 209

Luis Yamakawa (Order #46326322)


Suggested Characteristics Skill Proficiencies Nature, Survival
Some child stars age gracefully into adulthood and look back on Tool Proficiencies Cartographer’s tools
their time as a young performer with fond memories, others resent Equipment Cartographer’s tools, a sketchbook, and 10 gold.
this period of their lives and wish more than anything to move
past it. Roll on the table below to see where you fall on this scale. Feature: Cryptid Tracking
You are well-practiced at spotting the telltale signs of the beasts
d6 Suggested Characteristics you hunt. From broken twigs to tracks in the snow, you can follow
I hate anything to do with my childhood fame and developed a your subject to the ends of Theria. You gain an advantage to
1 drug habit as a result. Survival checks when tracking cryptids in their territory.
My parents took everything from me and now I’ll take any job
2
as long as it pays. d6 Suggested Characteristics
I don’t really dislike my time as a child star, but I do wish people would I am obsessed with one of the cryptids in the area and will do anything
3 1
move on and embrace my newer work. to hunt it down.
I’m still performing the same routine as when I was a small child. This I had a run-in with a cryptid once. It almost cost me my life and I can
4 2
includes my old outfit and catchphrase. never forget it.
I went through a rough patch but now appreciate my entire catalog of 3 A family member or friend disappeared while hunting a cryptid down.
5
work. I’ll even sign autographs and talk to fans.
I know someone that would pay handsomely for a trophy from one of
I’m a well-rounded person and still work in the entertainment field. 4 these rare animals.
6
People genuinely enjoy meeting me and seeing that I’m doing well.
Though some of these ultra rare beasts can be very dangerous, they
5
have every right to live and try to thrive.

6 I believe that some of these animals might be reincarnated gods.


Creature of the Night
You were bitten by a vampire and turned shortly after. Since then,
you’ve had to blaze a new trail in the world and rarely are you Culinary Arts
welcomed by others. Wherever you go, others are always watching
Having been a part of a low-level cooking crew at a restaurant or
their backs around you. Will this make you try harder to earn their
tavern, you’re skilled at throwing together a delicious meal, even
trust, or make you want to give them something to fear?
with limited ingredients. You have a chef’s passion, and know your
Skill Proficiencies Perception, Survival way around spices and cooking utensils, whether it’s for a castle
Tool Proficiencies One type of gaming set feast, tavern grub, or a lonely campsite.
Equipment Disguise kit, a set of common clothes, a belt pouch Skill Proficiencies Sleight of Hand, Performance
containing 10 gold, a set of dice or deck of playing cards. Tool Proficiencies Cook’s Utensils, one type of specialty cuisine
(e.g. tiefling, elven, dwarven, etc.)
Feature: Night Owl
Equipment Cook’s Utensils, a water-resistant pouch containing
Being either afflicted or blessed with vampirism (or maybe just
1d6 spices (common) and 1d4 spices (rare), and a small cookbook
being a night person) has made you adjust to nighttime living—
that holds up to 12 recipes of the player’s choice.
whether you wanted to or not. Now that you are accustomed to life
at night, you have advantage on all Wisdom (Perception) checks Feature: Party Planner
when the night sky is your only source of light.
You can make any event better with your culinary skill. Using
food to ease tense situations is second nature to you. Any time
d6 Suggested Characteristics
someone is eating food that you’ve prepared, you gain advantage to
1 I have a strong dislike for those who aren’t vampires. Charisma checks.
I simply cannot function during the day and everything seems
2 impossible. d6 Suggested Characteristics
3 People with tans disgust me. I personify the stereotype of an angry, perfectionist chef. Most people
1 do not like to be around me and I prefer the incompetents to not be in
4 I miss the daylight and constantly ask others for details about it. my vicinity as well.
5 I strive to make others understand that I am not a threat. There is a dish that I long to perfect. However, the ingredients are very
2
There is nothing to fear from the darkness. I try to teach others rare. It is my “white whale.”
6
this philosophy. I was never actually a chef, just a dishwasher... But no one needs to
3
know that, right?

I have an uncanny sense of taste and smell. I am able to recreate any


Cryptozoologist
4
dish I have tasted, nearly perfectly.

Even in the most remote of locations with limited resources, I can


You are fascinated with the discovery of the rarest creatures on the
5 be counted upon to whip up a dish that will tantalize and astonish
planet. There isn’t enough known about them and you won’t be everybody’s taste buds.
satisfied until you’ve studied and documented them all.
I have served kings, queens, lords, and ladies. I am known across all of
6
Ellara for my culinary expertise.

210 Character Creation

Luis Yamakawa (Order #46326322)


Dragonsoul Bloodline Prerequisites Endurant Class only
Skill Proficiencies Perception, Arcana
Your ancestors were part of the Tiri’Val clan of high elves in The Tool Proficiencies One tool of your choice
Silver Glade. Throughout your life you’ve heard stories of them
Equipment Leatherworker’s tools, 1 healing potion, and a pouch
communicating with dragons and you long to do the same. Their
with 5 gold.
disappearance is something that you’re deeply curious about but
could take a lifetime to investigate. Feature: Ducking Out
Prerequisites Elf and Half-Elf only You’ve learned to blend in with a crowd and avoid stressful
situations as a result. Whenever you are in a crowd and wish to use
Skill Proficiencies Arcana, Nature
a Dexterity (Stealth) check, you gain advantage on it.
Tool Proficiencies One tool kit of your choice
Equipment A bundle of scrolls, a bottle of ink, woodcarver’s d6 Suggested Characteristics
tools, and a pouch of 10 gold. I very rarely get a good night’s sleep and sometimes my dreams are so
1
vivid that they can cause me harm while dreaming.
Language With great concentration, you can telepathically
communicate with dragons through touch. This requires a 2
Sunlight tends to cause me headaches and I prefer to stick to the shade.
I’m pretty pale as a result.
Constitution save with a DC of 13 for each exchange with the
creature. They must be willing. 3
My powers have made me feel like I am different from most people, so I
find it difficult to form connections with people.
d4 Dragon Attunement Knowing what it is like to be different, I can easily make friends with
4 those who don’t fit in with regular society and have lasting connections
1 Blue
with them.
2 Red
My dreams are usually very pleasant and I wake up feeling
5
3 Black exceptionally refreshed.

4 White My powers have been accepted by those around me and I am revered


6
among my circle.

Feature: Dragon Telepathy


You can communicate mentally with any dragon that you are Finding Yourself
attuned with. You must be touching them and they must be Throughout your life, you’ve known something about yourself
willing to communicate with you. You understand draconic and to be true that others didn’t. Your body did not match up to the
anything you say to them will be understood. After every 30 version of yourself that existed in your heart. Maybe those around
seconds of speaking this way you must make a Constitution save you were understanding, or maybe they were not. Either way
with a DC of 12. On a failure you are overcome with a terrible you had to hide this truth about yourself for too long, and either
headache and can no longer telepathically communicate for 1 day. you have now begun living the life you were always meant to, or
you plan to do so by setting out into the world and making that
d6 Suggested Characteristics
happen.
I have found my connection to dragon’s has gifted me with the worst
1
traits of a dragon, as well. I am very greedy and narcissistic. Skill Proficiencies Insight, Persuasion
My people were wiped out and it infuriates me. I’ll find out who is Tool Proficiencies Any
2
responsible and punish them dearly.
Equipment One set of tools, a set of traveler’s clothes, a journal,
I long to soar with dragons and I’m sure that I can communicate with and a pouch with 10 gold.
3
them if I can just get close enough.

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.

I have a hard time relating to those who haven’t walked a


You have struggled with a latent power inside yourself that 2
mile in my shoes.
very few people around you could even comprehend. Whether There is seemingly only one person in the world who understands
your nightmares become reality, or your powers activated in a 3
what I’m going through. I will do anything to protect them.
devastating manner that may have hurt those you cared about, By experimenting with different looks, I’ve become quite good at
your innate ability had made itself known and it became your issue 4
altering my appearance, should the need arise.
to manage as best as you could. Though your endurant abilities I’m quite open with my experiences to help others who might be going
have caused strife, they are helpful in combat situations. 5
through something similar understand that they aren’t alone.

6 I know who I am and what I’m about. This gives me a boost of


confidence in most situations involving diplomacy.

Character Creation 211

Luis Yamakawa (Order #46326322)


Former Overwatch Citizen d6 Suggested Characteristics
You once called Overwatch your home, and you were proud of it. I am completely intolerant of anyone who lived in Overdale while it
1
In fact, it was so much of who you were that you were disgusted was under the name of Overwatch.

and outraged by the change back from Overwatch to Overdale. 2


The war still affects me daily and I find myself suffering from random,
Everything you are was based on the foundation of hating non- uncontrollable flashes.

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.

Feature: Hidden Threat


You are accustomed to larger and stronger enemies. Whenever you
make a melee attack against a target that doesn’t see or hear you,
Limited Time
you do double damage on that attack. Through some cruel twist of fate, you are aware your end is
coming. Whether via a curse, prophecy, or old age, you know for
certain that you do not have much time left in this world. That
knowledge is a heavy burden—you may even be trying to fight
against the inevitable. In the meantime, you know that your
remaining time is precious.

212 Character Creation

Luis Yamakawa (Order #46326322)


Skill Proficiencies Perception, Religion d6 Suggested Characteristics
Tool Proficiencies Any one tool A particular monster took someone from me when I was younger.
1
Equipment One set of tools, a set of fine clothes, and 15 gold. Whenever I encounter them, I lose all control in order to kill them.

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.

Knowing I have a set amount of time left, I spend most of my time


1
being completely depressed and uncontrollably angry.

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.

Character Creation 213

Luis Yamakawa (Order #46326322)


Feature: Melting Pot d6 Suggested Characteristics
You have a deep understanding of the cultures you come from. You 1 If they think I’m a monster, I’ll show them a monster.
know the languages of both cultures and gain a +2 to all Charisma I have been imprisoned for a lengthy period of time. I am convinced it
checks when speaking with either of those races. 2
was because of my race.

I am combative when encountering those that I view as bigoted. I


d6 Suggested Characteristics 3
suspect this of most people.
1 I truly don’t feel as though I belong anywhere. Thus, I have spent my
While it is a stereotype, my race’s upbringing has given me certain
life alienating myself. 4
advantages.
I thirst for one of my parent’s acceptance and will do anything to
2 5 I am proud of my heritage without negating others.
attain it.
I make it my mission to teach others about my race, so they are longer
I am familiar with the customs and ideals of one of my parent’s races 6
3 ignorant.
but not the other.

4 I have a decent knowledge of both of my parents’ races.

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.

Feature: Stereotype d6 Suggested Characteristics


Your perception of yourself is highly influenced by those around 1 I am grizzled from a life on the road. Speaking with others is difficult.

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 am great at stacking objects and fitting more into a wagon


Race Stereotype Modifier 4 than anyone thought possible.
Dark Elf +3 to Dexterity (Stealth) / -3 to Charisma (Persuasion) 5 I am good at leading others through danger while traveling.
Dwarf +3 to Intelligence (History) / -3 to Charisma (Performance) I keep a cool head when traveling through dangerous areas,
6
Essai +3 to Intelligence (Arcana) / -3 to Wisdom (Animal Handling) even under extreme situations.

Gnome +3 to Intelligence (Investigation) / -3 to Strength (Athletics)


Half-High Elf +3 to Intelligence (Religion) / -3 to Wisdom (Insight)
Half-Dark Elf +3 to Dexterity (Sleight of Hand) / -3 to Wisdom (Survival) Uman’Yiro Researcher
Half-Elf +3 to Wisdom (Medicine) / -3 to Dexterity (Acrobatics) You are a student of Uman’Yiro, and your mind is
Half-Tiefling +3 to Charisma (Deception) / -3 to Dexterity (Stealth) completely enraptured in just one topic. You are
Halfling +3 to Intelligence (History) / -3 to Intelligence (Investigation) an expert already, but you wish to learn even more.
High Elf +3 to Intelligence (Arcana) / -3 to Intelligence (Religion) Whether your reason for researching this topic is selfish
Human +3 to Wisdom (Medicine) / -3 to Intelligence (Nature)
or benevolent, you plan to one day publish your findings.

Lizardfolk + 3 to Wisdom (Survival) / -3 to Charisma (Persuasion) Skill Proficiencies Arcana, History


Minoatur +3 to Strength (Athletics) / -3 to Wisdom (Insight) Tool Proficiencies Calligrapher Supplies
Orc +4 to Charisma (Intimidate) / -4 to Intelligence (History) Equipment Scrolls, a journal, a bottle of ink, a book
Red Dragonborn +3 to Wisdom (Animal Handling) / -3 to Intelligence (Medicine) on one topic with extensive notes, and 10 gold.
Tiefling +3 to Charisma (Intimidation) / -3 to Intelligence (Religion)
Vanali +4 to Intelligence (Nature) / -4 to Intelligence (Arcana)

214 Character Creation

Luis Yamakawa (Order #46326322)


Feature: Junior Expert
Choose one topic (be it a single monster, place, race, etc.). You are
You Can Accept This
an expert on this topic and have advantage on any rolls related to Though the world may be something of a chaotic mess all around
gaining information on this topic. you, you know one thing for certain: romance is not dead. You live
for the thrill of love, maybe to one person, or maybe over and over
d6 Suggested Characteristics again each night. Your powers of seduction are well-honed, and
I believe myself to be the most intelligent person in any room (even if you believe anyone would swoon under your attention.
1
it’s not true).
Skill Proficiencies Persuasion, Deception
If I haven’t read about it in a book myself, then I’m very mistrustful
2 Tool Proficiencies Leatherworker’s tools
of any “facts.”

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.

Wise Outsider d6 Suggested Characteristics


“If at first you don’t succeed, just be more persistent.” This is my
You have not lived the typical life, not like the other children of 1
life’s motto.
Ellara. You come from outside of polite society, and you bring all I have utter confidence in my ability to attract others- even if I am
of your observations of that life with you wherever you go. Though 2
in a terrible condition.
some may find your particular manner off-putting, you sometimes I fell in love with someone long ago. They simply aren’t that into me.
shock them with your insight. 3
I am now trying to be the person I think they want.

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.

Feature: Unconventional Knowledge


You think outside the box and rarely have the same line of thought
as others. Once per long rest, you may use your Wisdom score for
any check or save that would normally require you to use your
Intelligence. You may also add +3 to the resulting roll.

d6 Suggested Characteristics
1 My hygiene is substandard to many civilized folks.

I have a very hard time functioning in populated areas like towns


2
and cities.

3 Animals are better than people.

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.

I go out of my way to teach others about the wilderness. People consider


6
me an expert.

Character Creation 215

Luis Yamakawa (Order #46326322)


Minotaur

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.”

216 Races of Ellara

Luis Yamakawa (Order #46326322)


Race plays an important part in the world because it informs something about each
and every character, though some more than others. For instance, humans and
halflings tend to define themselves more by their bonds to their home, not
their race. Conversely, tieflings and dark elves are often ostracized because
of the visible nature of their lineage and the negative stereotypes applied
to their people. As a result, they often find their race to be a defining
part of their lives.
Ellara is particularly interesting because it is home to a wider
variety of races than any of the other continents. In this chapter
we will focus on the major races of The Mainland, but by no
means is it a complete list. It is not impossible to see a green-
skinned arazar or feline-featured orraka from Ta’lor, a goliath
from Co'dai, or even a white dragonborn from Ki’an living on The
Mainland, though they are unlikely to call it their home.

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.

Dark Elf Traits


Age Dark elves reach maturity at 17 years old and reach their
twilight years at around 145. They can live to be 160+ years old.

Races of Ellara 217

Luis Yamakawa (Order #46326322)


Dwarves Elves
Dwarves are a race best exemplified by their craftsmanship—stone One of the oldest and, formerly, most prosperous races, elves are
carvings that last through the test of time, standing proud and best known for their hunting skills and encapsulate beauty and
weathering any storm through sheer fortitude. Dwarves traveled grace. Much of the culture of Ellara is based on elven language and
to The Mainland via ship from Athias and have since found their heritage because the continent was once entirely theirs. Now the
home in Stonesunder Mountain, which they conquered and took largest portion of the elven population is found in The Evergreen,
from the minotaur after a perceived slight. Even some of the living a life of tradition closely entwined with nature.
current dwarves may admit this action was somewhat extreme, but Pure-blood elves are typically slight and lanky with pale skin.
they are not remorseful enough to return what is now theirs. They often clothe themselves in leather to blend in with the trees
Dwarves are stubborn and short, ranging from four to five feet while hunting or guarding their forest, and most of those in The
tall (122 to 152 centimeters) and very stocky. Male dwarves pride Evergreen are well-trained with a bow and arrow.
themselves on their beards, that are often adorned or ornamented Of all the races in Theria, the elves can track their history back
with braids, beading, and even sometimes coins, while the women the furthest. They were the first to have a written language, and
tend to do the same with their hair. They mostly have deep tans their language is used for most of the proper nouns on Ellara. Long
when they venture out of their mountain, while the dwarves that ago, elves lived in communities across all Ellara. As other races
primarily live in the mountain are more fair-skinned. immigrated to the continent and began to thrive, the elves took
Culturally, dwarves are known for being loud and brutally honest. these budding communities under their wing. They offered to
They love to taunt others in a way that they view as good-natured, share and teach, which is how their culture provided the base for
but outsiders often interpret as disrespectful or outright insulting. The Mainland as it stands today.
Nothing is off-limits when it comes to dwarves and, in these This is also one of the reasons that the elves who wished to
situations, the quickest way to earn respect is to throw an equal live a traditional life among nature were rarely attacked in The
insult right back. It is a dangerous game, but one the dwarves Evergreen. Until recently, there was an understanding; the elves
often delight in. were happy to give the humans, halflings, gnomes, and dwarves
their space on the continent as long as their own rights to the
Dwarf Traits forest were respected. The elves have always been capable of
Age Dwarves reach maturity at 23 years old and reach their defending their land, but until the rise of Overwatch, it had never
twilight years at 165. They can live to be 180+ years old. been necessary.

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.

218 Races of Ellara

Luis Yamakawa (Order #46326322)


Essai Gnomes
There are two distinct forms of essai. The first is known as the The shortest of the races on Ellara, gnomes have a tough time
Archaics. They were the originals, first created in Uman’Yiro to becoming adventurers, but their cunning is often their saving
protect the city but finding themselves discarded soon after, left grace. Unlike halflings who typically try to prove their height is not
to wander the land. Eventually, they settled in the ruins of Odysia. a liability by fighting with weapons, gnomes tend to rely more on
They are broad, bulky constructs of armor. They typically move magic to best an opponent. Most gnomes desire a more peaceful
slowly and can withstand a great deal of punishment. life and they often find themselves working in the market of
handcrafted goods and performing tasks that require precision
Years later, the Overwatch began production of its artificial army;
and knowledge.
a newer model of essai called Thralls. Sapped of their free will by
a magically charged pillar in the city, they were forced to fight for Gnomes stand anywhere from one and a half to three feet tall (46
King Carter. They tend to look more humanoid, and if it were not to 91 centimeters), and tend to be on the stockier side. Their skin,
for the gems which glow beneath their masks, one might mistake hair, and eye color vary as greatly as those of humans. Due to their
them for another race wearing heavy plate armor. After the war size, the wilderness can be a much more treacherous threat to the
ended, the surviving Thralls carved the sigil of Overwatch out of average gnome; a wolf can carry one off with no trouble at all.
their bodies.
As gnomes have traveled so far from their homeland on Co’Dai,
The number of living essai in the world was reduced by 95% when their historical culture is mostly lost. In its place they thrive in
Malchus Grimnas activated the Diara’seeai before the Battle of building and crafting, and many find themselves drawn towards
White Wolf Valley, releasing a magical disease intended to eradicate the world of magic. Gnomish families are often close-knit and
them all. The tide of the war turned, but even the surviving essai loving, and some communities have formed in larger cities where
still live with the effects of the Diara’seeai regardless of which side entire neighborhoods have been built with gnome and halfling
they fought on, or whether they fought at all. stature in mind.
Currently, many of their kind reside in Aldmoor. Nearly all are still Gnome Traits
afflicted with the disease that had eaten away their comrades, with
Age Gnomes reach maturity at 20 years old and reach their
rust showing on their armor and debilitating their movements. It
twilight years at 75. They can live to be 85+ years old.
seems the further from Winterhaven one was during the activation
of the spell, the more likely they were to survive.

The essai are now trying to focus on the future and


building a place for themselves in the world. Due to
their association with the war, it is often difficult
for them to receive empathy from others, but they
continue to make do with what they have.

Essai Traits
Ability Score Increase Your Constitution score
increases by 2.

Age An essai can live as long as their body holds together.


Size Essai come in all shapes and sizes. They can be as tall as 7
ft. (2 m) and weigh as much as 700 lbs.

Speed Your base walking speed is 20 ft. (6 m).


Construct You cannot be poisoned or charmed
Rock-Solid You cannot swim, and sink like a stone in the water.
However, you don’t need to breathe.
Gnome
Built for War You always have resistance to bludgeoning,
piercing, and slashing from non-magical weapons.

Races of Ellara 219

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Half-Elves High Elves
Half-elves are one of the most common mixed races on Ellara, They were once the most accomplished race on Ellara. Their city was
perhaps because human and elf physiology match up better than barred from any other race and their magic was advanced far beyond
most, providing fewer obstacles to romantic relationships. The elven even the scholars of Uman’Yiro. They saw themselves as better
lineage of a half-elf can be elven, dark-elven, or high-elven. than the other races, based on these and several other factors. They
The signs are obvious for some. A half-dark elf could inherit their believed so highly in their own accomplishments that they tapped
elven parent’s skin tone, growing steadily darker in sunlight, into the magic of the gods and turned it against them, trapping them.
whereas a half-high elf might be inhumanly pale. Pointed ears are They paid for that act dearly. Now, having awakened from the one
another sign of elven blood from any of the three branches, though hundred year slumber The God of Justice imprisoned them in, their
often they will be more subtle than those of in a full-blooded elf. lofty civilization has been shaken to its core.

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.

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Lizardfolk Minotaur
The hidden race of The Mainland, the lizardfolk are cunning and Once residents of what is now known as Stonesunder Mountain,
animalistic. As shape-shifters, they have populated the corners the minotaur were driven out when the dwarves ambushed the
of civilized society that people typically avoid. Jobs which provide minotaur and Takaras Blackhoof during the day of his daughter’s
easy access to meat, such as butchers or undertakers, suit them wedding in 1153 AEC. The survivors of the attack became refugees
best as their appetites are demanding. The smartest lizardfolk as they fled the mountains westward. Upon discovering the
don’t draw attention to themselves, but that can be difficult when abandoned Thunderspire, they took shelter there. Since that day,
they are wearing the skin of another race. This is made even more generations ago, the minotaur have felt rudderless in the world.
so by their low intelligence and simple vocabulary.
There are two distinct subspecies of minotaur in Theria. First are
It is difficult for a lizardfolk to resist their true nature as predatory The Mountain Dwellers, a large and muscular breed of minotaur
carnivores, but their reptilian metabolism makes it slightly easier. with bull-like qualities. They are quick to settle disputes and are
Adult lizardfolk are able to sustain themselves with one meal per very honor-bound. The Mountain Dwellers pride themselves on
week, which consists of 30 to 40 lbs (13.5 to 18 kg) of raw meat, being taken at their word in a world increasingly filled with deceit.
including bones and marrow.
The second subspecies are The Nomads. The Nomads are far more
Lizardfolk are incredibly rare and difficult to find because they are passive with largely yak-like qualities. They have horns similar
always on the move. Their current existence has little to do with to those of The Mountain Dwellers, but they tend to have lighter
breeding and multiplying, and much more to do with their lengthy colored shaggy fur. Their fur is often so long that it seems to
mortality and lack of a home. cover their eyes completely. While they can mostly be found off-
continent these days, a small group can be found roaming the High
Underneath whichever skin a lizardfolk uses to hide their true
Mantle Forest to the south.
form, they are typically hulking beasts with long snouts and bulky
reptilian bodies. They have long talons and a hunched posture. The Nomads don’t share their relative’s thirst for combat, but that
They use magic to disguise themselves that is usually bound doesn’t make them any less dangerous. They aren’t territorial, but
to a necklace or bracelet containing a gemstone conduit. If this they do have deep-set beliefs regarding truthfulness and personal
gem were to fracture or break, the magic would malfunction or responsibility, and may get aggressive if challenged on their
completely dissipate to reveal the lizardfolk’s true form. The spell morals. The Nomads feel a deep connection to nature and worship
can be altered to change the physical appearance of a lizardfolk’s long-forgotten gods. It is not uncommon for a Nomad to try and
disguise, but it takes a day-long ritual to complete. The spell can reach out to these gods through prayer, rituals, or even sacrifices.
imitate any type of average-sized humanoid.
Minotaur Traits
Lizardfolk exist in myths and legends, but most people in civilized Age Minotaur reach maturity at 16 years old and reach their
society don’t believe that they really walk among them. This is twilight years at 65. They can live to be 80+ years old.
how the lizardfolk prefer things to be and would like them to
remain—by any means necessary.
Orcs
Lizardfolk Traits
By far the most violent civilization on The Mainland, orcs are
Ability Score Increase Your Strength and Dexterity scores warmongering killers with a culture built entirely around
increase by 1.
strength and bravery. The orcs have one main motivation—to
Age Lizardfolk reach maturity at 13 years old and reach their expand and prosper. They raise their children as warriors to help
twilight years at 175. They can live to be as old as 225+ years old. spread their territory, crushing anyone caught in their way. These
ideals are so deeply ingrained into their society, that they guide
Size Lizardfolk range from under five to over six feet tall (under their entire way of life.
152 to over 163 centimeters) and have bulky builds. Your size is
Medium. Orcs do not speak common, with some recent exceptions from the
Moz’zogg Encampment. They are seen as the more reasonable of the
Speed Your base walking speed is 30 ft. (9 m). orcish camps on The Mainland, but they still do not allow themselves
Darkvision You can see in dim light within 60 ft. (18 m) as if it to be trifled with. They resist modern innovations because, according
were bright light, and in darkness as if it were dim light. to them, hard living builds strength and resilience.

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.

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Half-Orcs Tieflings
From time to time, half orcs are born into the world. Often
conceived by an orc father and a mother of any race that can Despite many rumors and the physical resemblance, there is no
survive conception (though humans are most common by far), link between the tieflings and demons. Tieflings are just like any
these stories are never happy ones. The mother often dies in other race on Ellara, though they have no notable homeland of
childbirth, and the child is either accepted into the camp and their own. This may have contributed to the fear that they were
spends its entire life as an outcast or is cast out. The abandoned believed to be actual, literal demons and became the target of a
half-orcs are usually raised in orphanages where they still feel as religious inquisition from 1228 BEC to sometime in the 500s BEC.
though they do not belong. Regardless of their upbringing, the The size of tieflings can vary, though typically they are taller
white-hot rage of their orcish blood is either something to be than the average human. The real difference comes with the horns,
resisted or embraced and, more than most, their mixed heritage tail, and bright red skin that most full-blooded tieflings possess
will always be seen as a liability. to varying degrees. Tieflings’ eyes often vary in shades of black,
gold, or red.
Half-Orc Traits
Age Half-orcs reach maturity at 17 years old and reach their Of all the races that find themselves adrift in Ellara without a
twilight years at 65. They can live to be 80+ years old. city to call their own, tieflings have the most stigma surrounding
them. They are often considered demonic even to this day, and are
frequently forced into more threatening roles than others; bouncer,
loan shark, and enforcer are prime roles for tieflings in larger cities.
Red Dragonborn Because of this, some tieflings use this stigma to their advantage
but there are those that try to fight it with reason and kindness.
Dragonborn can be the same colors as the different dragon species
of Theria—black, red, white, and blue. The red dragonborn are the Tiefling Traits
only subspecies native to Ellara, particularly in their city among the Age Tieflings reach maturity at 17 years old and reach their
mountains, Or’Rash. Believing themselves to be directly connected twilight years at 70. They can live to be 90+ years old.
with the dragons they resemble, the red dragonborn have no patience
for weakness—so much so that they will allow babies to die alone on
the side of the mountains rather than raise a weak child, and banish Half-Tieflings
any dragonborn who do not meet their standard of strength. As with most half-breeds, half-tieflings tend to feel torn between
worlds. Where bigots from other races will likely still view them as
The red dragonborn are formidable in size, standing anywhere demonic, other tieflings may also cast judgement (the implication
from six to eight feet tall (183 to 244 centimeters), and are often very being that their lives are easier because they are less demonic-looking
muscular. Their scales are bright red and incredibly resilient, but you than their full-blooded counterparts).
will often find them clad in well-crafted leather or steel armor. Their
eyes glow bright gold in color. Many have the ability to breathe fire In general, half-tieflings tend to have pinker skin or, in the case they
upon their enemies. take after a dark-skinned non-tiefling parent, lean towards a warm
undertone. Their eyes are almost always traditionally human-looking
As their culture relies so much on physical prowess, there aren’t while their horns are short and stubby—though usually still visible.
many magic-wielding dragonborn. When the occasional dragonborn Tails, it seems, are an “all or nothing” genetic trait.
does find themselves drawn towards magic, if they utilize it in a way
that can serve their people, they will usually be an accepted nuisance.
The dragonborn do not desire anything beyond their mountain for
the time being, but they are always prepared for war and have armies Vanali
standing ever-vigilant. Whether this constant preparation is a threat,
The most elusive race on Ellara, vanali rarely leave their home deep
a challenge, or a deterrent is not clear.
within The Silver Glade. This place is unreachable to most and
Red Dragonborn Traits that is one of the reasons they stay there. They have carved out
Age Red dragonborn reach maturity at 15 years old and reach their a home of relative safety and to wander out of that safety would
twilight years at 60. They can live to be 75+ years old. mean almost certain death. Even so, a certain few have tried and
succeeded, and have found themselves in a strange world they
never would have imagined.
Vanali physiology is remarkable. At first glance, they seem to
be something akin to living plants but, when observed closer, it
becomes clear that those features act more as a shell, and their
bodies share the features of a human and feline. All of the plant-like
features are to them as hair and horns are to other races. Their skin
ranges from a light tan to a deep, dark mahogany, and is coated with
a fine fur that often matches this color. Their pupils are cat-like,
vertical slits against a gold iris.

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As they are so isolated, their culture is mostly unknown.
The vanali are very loving towards their kin, and that
is another reason they are so unlikely to venture
out from their homeland. They are adept fighters,
often using camouflage to their advantage and
striking hard and fast before their opponent
knows what is coming. Some are formidable druids,
using the plant life they know so well against those
that mean them harm.
Vanali Traits
Ability Score Increase Your Dexterity and
Wisdom scores increase by 1.
Age Vanali reach maturity at 15 years old
and reach their twilight years at 65. They
can live to be 100+ years old.
Size Vanali range from under five to over
six feet tall (under 152 centimeters to over
163 centimeters) and have slender builds.
Your size is Medium.
Speed Your base walking speed is 30
ft. (9 m).
One With Nature You have
advantage on all rolls relating to
nature. You also gain advantage
to Dexterity (Stealth) rolls if
attempting to hide near plant life.

Vanali

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224 Player Classes

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Player Classes
As the most diverse continent on Theria, Ellara has seen many different approaches to the challenges of living. Some were developed natively,
while others have come from overseas and been adapted to suit The Mainland. Because each adventurer has made their own path in this
world, the archetypes that fit some will not fit others, but there are a few traits which are common for many members of each class.
The following list is a simple rundown of the common characteristics of each class as they relate to Ellaran characters, and how most
adventurers tend to learn their skills. Keep in mind, these are merely guidelines for creating your Therian character. Unless your GM has asked
you to stick to these, feel free to use these common attributes as a jumping off point (if you wish, roll a d4 to determine the type), or make up
something new altogether for your adventurer.

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.

Bards d4 Archetype Description Example


The gifts of the bard are often sparked You may or may not have enjoyed your
As soon as Braylon could hold a lute, he was
at a young age; creativity flowing in art, but it did not matter. You needed food
forced to play and use the money to feed his
the blood. While there are hundreds 1 Reluctant in your stomach, or to provide for the
family. Though he was able to flee, The Child Star
of writers, singers, and musicians in ones you loved, and performing is what
of Brightport is still known to this day.
allowed for it.
the world, bards are a bit different.
They blend magic with entertainment; You may not have been able to carry a Sydney once heard Braylon play, and it touched
interweaving their music or words tune or capture anyone’s attention, but him in ways he could not imagine. He followed
2 Determined you never let that stop you from trying to the bard out of town and begged for the halfling
with powerful spell effects that can lift figure it out until you could. to teach him the way of music.
spirits and turn the tide of battle. Very
often these performers are shaped Music and stories have always been in Though she needs to stay in Aubrey and help her
3 Calling your heart and soul. Everything you are, mother run her bar, Pepper has always loved the
by the culture they were raised in, flute, and plays for the patrons whenever she has
you owe to the ways of entertainment.
which does not allow for many orcish the chance.
or dwarven bards, though there are
always exceptions. Most bards are As soon as you took your first shot at
4 Natural entertaining an audience, it was as Duncan may have been a dwarf, but he was never
trained in colleges in Winterhaven, natural for you as breathing. without his trusty lute and he played it like a god.
Brightport, Overdale, and Esterholt.
These major cities have a diverse array
of performers and teachers.

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Clerics d4 Archetype Description Example
While all magic-users in Theria tap Your feelings towards the gods are After his son passed away on an adventure, Rodswell
into the same energy, clerics focus irrelevant, because your abilities were felt obligated to retreat from his life of worship and
1 Reluctant needed and you answered the call. Some focus on his cleric abilities so he could grant his son’s
this magic through their faith in a
days, you wish you hadn’t. final wish.
higher power. More than many other
classes, clerics need formal training Born on The Fire Isles, Marrek worshipped The God
to hone their skills and often need The gods have not been kind to you, but of the Sun for the majority of his life. Even after
2 Determined that has only made you more determined being cursed with lycanthropy and believing himself
to be taught by a mentor or join a
to help others. forsaken, he continued to use his healing abilities
temple to work their magic to the for good.
will of their chosen deity, though
After her father was saved by followers of The God
extremely gifted magic users may be
The very portrait of a worshipper, you felt of Undeath, Iris dedicated her life to spreading the
able to teach themselves. 3 Calling compelled by one of the gods to take up the gospel of the most controversial member of the
mantle of cleric and preach in their name. pantheon, and share the message that everyone
deserves a second chance.

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.

Druids d4 Archetype Description Example


Elven druids from The Evergreen Atticol was raised by druidic parents, and was expected
You did not choose to become a druid on
are most common on Ellara, but so to follow in their footsteps. He did so only for lack of
1 Reluctant your own terms, and as such the magical
long as one is close to nature, they arts do not come easily to you.
other options, and it became clear early in his time
may channel their magic though training it was not something he wished to continue.

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.

Endurants d4 Archetype Description Example


Endurants had been a rare Almost all endurants are reluctant at
After a lifetime of nightmares, Briahna could not ignore
subsection of people of all races who some point or another, but you deeply
her powers any longer. She lost everything that mattered
had a power locked within them, and 1 Reluctant wished that you never had this power.
to her, even her home. She had to embrace that anger, or
However, the more you pushed against it,
that power often made itself known it would have eaten her alive.
the stronger you seemed to become.
in times of great peril. Because their
abilities were often nearly impossible Throughout your life, being an endurant
Daegon knew what he was sooner than most endurants,
to control, many endurants found was equal parts blessing and curse. You
and being from Odysia gave him another leg up with
themselves called to adventure 2 Determined never lost sight of what you wanted, and
his magical knowledge. However, controlling his power
decided to bend your powers to your will
simply because they had no other enough to utilize it safely was a constant internal battle.
and use them to achieve your goals.
options. In the current canon of
Theria, traditional endurants have Endurant powers are charged by emotion, As a half-orc, Dorn was used to the fear others felt
had their powers nullified due to and yours is a fine fuel. You have mastered towards him, but they did not know he harbored fear
3 Calling the emotion of your power, studying it as in his own heart. When his powers first began to haunt
the release of the gods, but there is him with nightmares, he was downright terrified.
wizards study books. Though it may have
always a chance they may be restored However, with time, he began to recognize the power of
once controlled you, now you control it.
to their former glory. In any case, fear, and adapted.
if your GM allows you to play one, Happiness is often regarded as a trivial thing, but Joy
your world may have a logical reason You did not need to study or practice. You
knows it has a strength equal to all of the other emotions
know the emotion which powers your
behind their existence. 4 Natural endurant ability is a part of who you are.
one can feel. She has seen hardship, but does not see fit
to let her past consume her. Once she recognized what
Ever since you have accepted that you are
she wanted, she let the power wash over her like a wave.
truly at peace, and much stronger for it.
Before she knew it, she was flying.

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Fighters d4 Archetype Description Example
Knights, archers, duelists, and When he was young, William’s father gave him a
You held a sword before you could even
gladiators are all vastly different in understand what it could do. Death was
wooden sword. At first, he thought it was a toy, but
1 Reluctant he was violently corrected. His life has been that of a
terms of their approach to combat, just a word. Now, you know no other life.
soldier ever since, and he knows no other way.
however they each trained for
years to perfect their art. There are Klara never wished to deny her human blood, but
Through every cut and bruise, you are
schools all over Ellara that train it was the dark elf side of her which informed her
that much closer to perfecting your art.
2 Determined training. Her mother was a stern teacher, but she
those who have the time to learn but It is a difficult path, but you feel pride in
respected her lessons and wanted to improve herself
this often can take many years to knowing you chose it for yourself.
each and every day.
truly perfect a certain style.
The world is a violent place, and if you
don’t learn to protect yourself it will Av-Alan never much cared for being coddled or
3 Calling chew you up and spit you out. Once isolated from the world. He wanted to fight, but not
you discovered this, you felt compelled for Overwatch. He instead chose to abandon his home
to protect yourself from being taken city and strike out on his own, learning by doing.
advantage of.

There is a connection between your mind


Though she had only been enrolled in combat lessons
and your body which shocks and astounds
by her loving family to learn to protect herself, Elena
those around you. It sometimes confuses
adored every moment she spent learning the ways of
4 Natural you that others are not as adept, because
battle. It came to her easily, with only a few minor
for you it is like one of your senses. You
bumps and bruises along the way. It did not prepare her
take it for granted, and often forget that
for how hard the real world was, regardless of her skill.
others might be lacking.

Paladins d4 Archetype Description Example


The training of a fighter with the For many, the temples of Ellara have Julie sought sanctuary in the Temple of The God of
faith of a cleric, almost all paladins been a safe haven. Often, it is the only Courage. Her father wanted her dead, and it was
hail from temples where they learn place a person can turn after immense the only place she believed she might be safe. She
hardship, and that is how you found
from other paladins who worship 1 Reluctant only took up training as a means to thank the ones
yourself training as a paladin. You may who protected her. Over time, she learned to love her
the same deity they do. Their faith not have meant to pledge your life to the new life, though she knew things could have gone
drives them to learn and fuels them gods, but you will because you owe them differently if she had a say.
in combat. Though all temples that much.
can technically train paladins, the You did not fall into the ranks of paladin, Fighting against the stereotypes all half-orcs face in
gods of Nature, Civilization and, you fought to belong there. Every day polite society, Larg took up the mantle of paladin as
most notably, Courage see the most 2 Determined was a risk of injury and hardship, but a means to prove to the world that he could fight for
paladins under their banner. This you moved forward, headstrong in your something. Though he knew people would always
resolve to prove yourself to your peers and judge him, he found solace in the most unlikely
is likely due to an interpretation your god. place—The God of Civilization.
of teachings and willingness to
physically intervene. Marshall knew he was adopted at a young age, but
In your heart you always knew you would his tiefling father was never anything but fatherly
turn to the temple. It was as if your to him. Unfortunately with nobles, that comes with
3 Calling god were steering you in that direction quite a lot of baggage. He swore his father’s face
against all odds. You are grateful to serve tinted an even darker red than usual the day he told
your chosen deity, and do so with vigor. him that he was going to train as a paladin and join
the ranks of The God of Justice.

For some, the gods are a concept. To you


Una took to The God of Courage as a fish takes to
and your god, it is a lifestyle. Every action
water. Her god was her life, and she savored every
4 Natural you take is for the honor and glory of
moment of it because of her beliefs. Nothing was
your god, and you would not have it any
quite as satisfying as a battle won, and honor gained.
other way.

Player Classes 227

Luis Yamakawa (Order #46326322)


Rangers d4 Archetype Description Example
Any traveler in Theria needs to have For every noble, there are dozens of poor If Alma had not taken The Black Hand’s offer, she
some sense of the land to survive, and and downtrodden. You could never rise certainly would have died in the streets of Brightport.
1 Reluctant
most people take up hunting with a through the ranks through traditional That did not mean she enjoyed hunting down those
bow at one point or another. However, means, so you turned to adventuring. who slighted her mistress, but it had to be done.

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.

Rogues d4 Archetype Description Example


One of the cleverest and most strate- From the day you were born, everything Dark elves have a certain stigma attached to them,
gic of upfront fighters, rogues depend seemed stacked against you. It became and Sarrif was no exception. He tried to fight against
on darkness, stealth, and subterfuge 1 Reluctant clear that swimming against the tide it, but it proved much more profitable to give in. He
to get their way in most walks of life, would only result in failure, so you found he was quite a good assassin, much to his own
including combat. Their skills can be resorted to other means. chagrin.
honed anywhere darkness can be found, Sometimes you just have to work with Rue was often teased for being a gnome in the
though it is usually a skill they pick up what you’re given. With enough grit and orphanage he was raised in. Brightport was hard
by birthright or necessity. For any out- 2 Determined elbow grease, you can make any wheel enough, but thankfully he was adopted and trained
side those two camps, they would have turn. Sometimes it’s not about who is the in the roguish arts by loving parents whom he wished
toughest, but who is the cleverest. to make proud of him.
to find a master willing to teach them,
but more often than not rogues don’t Tatiyana could have stayed in Fairbay, living a
want to be found. Though they are most Despite opportunities to turn to more
wholesome life with her wholesome family, but that
known for being thieves and assassins, was all too standard for the young woman who
3 Calling upstanding professions, the seedy
craved adventure. She learned the ways of thievery
rogues may also use their skills to fit in underbelly of the world always called to you.
and subterfuge, and enjoyed the power those new
among thugs, swashbucklers, tricksters skills afforded her
and many other forms of ruffians. The
highest concentration of rogues can They say to do what you know, and that’s With few other choices, Masoka took up thieving to
what you’ve lived your life by. Though survive. He did more than that, however: Masoka
be found on the east coast of Ellara,
4 Natural the ethics of your profession are up for thrived. His innate ability to read the movements of
predominantly in Brightport, where one debate, what can’t be debated is that you others always gave him an edge, and he took pride in
could feasibly seek out a pirate, thug, are good at it. his talents.
and assassin in a single afternoon.

Sorcerers d4 Archetype Description Example


Sorcery is, in a way, one of the purest Much like an endurant, it became Zed wanted to be a sailor, but his magical abilities
forms of magic, as it shapes to the clear to you and those around you that manifested in his teens and he was forced to live
will of the user. However, it is also the 1 Reluctant your powers needed to be honed and in Uman’Yiro for his own good. Though he agreed
least refined and is often learned by harnessed, as they would not go away no studying was the right choice, he was still bitter that
matter how much you wanted them to. it was not his own to make.
trial and error, which can be danger-
ous. Sometimes referred to as “the When you realized that you had natural
As a studious sorcerer, Jasper always found himself
barbarians of magic,” sorcerers often searching for a deeper understanding of his own
magic, your first thought was “I need to
2 Determined powers. He was well aware that not everyone is gifted
benefit more from hands-on prac- understand,” and that is the undercurrent
with such talents, and wanted to appreciate them to
tice than study, though their art is a of all of your training.
their full potential.
dangerous one to attempt to master
Kalden often speaks of “The Mountain,” a concept
regardless of the path they take. You know that magic chose you. It was
he was taught by his mother as she raised him.
not your will that guided it to you, but the
3 Calling He believed that the mountain was a direct tie to
universe working together to put you on
everything, including his own powers, and he sought
the proper path.
to gain wisdom from them his entire life.

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.

228 Player Classes

Luis Yamakawa (Order #46326322)


Warlocks d4 Archetype Description Example
When a person in Ellara has the desire If she had not been placed in Darmock’s clutches,
You would not have sought a patron if there
for magic, but not a natural gift or the had been any other choice, but it is too late
Jadzia might have had a bright future. Instead, she
means to learn, they may still have the 1 Reluctant naively traded her soul to a demon in order to escape
now. Your soul is forfeit, and all you can do
him. From that point onward, she became horrified by
option to make a deal with a demon or, is move forward with that knowledge.
the prospect of death.
in very rare cases, a god. These deals
are not common, and warlocks are not Malchus did not seek to trade his soul. He was a
You may have gotten a raw deal, but that pawn in a larger game, and his powers came to him
accepted in polite society because of
2 Determined will not deter you. You will use the magic as a byproduct. He decided to make the best of the
what their magic entails—generally, you’ve gained to change the world, somehow. bad situation, taking off for adventure rather than
a connection to demons. Demons wallowing in what could have been.
are tangible proof of great evil, and
After a lifetime of being weak, the deal After summoning a demon during her practice, Umash
warlocks making deals with them to you’ve made with your patron has changed took full advantage of her pact with her patron. She
facilitate their own magic is a sign that 3 Calling you. Though many lament their choices, you had been a sickly orc before, and once she had joined
the wielder has made a selfish choice. embrace yours. What is the stigma of being a forces with the demon, she was able to bring glory to
While most fear warlocks for their warlock compared to the power it brings? the tribe of orcs.

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.

Wizards d4 Archetype Description Example


The most traditional of magic users, Theo’s mother was more devoted to magic than
wizards are those that may have been The path of wizardry was decided for you, family. She was often violent with her son during his
gifted at birth with a connection to 1 Reluctant
without your own dreams and wishes in lessons, wanting him to follow in her footsteps and
magic, but even without it, many mind. Though you studied as you were be the perfect pupil. In doing so, she killed any love
instructed, you hated every moment of it. he had for magic, and he escaped her grasp the first
are able to study hard enough to chance he could.
develop one. Wizards can only call
themselves such if they were taught A frail but stubborn young man, Amvin did not seem
Every word of knowledge you have to have an affinity for magic in his early years, but
their craft, most often by traveling he yearned to unlock it. Through trial and error,
absorbed from your studies is a weapon in
to and studying in Uman’Yiro. They 2 Determined he finally managed to cast spells and impress the
your mind. You will fight for the insight
may also have come into contact which learning brings to your last breath. teachers of Uman’Yiro, and wished to continue to do
with a mentor of some sort willing to so, wanting to climb up the ranks to perhaps become
an archmage himself.
teach them or found a way to teach
themselves. Many wizards attend You had always been the bookish type, Yoros had a very particular idea surrounding
school for decades to, hopefully, one and were often teased as a child for it. necromancy and other magics centered around
3 Calling You wouldn’t have had it any other way. death and rebirth, and believed he had a deeper
day master their craft and be dubbed You adore the prospect of learning more, understanding of The God of Death than even his
an archmage though only the top 1% of knowing more, and you would be lost clerics because of it.
of students ever will. without it.

Ellanan was born and raised in Uman’Yiro, and as


Since you were a child you have excelled such was blessed with the best tutoring in magical
4 Natural in every lesson. They called you a prodigy, arts the world had to offer. He was the top of every
and they were right. class, and his ambition helped to secure him a place
among the Archmages.

Player Classes 229

Luis Yamakawa (Order #46326322)


ENDURANTS
Proficiency Base Force Fervor
Level Bonus Damage Points Features
1st +2 1d6 1 Emotional Impact, Fervor, Force Punch, Force Blast, The Emotional Well

2nd +2 1d6 2 Unencumbered, Combat Dodge, Fount Ability

Class Features
3rd +2 1d6 3 Charge

4th +2 1d6 4 Ability Score Improvement, Fount Ability


As an endurant you gain the 5th +3 1d8 5 In Tune, Extra Attack
following class features.
6th +3 1d8 6 Tuck and Roll
Hit Points 7th +3 1d8 7 Nightmares, Fount Ability
Hit Dice: 1d6 per endurant level
8th +3 1d8 8 Ability Score Improvement, Don’t Touch Me
Hit Points at First Level: 6 + your
Constitution modifier 9th +4 1d8 9 Improved Combat Dodge
Hit Points at Higher Levels: 1d6 (or 10th +4 1d8 10 Fount Ability, Aura
4) + your Constitution modifier per
11th +4 1d10 11 Improved In Tune
endurant level after 1st
12th +4 1d10 12 Ability Score Improvement, Improved Tuck and Roll
Proficiencies
13th +5 1d10 13 Directed Force, Fount Ability
Armor: Light Armor
Weapons: Unarmed Strikes 14th +5 1d10 14 -
Tools: Choose one type of 15th +5 1d10 15 From Top to Bottom
artisan’s tools
16th +5 1d10 16 Ability Score Improvement
Saving Throws: Charisma,
Dexterity 17th +6 1d12 17 Lower the Toll, Improved In Tune, Fount Ability
Skills: Choose two from Deception, 18th +6 1d12 18 Improved Directed Force
Performance, History, Insight,
19th +6 1d12 19 Ability Score Improvement
Medicine, and Stealth
20th +6 1d12 20 Fount Ability

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

230 Player Classes

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The Price Improved Combat Dodge
After each combat, you tally the number of fervor points you spent, Starting at 9th level, you are much better at guessing attack patterns.
and then make a Constitution saving throw with a DC of 10 for When an enemy is adjacent to you, any melee attacks it targets you
every 3 fervor points expended. On a failure, you suffer from a level with receive a -3 (instead of - 2) to the attack roll.
of exhaustion. Each failed save results in another level. Powers used
outside of combat are also subject to these checks.
Improved In Tune
Unencumbered Starting at 11th level, you connect further with the emotional well.
Your base force punch and force blast damage increases to 1d10.
Starting at 2nd level, you gain an extra 5 ft. (1.5 m) of movement as a
result of not wearing any armor or a shield.
Improved Tuck and Roll
Combat Dodge Starting at 12th level, you gain a +5 to all Dexterity saves.

Starting at 2nd level, you begin to anticipate an enemy’s attacks.


When an enemy is adjacent to you, any melee attacks it targets you Directed Force
with receive a -2 to the attack roll. This effect is passive. Starting at 13th level, your allies gain a +5 to all saves involving your
powers.

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.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, Lower the Toll
you can increase one ability score of your choice by 2, or you can Starting at 17th level, your endurant abilities take less of a toll on your
increase two ability scores of your choice by 1. As normal, you can’t body. You now gain advantage for all saves vs exhaustion as a result of
increase an ability score above 20 using this feature. using your powers.
Using the optional feats rule, you can forgo taking this feature to
take a feat of your choice instead.
Improved In Tune
In Tune Starting at 17th level, you connect further with the emotional well.
Your base force punch and force blast damage increases to 1d12.
Starting at 5th level, you connect further with the emotional well.
Your base force punch and force blast damage increases to 1d8.
Improved Directed Force
Starting at 18th level, your allies now gain advantage (instead of a +5)
Extra Attack to all saves involving your powers.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn as long as you are
using a basic Force Punch or Force Blast.

Tuck and Roll


Starting at 6th level, you gain a +2 to all Dexterity saves.

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.

Player Classes 231

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Fount of Love The dome shatters if you are reduced to 0 HP or lose
concentration. The dome can be removed with a bonus action.
At Higher Levels: You can use additional fervor points to gain +1
Endurants tapping into this fount are normally protective and will
AC for each point spent. These additional AC points are lost at the
sacrifice their own well-being in order to shield the ones they care
end of your next turn.
about. While one of the weakest endurants on paper, in terms of
power, they are unrivaled in their ability to cover their allies and
utilize their strengths in order to down a foe. Aura
Level 10 2 Fervor Points Bonus Action
Endurant Level Feature
As a bonus action, you can activate an aura that emanates from
2nd Can’t Lose Them you and radiates outward. The effects of this aura depend on the
4th Uncaged path you choose. This aura stops when you are reduced to 0 hit
points or you use a bonus action to stop it.
7th Shielding Affection

10th Slingshot

13th Freight Train


The Path
17th Overflow At level 10 your endurant reaches a branching path. They must pick
one of two potential avenues. No matter which path they choose, it
20th Enough is Enough will alter their powers drastically. There is no going back on this once
they have made their choice.
Force Punch Fervor Point Cap: 2
Love Others
Force Blast Fervor Point Cap: 3
You realize that your friends and family mean the world to you.
Can’t Lose Them You would gladly do what you can to protect them at all costs to
yourself. The following changes are made to your powers:
Level 2 2 Fervor Points Reaction
When an ally within 30 ft. (9 m) of you is hit by an attack, you • Can’t Lose Them: AC provided to ally increases from +2 to +3.
create a shield of protection that surrounds them. This shield • Uncaged: Radius increases from 10 ft. (3 m) to 15 ft. (4.5 m).
provides +2 to that ally’s AC until the start of your next turn. • Aura: Your aura grants all allies standing within 5 ft. (1.5 m)
of you +2 to their AC.
Uncaged • Overflow: Allies gain an extra 2d8 hit points.
Level 4 2 Fervor Points Standard Action
A concussive blast rushes out from you. Each creature in a 10 ft. (3 m) Love Yourself
radius originating from you must make a Constitution saving While there are people that you care about, you realize that you
throw. On a failed save, a creature takes 1d8 + your Charisma can’t be much good to them if you’re dead. Protecting yourself is
modifier force damage and is pushed 10 ft. (3 m) away from you. your top priority. The following changes are made to your powers:
On a successful save, the creature takes half as much damage and
• Can’t Lose Them: AC provided to ally decreases from +2 to +1.
isn’t pushed.
You gain +1 to your AC.
Creatures and objects larger than you only move half the distance. • Uncaged: Damage is increased by 1d8.
In addition, unsecured objects that are completely within the area • Aura: Your aura grants all allies standing within 5 ft. (1.5 m)
of effect are automatically pushed 10 ft. (3 m) away from you by (including yourself) +1 to their AC.
the spell’s effect, and the spell emits a thunderous boom audible • Overflow: Along with allies, you regain 1d8 hit points.
out to 150 ft. (76 m).
At Higher Levels: When you add additional fervor points to this
ability, the damage increases by 1d8 for each point added (max of 5) Slingshot
and creatures are pushed an additional 5 ft. (1.5 m) per point spent. Level 10 3 Fervor Points Standard Action
Duration: Instantaneous
Shielding Affection You create a shield around an ally within 20 ft. (6 m) of you and
Level 7 3 Fervor Points Bonus Action launch them to an area within their speed. The ally can then make
Duration: Concentration up to 1 minute a standard attack and add 2d8 force damage to their hit.
You create a 10 ft. (3 m) dome centered on yourself and all At Higher Levels: You can use additional fervor points to add 1d8
creatures adjacent to you. No one can leave the dome as long as damage for each point spent.
it exists. No attacks can be made from within the dome to the
outside of it. The dome will have the same AC as you. Any damage Freight Train
taken as a result of the dome being struck will be absorbed by you
Level 13 3 Fervor Points Standard Action
and reduced to a quarter of its value. Creatures from the outside
may target enemies inside the dome but the caster will take any Duration: Instantaneous
resulting damage. You move up to your speed and make a standard melee attack
against a creature. You are not subject to attacks of opportunity

232 Player Classes

Luis Yamakawa (Order #46326322)


during this movement. On a hit, you do 4d6 force + your Charisma
modifier damage. If the target is within one size of you it must
also make a Constitution saving throw or be knocked prone.
At Higher Levels: You can use additional fervor points to add 1d6
force damage for each point spent.

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.

Player Classes 233

Luis Yamakawa (Order #46326322)


Fount of Calm Breathe
Level 10 5 Fervor Points Standard Action
All allies within a 10 ft. (3 m) radius of you gain resistance to
Some endurants have a hard time adjusting to the unrelenting
bludgeoning, piercing, and slashing damage until the start of
torrent of emotion they must tap into to use some of their abilities.
your next turn. All enemies in the area must make a Constitution
Thus, they have adopted a new approach. By keeping as even
save or gain vulnerability to bludgeoning, piercing, and slashing
tempered as possible, they can use their powers in new ways that,
damage until the start of your next turn.
while not as flashy or impressive as some others, keep them from
taxing themselves too harshly. At Higher Levels: You can use additional fervor points to extend
the radius by 5 ft. (1.5 m).
Endurant Level Feature
2nd Pass Through Aura
4th Phase Level 10 2 Fervor Points Bonus Action
As a bonus action, you can activate an aura that emanates from
7th Wash Away
you and radiates outward. The effects of this aura depend on the
10th Breathe path you choose. This aura stops when you are reduced to 0 hit
13th Rooted points or you use a bonus action to stop it.

17th What Goes Around

20th Time Out The Path


At level 10 your endurant reaches a branching path. They must pick
Force Punch Fervor Point Cap: 3 one of two potential avenues. No matter which path they choose, it
Force Blast Fervor Point Cap: 2 will alter their powers drastically. There is no going back on this once
they have made their choice.
Pass Through
Level 2 1 Fervor Point Reaction
Harmonized Composure
Duration: Instantaneous Losing your cool is part of living. You understand this and pick
the right moments to let loose. The following changes are made to
When you are hit with an attack you immediately have resistance
your powers:
to the triggering damage type until the start of your next turn.
Also, the first time you hit with a melee attack on your next turn, • Pass Through: Damage is increased by 1d4.
the target takes an extra 1d4 damage of the triggering type, and • Charge: Your charge now regains an additional +1 fervor point
the spell ends. when used.
At Higher Levels: You can use additional fervor points to enhance • What Goes Around: Radius increases from 15 ft. (4.5 m) to 20
the extra damage increase by 1d4 for each point above the 1st. ft. (6 m).
• Aura: Your aura grants all allies standing within 5 ft. (1.5 m) of
Phase you gain advantage to all saving rolls involving fear and charm.
Level 4 3 Fervor Points Standard Action
You charge your fist with energy and make a standard melee Total Tranquility
attack against a creature, doing 3d4 + your Charisma modifier Nothing phases you. This sometimes upsets those around you, but
force damage. On a hit, the creature must make a Constitution no matter how tense or perilous the situation, people can rely on you
save or have their weapons and spells phase in and out of this to keep a cool head. The following changes are made to your powers:
plane causing them to make all attacks with disadvantage. This • You cannot be blinded or deafened.
lasts until the end of their next turn.
• When using powers, you must expend 4 fervor points before
being subject to an exhaustion save instead of 3.
Wash Away • Breathe: Radius is reduced from 10 ft. (3 m) to 5 ft. (1.5 m). You
Level 7 3 Fervor Points Standard Action now gain the same benefits as allies.
You emit a blast of energy in a 30 ft. (9 m) cone. Each creature in • Aura: Your aura grants all allies standing within 5 ft. (1.5 m) of
that area must make a Dexterity saving throw. On a failed save, a you +2 to saving throws against charm and fear effects and you
creature takes 4d6 bludgeoning damage, is pushed back 10 ft. (3 m) gain advantage to saves involving charm and fear effects.
and is knocked prone. On a successful save, a creature takes half
as much damage, isn’t pushed, and isn’t knocked prone.
At Higher Levels: You can use additional fervor points to add an Rooted
additional 1d6 damage for each point spent. Level 13 3 Fervor Points Standard Action
Duration: Concentration up to 1 minute
You make a melee attack and do 4d4 + your Charisma modifier
force damage on a hit. The target must succeed on a Constitution
save or be paralyzed. The target may reroll their save each round.

234 Player Classes

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What Goes Around
Level 17 3 Fervor Points Standard Action
Duration: Instantaneous
You charge your endurant power and emit a blast within a 10
ft. (3 m) radius centered on you. Add up all damage that has
been done in combat by your enemies (even if dead) for the last
round (starting at the end of your last turn). Enemies within
the radius must roll a Constitution save or they take half of
the total damage done last round.
At Higher Levels: You can use additional fervor points to add
an additional 5 ft. (1.5 m) to the radius for each point spent.

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.

Player Classes 235

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Fount of Fear a creature takes 4d4 psychic damage, they are also frightened.
The target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. On a successful save,
Endurants who harness the power of fear are some of the most a creature takes half as much damage and is not frightened. A
dangerous on the planet. While many endurant powers manifest in construct or an undead is immune to this effect.
the form of explosive impacts and displays of force, these individuals The frightened targets see themselves covered in biting insects.
infect the mind of a target with a specific fear and then reflect a
multitude of crippling psychic torments upon them. This can have a At Higher Levels: You can use additional fervor points to add an
wide range of effects on an individual but most often results in panic, additional 1d4 damage for each point spent.
erratic lashing out, and pain.
Pathophobia
Endurant Level Feature
Level 10 3 Fervor Points Standard Action
2nd Trypanophobia - Needles Duration: Instantaneous
4th Xenophobia - Strangers You charge your endurant power and emit a blast within a 5 ft. (1.5
m) radius centered on you. Any enemy caught in the blast must
7th Entomophobia - Insects
succeed on a Charisma saving throw or be poisoned. The target may
10th Pathophobia - Illness repeat the saving throw on each of their turns until they succeed.
13th Taphophobia - Buried At Higher Levels: You can use additional fervor points to add an
17th Teraphobia - Monsters additional 5 ft. (1.5 m) to the radius for each point spent.

20th Thanatophobia - Death


Aura
Level 10 2 Fervor Points Bonus Action
Force Punch Fervor Point Cap: 3
As a bonus action, you can activate an aura that emanates from
Force Blast Fervor Point Cap: 4 you and radiates outward. The effects of this aura depend on the
path you choose. This aura stops when you are reduced to 0 hit
Trypanophobia points or you use a bonus action to stop it.
Level 2 2 Fervor Points Standard Action
Duration: Concentration up to 1 minute
You target a creature with a standard melee attack. If you hit, The Path
you do 2d4 + your Charisma modifier force damage. The target At level 10 your endurant reaches a branching path. They must pick
must succeed on a Wisdom saving throw or start bleeding for 4 one of two potential avenues. No matter which path they choose, it
damage from puncture marks at the start of its turn until the will alter their powers drastically. There is no going back on this once
effect ends. While bleeding, the target is convinced that your hand they have made their choice.
was covered in small needles. The target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on Nothing to Fear
a success. A construct or an undead is immune to this effect.
The fear within you can be controlled and used to fight others.
Bleeding effects can stack. Once the target has successfully saved, The following changes are made to your powers:
all bleeding effects stop for the target.
• You are immune to being frightened.
At Higher Levels: You can use additional fervor points to add an • Entomophobia: Damage is increased by 1d4.
additional 1d4 damage for each point spent and increase bleeding
• Teraphobia: Extra damage is now doubled instead of an extra 2d8.
damage by 4.
• Aura: Your aura grants all allies standing within 10 ft. (3 m)
of you resistance against necrotic damage. They also gain
Xenophobia darkvision with a range of 60 ft. (18 m).
Level 4 2 Fervor Points Bonus Action
Duration: Concentration up to 1 minute Fear Itself
A creature you have hit this turn must succeed a Wisdom saving roll Every living thing feels fear. You will exploit this to a level never
or view all of its allies as enemies. The target can repeat the saving before seen. The following changes are made to your powers:
throw at the end of each of its turns, ending the effect on itself on a
• Creatures making saving throws against your fear effects roll
success. A construct or an undead is immune to this effect.
with disadvantage.
• Pathophobia: Radius increases from 5 ft. (1.5 m) to 15 ft. (4.5 m)
Entomophobia
and “enemy” is changed to “creature.”
Level 7 3 Fervor Points Standard Action
• Repeated saving throws are at a disadvantage for those
Duration: Concentration up to 1 minute targeted by your abilities.
You emit a blast of energy in a 30 ft. (9 m) cone. Each creature in • Aura: Your aura grants all allies standing within 5 ft. (1.5 m) of
that area must make a Charisma saving throw. On a failed save, you an additional 1d8 necrotic damage to their attacks.

236 Player Classes

Luis Yamakawa (Order #46326322)


Taphophobia
Level 13 3 Fervor Points Standard Action
You blast a target with your basic ranged attack and deal 4d6 force damage on a hit. They
must succeed on a Wisdom saving throw or become restrained until the effect ends. The
target can repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success. A construct or an undead is immune to this effect.
The restrained target sees undead hands springing up from the ground to hold them.
At Higher Levels: You can use additional fervor points to add a +1 to your spell save DC for
each point spent. This ends at the end of your turn.

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.

Player Classes 237

Luis Yamakawa (Order #46326322)


Fount of Joy Aura
Level 10 2 Fervor Points Bonus Action
As a bonus action, you can activate an aura that emanates from
While the life of an endurant isn’t always an easy one, there are some
you and radiates outward. The effects of this aura depend on the
who have such boundless happiness in their hearts that their powers
path you choose. This aura stops when you are reduced to 0 hit
manifest only through this emotion. Bursting with solace and cheer,
points or you use a bonus action to stop it.
they can light up the darkness around their friends or devastate their
foes with blinding fury.

Endurant Level Feature


The Path
2nd Blinding Punch At level 10 your endurant reaches a branching path. They must pick
one of two potential avenues. No matter which path they choose, it
4th Focused Blast
will alter their powers drastically. There is no going back on this once
7th Shield Your Eyes they have made their choice.
10th Reflexive Shine
Bringer of Joy
13th Radiant Outburst You see the weight of the world but do not let it affect you
17th Resplendence constantly. You are here to bring joy to others. The following
changes are made to your powers:
20th Phoenix
• Blinding Punch: All damage changes from 1d4 to 1d6.
Force Punch Fervor Point Cap: 3 • Radiant Outburst: Radius increases from 10 ft. (3 m) to 15 ft.
(4.5 m).
Force Blast Fervor Point Cap: 3
• Resplendence: Cost is reduced by 1 fervor point to cast.
Blinding Punch • Aura: Your aura grants all allies standing within 10 ft. (3 m) of
Level 2 1 Fervor Point Standard Action you +2 to all saving throws.
You charge your fist with energy and make a melee attack against
a creature, doing 2d4 + your Charisma modifier force damage. On Illusory Bliss
a hit, the creature must make a Constitution save or be blinded. The world is a dark place and completely smothering it in light
This lasts until the end of their next turn. is the only way you can cope. The following changes are made to
your powers:
At Higher Levels: You can use additional fervor points to add an
additional 1d4 force damage for each point spent. • Blinding Punch: Your target has disadvantage on saving
throws against being blinded.
Focused Blast • Radiant Outburst: Damages increases from 8d6 to 10d6.
Level 4 3 Fervor Points Standard Action • Resplendence: Damage is increased from 6d10 to 7d10.
You make a ranged attack with your endurant energy and deal • Aura: Your aura grants all allies standing within 5 ft. (1.5 m) of
4d6 + your Charisma modifier force damage. The target must roll you +2 to saving throws against charm and fear effects and you
a Constitution save or be knocked prone if it is within one size of gain advantage to saves involving charm and fear effects.
the caster.
At Higher Levels: You can use additional fervor points to add an
additional 1d6 force damage for each point spent. Reflexive Shine
Level 10 3 Fervor Points Reaction
Shield Your Eyes When you are hit with an attack, you take half damage from that
Level 7 3 Fervor Points Standard Action attack and grant disadvantage to all incoming attacks until the
end of your next turn.
You emit a blast of energy in a 30 ft. (9 m) cone. Each creature
in that area must make a Constitution saving throw. On a
failed save, a creature takes 4d6 force damage and enemies have Radiant Outburst
advantage to attacks targeting them until the end of the targets Level 13 4 Fervor Points Standard Action
next turn. On a successful save, a creature takes half as much A vertical column of intense radiant energy shines down in a
damage and does not grant advantage. location you specify within 30 ft. (9 m) of you. Each creature
At Higher Levels: You can use an additional 2 fervor points to add within a 10 ft. (3 m) radius, 100 ft. (30.5 m) high cylinder centered
an additional 2d6 damage for each point spent. on a point within range must make a Dexterity saving throw.
A creature takes 8d6 radiant damage on a failed save, or half as
much damage on a successful one.
At Higher Levels: You can use additional fervor points to add an
additional 1d6 damage for each point spent.

238 Player Classes

Luis Yamakawa (Order #46326322)


Resplendence
Level 17 4 Fervor Points Reaction
A flurry of radiant energy appears in a location you choose
within a 40 ft. (12 m) range and bombards the area. The
area consists of up to ten 5 ft. (1.5 m) cubes, that you can
arrange as you wish. Each cube must have at least one face
adjacent to the face of another cube. Each creature in the
area must make a Dexterity saving throw. It takes 6d10
radiant damage on a failed save, or half as much damage
on a successful one.

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.

Player Classes 239

Luis Yamakawa (Order #46326322)


Fount of Anger Aura
Level 10 2 Fervor Points Bonus Action
As a bonus action, you can activate an aura that emanates from
Endurants who use anger as a way to express their powers
you and radiates outward. The effects of this aura depend on the
traditionally have had some traumatic event, or events, in their
path you choose. This aura stops when you are reduced to 0 hit
past that they simply cannot get over. Often, they feel helpless in
points or you use a bonus action to stop it.
a situation and these powers are a way to cope with that feeling.
The most “straightforward” of the power sets, these individuals can
deal the most damage to a large area out of all the endurants. Sadly, The Path
endurant damage does not discriminate between friend and foe.
At level 10 your endurant reaches a branching path. They must pick
Endurant Level Feature one of two potential avenues. No matter which path they choose, it
2nd Furious Punch will alter their powers drastically. There is no going back on this once
they have made their choice.
4th Furious Blast

7th Tremor Measured Response


10th Overcharge You use your anger to fight for those who can’t fight for
themselves. The following changes are made to your powers:
13th Acrimony
• Furious Punch: Your target receives a -2 to their saving throw.
17th Decimate
• Tremor: Radius increases from 10 ft. (3 m) to 15 ft. (4.5 m).
20th Total Fury • Overcharge: You gain +5 to your saving throw against
exhaustion.
Force Punch Fervor Point Cap: 5 • Aura: Your aura grants all allies standing within 5 ft. (1.5 m) of
Force Blast Fervor Point Cap: 3 you an extra attack action whenever they score a critical strike.

Furious Punch Directionless Animosity


Level 2 2 Fervor Points Standard Action You’re constantly searching for something—anything—to justify
Duration: Instantaneous your rage. The following changes are made to your powers:
You charge your fist with energy and make a melee attack against • Furious Blast: Your target receives a -2 to their saving throw.
a creature, doing 4d4 + your Charisma modifier force damage. On • Tremor: Damage is increased from 5d6 to 6d6 damage.
a hit, the creature must make a Constitution save or be knocked
• Overcharge: Damage is now doubled instead of gaining an
back 5 ft. (1.5 m). If you miss your target, you have a -2 penalty to
extra 2d8.
your next attack roll.
• Aura: Your aura grants all allies standing within 5 ft. (1.5 m) of
At Higher Levels: You can use additional fervor points to add an you a critical strike on a roll of 18, 19, or 20.
additional 1d4 force damage for each point spent.

Furious Blast Overcharge


Level 4 2 Fervor Points Standard Action Level 10 0 Fervor Points Bonus Action
Duration: Instantaneous Add 2d8 to your damage rolls this turn. At the start of your next
You make a ranged attack using your endurant energy and on a turn, or instantly at the end of combat if you do not have a next
hit, you do 3d4 + your Charisma modifier force damage. If you turn, you gain one level of exhaustion.
miss your target, you have a -2 penalty to your next attack roll.
At Higher Levels: You can use additional fervor points to add an
At Higher Levels: You can use additional fervor points to add an additional 2d8 damage and 1 level of exhaustion for each point spent.
additional 1d4 force damage for each point spent.
Seethe
Tremor Level 13 3 Fervor Points Standard Action
Level 7 3 Fervor Points Standard Action During this round, you charge your endurant powers and stand
Duration: Instantaneous with your arms raised above your head. You may not take any
You charge your endurant power and emit a blast within a 10 ft. other actions. As your only action next turn, you unleash this
(3 m) radius centered on you. All creatures in the radius must energy in a straight line in front of you that is 30 ft. (9 m) long and
succeed a Constitution saving throw and, on a failure, they take 15 ft. (4.5 m) wide. All creatures in this area must make a Dexterity
5d6 bludgeoning damage and fall prone. On a successful save, save. On a failure they take 4d8 + your Charisma modifier force
creatures take half as much damage and don’t fall prone. damage + half of all damage you took while charging this attack
At Higher Levels: You can use an additional 2 fervor points to add and half as much damage on a successful save.
an additional 1d6 damage and add 5 ft. (1.5 m) to the radius for each
point spent.

240 Player Classes

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Decimate
Level 17 5 Fervor Points Standard Action
You charge your endurant power and emit a blast within
a 20 ft. (6 m) radius centered on you. Creatures within the
blast area roll a Constitution save and, on a failure, they
take 12d8 damage and are pushed back 10 ft. (3 m) and fall
prone. On a success, they are neither pushed nor are they
knocked prone, and they only take half damage.
At Higher Levels: You can use an additional 2 fervor points
to add an additional 2d8 damage for each two points 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.

Player Classes 241

Luis Yamakawa (Order #46326322)


Fount of Hate Aura
Level 10 2 Fervor Points Bonus Action
As a bonus action, you can activate an aura that emanates from
Hatred can be a strong emotion to use when endurant abilities
you and radiates outward. The effects of this aura depend on the
come into play. The person tapping into this fount has probably lost
path you choose. This aura stops when you are reduced to 0 hit
something that meant a lot to them or has so much disdain for the
points or you use a bonus action to stop it.
world that they feel as though they have choice but to carve up large
portions of it. On the surface, both anger and hate might seem very
similar. Hatred is a much more pointed emotion though and tends to The Path
lash out at specific targets instead of random foes.
At level 10 your endurant reaches a branching path. They must pick
Endurant Level Feature one of two potential avenues. No matter which path they choose, it
2nd Venomous Scream will alter their powers drastically. There is no going back on this once
they have made their choice.
4th You Die First

7th Devouring Resentment Punish the Unjust


10th Scorn You’ve learned that certain things in this world deserve your
hatred and focus. The following changes are made to your powers:
13th Annihilate
• Venomous Scream: Damage is increased from 5 damage to 8
17th Taking You With Me damage.
20th Massacre • You start each combat with 5 temporary hit points.
• Taking You With Me: Radius is increased from 15 ft. (4.5 m) to
Force Punch Fervor Point Cap: 4 20 ft. (6 m). All creatures beyond 15 ft. (4.5 m) of you take 3d8 +
your Charisma modifier force damage.
Force Blast Fervor Point Cap: 4
• Aura: Your aura grants all allies standing within 5 ft. (1.5 m) of
Venomous Scream you +3 to all attacks and -1 to their AC.
Level 2 1 Fervor Point Standard Action
Duration: Instantaneous Punish Everything
You reach deep within yourself and let loose with a primal shout From the moment you first drew breath the world has tried to rid
giving all allies within 30 ft. (9 m) of you 5 extra force damage to itself of you… and you hate it for trying. The following changes are
attacks for the next 1d4 rounds. made to your powers:

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.

242 Player Classes

Luis Yamakawa (Order #46326322)


Annihilate
Level 13 3 Fervor Points Standard Action
You make a standard melee attack against a target. On a hit, the target must succeed
on a Constitution saving throw or receive triple the damage rolled by this attack.
At Higher Levels: You can use additional fervor points to add 1 die to the damage
for each point spent.

Taking You With Me


Level 17 3 Fervor Points Standard Action
You release a massive wave of energy within a 15 ft. (4.5 m) radius
centered on you. The closer a creature is to you in the radius, the
more damage they will take from the attack.
• 5 ft. (1.5 m) from you = 15d8 + your Charisma modifier
force damage.
• 10 ft. (3 m) from you = 11d8 + your Charisma modifier
force damage.
• 15 ft. (4.5 m) from you = 8d8 + your
Charisma modifier force damage.
All creatures within the radius must
make a Constitution save or be
stunned until the end of their
next turn. On a successful save
the target is not stunned but
still takes full damage from
the attack.
After the attack you are
reduced to 1 hit point and
may only charge on your
next turn.
At Higher Levels: You can
use additional fervor points to
add 1 die to the damage for each
point spent.

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.

Player Classes 243

Luis Yamakawa (Order #46326322)


CLASS AUGMENTS
Revenants their way of life. After trying and failing to talk these new settlers
into abandoning their new homes, the Rovinni watched their
forest shrink.
The gods choose not to be directly involved in the lives of mortals
for the most part, but there are rare cases wherein a god may Finally, they could take no more and decided to punish these
intervene on behalf of a recently deceased individual and allow blasphemers for their careless mistreatment of their home.
them to see their quest through to its completion. The mortal is Through months of complicated rituals and meditation, they
given the option to refuse this gift, but it is nearly always accepted created a terrible curse for the settlers: something that would turn
for the opportunity to clear up unfinished business before moving just a few of these settlers into ravenous beasts.
on to the afterlife.
Werewolves are vicious creatures that can be found in The Silver
When someone is brought back in this way, they are considered Glade and The Fire Isles on Ellara. They are bloodthirsty predators
undead for all intents and purposes. They have no need to breathe who chase their prey and tear it limb from limb. If someone were to
or eat. The discomfort of extreme heat and cold do not affect them, be bitten by a werewolf and somehow survive the encounter, they
though they could still be burned or frozen in extreme conditions. would have a chance of being cursed with lycanthropy. For many,
They do not feel pain although they still take damage much this is worse than a death sentence as it means either cutting off all
the same as anyone else. Should they fall in combat or to some ties with loved ones and leaving town or putting them all in very
accident, they will simply rise from the dead again in anywhere real danger.
from a few minutes to a few hours depending on the nature and
When a person with lycanthropy endures great pain or stress, they
number of injuries sustained. While they can be healed with
can lose control and their body undertakes a rapid and painful
conventional magic, they are technically undead and are affected
metamorphosis. Their limbs elongate, their spine lengthens and
by radiant damage.
arches, their body becomes coated in fur, and their face twists into
Coming back as a revenant is not fun or pleasant. Revenants do a monstrous shape. The entire process takes six to ten seconds but
not enjoy things the way they might have before: food will be bland is extremely painful. While a person with lycanthropy can take
and flavorless, music and poetry that once moved or inspired are steps to calm themselves and avoid this loss of control, once the
no longer as satisfying, and romance feels hollow. They will feel a tipping point is reached, there is no turning back.
constant need to complete their final mission. Once finished, most
A werewolf is a killing machine. They have a singular purpose: the
revenants will meet their true death feeling fulfilled, but legends
rending and consumption of flesh. There are many documented
tell of some who have been fully restored to life afterward.
cases of people trying to calm or even embrace a loved one after
• Does not feel pain nearly as much as those who are alive. they’ve transformed. It’s usually the last thing they ever do. A
• All food and drink tastes hollow or ashy. werewolf will normally attack every living thing in sight until
nothing is left standing.
• If a revenant “dies,” it shall simply come back at 1 hit point
in 1d4 hours. While they are single-minded, they can be very intelligent.
• Broken bones and lacerations heal themselves after a long rest. Hunting in packs whenever possible, werewolves will surround
• Severed limbs regrow over the course of one full day. their prey and attack its exposed flanks. They have also been
known to lie in wait for their meals and stalk their target until it
becomes too weak or frightened to put up much of a fight. Their
Lycanthropy large frame and athletic build make them tough to overcome, even
by seasoned adventurers. The common werewolf stands at an
average of 7.5 feet (2 meters) tall and weighs an average of 300 to
“These wolves aren’t like most of the 400 pounds (136 to 181 kilograms).
monsters I’ve faced before. They hunt in packs. Because lycanthropy is a curse and not a disease it makes dealing
They attack one enemy at a time until that with the root problem all the more challenging. There are several
enemy is down and bleeding, and then they known “cures” but these usually turn out to be placebos that fail
move on to the next target, and the next, eventually.

until your whole party is gone.”


Lycanthropy Mechanics
– Sago (Arc 1, Episode 160) Lycanthropy is no laughing matter in Theria. Being cursed
with lycanthropy is a life changing event and will require some
In the year 1151 AEC, the Rovinni druid clan lived hidden away adjustments if you’re going to survive. Understanding exactly what
in the deepest patches of forest on The Fire Isles. As small you’re in for will help you to prepare for your new life. If you keep a
settlements sprang up around them, trees were cut down by cool head and avoid any unnecessary stress, you might even be able
logging camps to build houses and guard towers. The Rovinni had
to live with other people. Let’s get started.
a deep respect for nature and saw the expansion as an assault on

244 Player Classes

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Once Bitten, Twice Shy Moving On
Let’s assume that you were to survive an encounter with a Lycanthropy normally takes 12 hours to manifest in a person. This
werewolf. You managed to get away, or maybe even slay the means that if you are infected, you will most likely see the results
creature but you were bitten in the process. The odds are very high when you wake up from a long rest. From that point forward you
that you are now cursed with the very same affliction as the beast will need to contest with your new mortal enemy: stress. Every
who bit into you. You will need to roll a Charisma saving throw lycanthrope gets a new pool of points to maintain. These are
with a DC of 17. Like we said, the odds are not in your favor here. called mental health points, or MHP for short. This pool of MHP
There’s a silver lining though: if you roll a 17 or higher, not only are is the only thing standing between you and losing yourself to
you not cursed but you are immune to lycanthropy altogether. the beast inside you. If you should ever run out of MHP for any
reason, you will begin to transform into a werewolf. The only way
This means that, for whatever reason, you can’t be cursed no
to stop the transformation at that point would be to knock you
matter how many times you are bitten. For the sake of safety,
out or kill you outright.
though, we recommend that you avoid being bitten in the future.
You only need to roll once at the end of your encounter after being When you are in a stressful situation or take damage in combat,
bitten by a werewolf. This is true no matter how many times you your game master will ask you to roll a flat d4. This d4 represents
were bitten. the amount of stress you are absorbing. After rolling the d4, you
take the resulting stress points, and subtract that from your
Example: Jeff is fighting alongside his party against a werewolf
current MHP to get your new mental health point level. Your GM
and is bitten three times during the encounter. After the
will decide when to ask you for these stress rolls and may even add
werewolf is defeated, Jeff rolls a single Charisma saving throw
a modifier of some sort to a d4 stress roll based on the severity of
and rolls a 4—bad news for Jeff.
the situation.
Here are some examples:
Flat d4 stress rolls: taking damage in combat, being forced to lie
or hide the truth from someone, being stuck in terrible weather,
hiding from a threat and more.

Player Classes 245

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d4 stress roll with a modifier: taking major damage or receiving a
critical attack, being interrogated or tortured, finding yourself in Character Level Werewolf Level
mortal danger, hiding from something you are afraid of, and more.
1-4 1
While it’s at the GM’s discretion to add a modifier to a stress roll, 5-7 2
we recommend never adding more than a +4 to a roll.
8 - 10 3
Your MHP meter looks like this:
11 - 13 4

20 Cool, calm, and collected. 14 - 16 5

15 Slightly stressed but nothing you can’t handle. 17 - 20 6

10 Things could certainly be better.

5 The danger zone. You are very stressed.


When the transformation is complete your character will be
removed from the initiative tracker and the werewolf will replace
0 Loss of control. it, after rolling for initiative. Your GM will take control of the
werewolf and it will be treated as a monster. The werewolf will
Under ideal conditions, you will begin your first day as a then attack every other non-werewolf until all other creatures are
lycanthrope with 20 MHP. This is the absolute maximum that a dead or the werewolf dies. There are no exceptions to this rule. On
person can have at any time. Your MHP is influenced by a number the werewolf’s turn, it will attack the nearest thing to it. If there
of factors. Your overall health, sleeping patterns, location, and are multiple targets, then the GM will roll a die to decide which
more. All of these play a part in dictating your mental health target the werewolf will attack. It will normally keep attacking the
points. Your GM decides what your maximum MHP cap can be same target until it is dead, however, if a new target does damage
at any moment by taking those factors into consideration. On the to the werewolf, there is a chance that it will draw the werewolf’s
whole, as long as you get a good night’s sleep and avoid a lot of attention.
unnecessary stress, you should have around 20 stress points. Finally, you’ll need to figure out when you can attempt to wrestle
Resting & Recharging control back from the beast. Anytime that you lose control
and change, you’ll have to wait for at least 2d4 rounds before
So now that you know what can take away stress points, let’s talk
attempting to regain control. Take a look at your MHP. For every
about how to bring them back. There are some things you can
1 point of stress that you’ve taken beyond 0 on your mental health
do to regain MHP when you have down time. While taking a
points, you will add 2d4 to that roll.
short rest, try to find a spot to relax and get away from people for
an hour. During this time, you can meditate, relax at the bar, or Example: Marrek currently has 2 MHP and has just received
simply take a few deep breaths. At the end of your short rest roll a damage. He needs to roll for stress and gets a 4. Marrek now has -2
flat d4 and add the total to your MHP. It may not seem like much, MHP. He starts to change into the werewolf and needs to roll to see
but it could make all the difference in a pinch. how long it is before he can try and regain control. Marrek starts
with 2d4 and adds 2d4 for every point beyond 0 from his MHP. He
During any long rest you will roll a Constitution saving throw.
has -2, so he adds 4d4 to his 2d4 roll making his total 6d4.
Take that total and add it to your MHP. Remember that you
can’t have any more than 20 at any given time. For the most part, Marrek rolls the 6d4 and gets an 11. It will be 11 turns before
anytime you stop in town and rest in a comfortable bed, you can Marrek can try to regain control.
reset your MHP to 20. This is up to your GM, of course. There are
Sadly, during this time all the player can do is watch and hope that
times when you will be dealing with a stressful situation in town
the werewolf doesn’t kill anyone (or everyone) in their party. The
and a long rest will do little to calm you.
GM takes control of the werewolf and runs them as previously
When It All Falls Apart stated. Should the werewolf reach 0 HP for any reason, both the
werewolf and the character are dead. There is no non-magical way
Taking the proper precautions and avoiding stress will get you
to knock a werewolf unconscious. If a character should die as a
pretty far as a lycanthrope. However, there’s a cold hard fact that
werewolf, the corpse will remain in wolf form.
you’ll need to face sooner or later. It’s not a matter of if you’ll lose
your cool, it’s a matter of when. Life can be unpredictable and When the time comes for the player to try and regain control, they
short of locking yourself away from everything and living alone, roll a Constitution save with a DC of 12. If they succeed, then the
you simply can’t account for everyone’s actions. The following is werewolf transforms back into the character and is unconscious
what you can expect when you run out of MHP and options. with 3 levels of exhaustion. They return to normal after a long rest.
The moment your MHP drops to zero, you will begin to change. If the character should fail the roll, they can retry every round on
This is a painful process that takes about six to ten seconds (or one their turn until they succeed.
round of combat). During this time, nothing anyone says will stop
you from transforming. Until the change is complete you retain all
of your attributes, hit points, AC, and everything else from your
character sheet. If this change begins in the middle of combat,
simply wait until your next turn to make the switch. During that
time, it is presumed that your character is convulsing in writhing
agony. This will not be a secret.

246 Player Classes

Luis Yamakawa (Order #46326322)


Werewolf (Level 1) Werewolf (Level 3)
Medium humanoid Medium humanoid

Armor Class 13 (natural armor) Armor Class 14 (natural armor)


Hit Points 45 (7d8 + 14) Hit Points 78 (12d8 + 24)
Speed 45 ft. (14 m), climb 30 ft. (9 m) Speed 45 ft. (14 m), climb 30 ft. (9 m)

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

Armor Class 13 (natural armor)


Hit Points 65 (10d8 + 20)
Speed 45 ft. (14 m), climb 30 ft. (9 m)

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Strength +6, Dexterity +5


Skills Perception +7
Damage Resistances Bludgeoning, Piercing, and Slashing from
Nonmagical attacks that aren’t silvered.
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft. (36.5 m), Passive Perception 17
Challenge 6 (2,300 XP)

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.

Player Classes 247

Luis Yamakawa (Order #46326322)


Werewolf (Level 4)
Medium humanoid

Armor Class 15 (natural armor)


Hit Points 104 (16d8 + 32)
Speed 45 ft. (14 m), climb 30 ft. (9 m)

STR DEX CON INT WIS CHA


18 (+4) 17 (+3) 15 (+2) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Strength +8, Dexterity +7


Werewolf (Level 5)
Medium humanoid
Skills Perception +9
Damage Resistances Bludgeoning, Piercing, and Slashing from
Armor Class 16 (natural armor)
Nonmagical attacks that aren’t silvered.
Hit Points 130 (20d8 + 40)
Condition Immunities Charmed, Frightened
Speed 45 ft. (14 m), climb 30 ft. (9 m)
Senses Darkvision 120 ft. (36.5 m), Passive Perception 19
Challenge 10 (5,900 XP)
STR DEX CON INT WIS CHA
Abilities 20 (+5) 18 (+4) 15 (+2) 12 (+1) 12 (+1) 10 (+0)
Keen Hearing and Smell. The werewolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell. Saving Throws Strength +10, Dexterity +9
Multiattack. The werewolf makes two claw attacks. Skills Perception +11
Regeneration. The werewolf (level 4) regains 10 hit points at the start of its Damage Resistances Bludgeoning, Piercing, and Slashing from
turn if it has at least 1 hit point. Nonmagical attacks that aren’t silvered.
Pounce. The werewolf (level 4) moves at least 10 ft. (3 m) straight toward a Condition Immunities Charmed, Frightened
target and then hits it with a Claw attack on the same turn, the target takes Senses Darkvision 120 ft. (36.5 m), Passive Perception 21
an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must Challenge 14 (11,500 XP)
succeed on a DC 14 Strength saving throw or be knocked prone. If the target
is prone, the werewolf (level 4) can grapple it as a bonus action. Abilities
Keen Hearing and Smell. The werewolf has advantage on Wisdom
Aggressive. As a bonus action, the werewolf (level 4) can move up to its speed
(Perception) checks that rely on hearing or smell.
toward a hostile creature that it can see.
Multiattack. The werewolf makes two claw attacks.
Actions Regeneration. The werewolf (level 5) regains 10 hit points at the start of its
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft. (1.5 m), one target. Hit: 31 (6d8 turn if it has at least 1 hit point.
+ 4) piercing damage. If the target is a humanoid, it must succeed on a DC 17 Pounce. The werewolf (level 5) moves at least 10 ft. (3 m) straight toward a
Constitution saving throw or be cursed with lycanthropy. target and then hits it with a Claw attack on the same turn, the target takes
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft. (1.5 m), one creature. Hit: 16 an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must
(5d4 + 4) slashing damage. succeed on a DC 14 Strength saving throw or be knocked prone. If the target
Throat Rip. Target must be grappled. Melee Weapon Attack: +8 to hit, reach 5 is prone, the werewolf (level 4) can grapple it as a bonus action.
ft. (1.5 m), one target. Hit: 31 (6d8 + 4) piercing damage. Aggressive. As a bonus action, the werewolf (level 5) can move up to its speed
toward a hostile creature that it can see.
Legendary Actions
The werewolf (level 4) can take 3 legendary actions, choosing from the Actions
options below. Only one legendary action option can be used at a time, and Bite. Melee Weapon Attack: +10 to hit, reach 5 ft. (1.5 m), one target. Hit: 41
only at the end of another creature’s turn. The werewolf (level 4) regains (8d8 + 5) piercing damage. If the target is a humanoid, it must succeed on a
spent legendary actions at the start of its turn. DC 17 Constitution saving throw or be cursed with lycanthropy.
Legendary Resistance (3/day). If the werewolf (level 4) fails a saving throw, it Claws. Melee Weapon Attack: +10 to hit, reach 5 ft. (1.5 m), one creature. Hit:
can choose to succeed instead. 22 (7d4 + 5) slashing damage.
Detect. The werewolf (level 4) makes a Wisdom (Perception) check. Throat Rip. Target must be grappled. Melee Weapon Attack: +10 to hit, reach
All Out (Costs 3 Actions). The werewolf (level 4) moves up to its speed 5 ft. (1.5 m), one target. Hit: 50 (10d8 + 5) piercing damage.
without provoking attacks of opportunity and uses its multiattack.
Legendary Actions
The werewolf (level 5) can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a time, and
only at the end of another creature’s turn. The werewolf (level 5) regains
spent legendary actions at the start of its turn.
Legendary Resistance (3/day). If the werewolf (level 5) fails a saving throw, it
can choose to succeed instead.
Detect. The werewolf (level 5) makes a Wisdom (Perception) check.
All Out (Costs 3 Actions). The werewolf (level 5) moves up to its speed
without provoking attacks of opportunity and uses its multiattack.

248 Player Classes

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Vampirism
There is not a living or undead creature currently within Theria
who can say with absolute certainty where vampires came from.
Werewolf (Level 6) Some claim it was the demon lords who sent them, and others say
Medium humanoid they are a blessing from The God of Undeath. However they came
to be, the disease that is known as “vampirism” spreads relatively
Armor Class 16 (natural armor) easily and, once a vampire is made, it is nearly impossible to return
Hit Points 162 (25d8 + 50) to one’s life before.
Speed 45 ft. (14 m), climb 30 ft. (9 m)
Continuing on as a vampire is not much easier, as they face fear,
STR DEX CON INT WIS CHA loathing, and persecution at every turn. However, some would
20 (+5) 18 (+4) 15 (+2) 12 (+1) 12 (+1) 10 (+0) argue that the task is not impossible, and it is not necessary to
wallow in misery once infected. With some grace, forethought, and
Saving Throws Strength +11, Dexterity +10
a little luck, you can live a very (very) long and happy life.
Skills Perception +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Vampirism can best be described as a magical virus transmitted
Nonmagical attacks that aren’t silvered. via bite. Any person bitten by a carrier has a chance of becoming
Condition Immunities Charmed, Frightened
a vampire. The target rolls a Constitution save with a DC of 18, if
Senses Darkvision 120 ft. (36.5 m), Passive Perception 23
Challenge 17 (18,000 XP)
they fail the save then they are infected. Once infected, the host
will become gradually more ill until they die. This is a painful
Abilities process and can take a week or more. Two or three days after death,
Keen Hearing and Smell. The werewolf has advantage on Wisdom the body will reanimate. A newly-reanimated vampire will often be
(Perception) checks that rely on hearing or smell.
extremely disoriented, which takes some time to shake off. Feeding
Multiattack. The werewolf makes two claw attacks.
helps to speed this up.
Regeneration. The werewolf (level 6) regains 10 hit points at the start of its
turn if it has at least 1 hit point. A newly-turned vampire will need to learn many things very
Pounce. The werewolf (level 6) moves at least 10 ft. (3 m) straight toward a quickly in order to survive. With the affliction comes an effect
target and then hits it with a Claw attack on the same turn, the target takes
an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must known as “Sunlight Hypersensitivity,” and vampires need to avoid
succeed on a DC 14 Strength saving throw or be knocked prone. If the target direct sunlight at all costs. This vulnerability extends to fire as
is prone, the werewolf (level 4) can grapple it as a bonus action. well. On the other end of the spectrum, the virus also tightens the
Aggressive. As a bonus action, the werewolf (level 6) can move up to its speed victim’s muscles and sharpens their reflexes. Vampires can hear
toward a hostile creature that it can see.
more clearly, see in total darkness, and can even regenerate tissue
Ambusher. The werewolf (level 6) has advantage on attack rolls against any
and quickly heal from wounds—provided the vampire has recently
creature it has surprised.
fed. Vampires do not age, so one who avoids combat and sunlight is
Forest Camouflage. The werewolf (level 6) has advantage on Dexterity
(Stealth) checks made to hide in forest terrain. essentially immortal.
Blood Frenzy. The werewolf (level 6) has advantage on melee attack rolls
Vampires are a special kind of undead. Most undead creatures
against any creature that doesn’t have all its hit points.
lose not only their sense of self but also their intelligence, rational
Actions thought, fine motor functions, and feeling. Vampires continue to
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft. (1.5 m), one target. Hit: 50 behave much as they did before they turned, so long as hunger does
(10d8 + 5) piercing damage. If the target is a humanoid, it must succeed on a not drive them to give into their baser instincts. With caveats made
DC 17 Constitution saving throw or be cursed with lycanthropy.
for their diet and aversion to sunlight, vampires are able to fit into
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft. (1.5 m), one creature. Hit:
27 (9d4 + 5) slashing damage.
Theria much easier than any other form of undead.
Throat Rip. Target must be grappled. Melee Weapon Attack: +11 to hit, reach
5 ft. (1.5 m), one target. Hit: 60 (12d8 + 5) piercing damage. Feeding
Legendary Actions As a vampire, you no longer need to eat food in the traditional sense.
The werewolf (level 6) can take 3 legendary actions, choosing from the Instead, you will need to drink blood once a day to sustain yourself.
options below. Only one legendary action option can be used at a time, and
only at the end of another creature’s turn. The werewolf (level 6) regains Blood is only good while it’s pumping through a living body. A
spent legendary actions at the start of its turn. vampire can drink from the very recently deceased, but once the
Legendary Resistance (3/day). If the werewolf (level 6) fails a saving throw, it victim has been dead for longer than an hour, drinking their blood
can choose to succeed instead.
can make a vampire violently ill, as well as cause complications
Detect. The werewolf (level 6) makes a Wisdom (Perception) check.
with their senses. Scholars suspect that this is why vampires can’t
All Out (Costs 3 Actions). The werewolf (level 6) moves up to its speed
without provoking attacks of opportunity and uses its multiattack. feed on one another. Vampires gain the most from blood when they
drink directly with their fangs. They can drink blood from cups
or bowls but much of it will go to waste, only granting about one
quarter of its potential nourishment.

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

Player Classes 249

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source only to emerge just as dangerous as when they were caged— How to Feed
perhaps even more so, as that much time without blood would Every vampire has retractable fangs in both the top and bottom
have driven them completely mad. jaws. These fangs allow you to draw blood into yourself from
something or someone else. In the process of feeding from a living
Feeding Schedule victim, you are likely to leave gaping holes in them and even tear
Days
Without Feeding Result
away chunks of flesh. Every vampire instinctively
knows how to “bite” as an attack. This attack roll
1 Hunger / Loss of Regeneration
is an attack using your proficiency + your Strength
Hunger and Pain / Loss of Regeneration / Small Chance of Attacking bonus and does 1d4 piercing damage with an
2-3 Potential Food Sources / Roll once on the Short-Term Madness Table
(see Madness, page 301) additional 2d8 necrotic damage. The necrotic
damage represents the blood being drained from
Intense Hunger and Pain / Loss of Regeneration / Large Chance
4-6 of Attacking Potential Food Sources / Roll once on the Long-Term the body and into you. You regain this necrotic
Madness Table (see Madness, page 301) damage in the form of hit points.
Intense Hunger and Pain / Loss of Regeneration / Large Chance
You can try to bite something at any point, but the
7-9 of Attacking Potential Food Sources / Roll once on the Indefinite
Madness Table (see Madness, page 301) attack roll will be with disadvantage if the target
is not being held by you. For best results, try to
Essentially Feral / Regains Regeneration / Attacks Anything on Site
10+ Until Fed / Roll once on the Incurable Madness Table (see Madness, grapple something first and on your next turn, bite.
page 301) Biting a grappled opponent negates disadvantage
and is rolled as a normal attack. You can also attack
Food Sources a prone target, which would result in advantage. An unconscious
There are many types of blood. Just as with the food that you ate person or animal has no defense against a bite attack. Once a bite
in life, these will differ in taste and nourishment. You can get by is successful, you can choose to drain the target dry. This uses your
on animal blood, and in most cases, this will keep you full and out whole turn but does not require further attacks. It does a further 1d12
of trouble with the locals. Animal blood may not be the tastiest necrotic damage until the target has no more blood (or hit points).
choice, but it carries with it far fewer social complications. Be aware that the worse the blood tastes, the more likely it is to make
you feel ill as a result.
The blood of people, on the other hand, offers far more benefit to a
vampire. Feeding from a person grants a drug-like high, completely Blood Amount (animals)
replenishing you, healing your wounds, and granting superhuman Animal Size Amount of Blood
bonuses to you for a time. It’s also far more dangerous, addictive, Tiny 1d4
and illegal.
Small 3d4
Blood Taste (animals) Medium 4d8
Animal Size Tastiness (1–10) Large 8d8
Tiny 3 or Lower Huge 12d8
Small 4 or Lower Gargantuan 20d8
Medium 4 or lower
Blood Buffs
Large 5 or lower
When you drink blood from people, several of your abilities kick
Huge 6 or Higher into overdrive and you feel an euphoric high. The following
Gargantuan 7 or Higher triggers whenever you feed directly from a person:
• Regeneration: You regain 1d8 at the start of your turn
Blood Taste (people) instead of 1d4.
Race Tastiness (1–10) Race Tastiness (1–10) • Auras: You are able to see a pale heat aura around living
creatures within 60 ft. (18 m) of you.
Dwarf 3 Orraka 6
• Advantage: You gain an advantage on all checks involving
Goliath 5 Arazar 8
Strength and Dexterity.
Elf 7 Shifter 5
These advantages last for 1d8 hours after feeding from a person.
Dark Elf 4 Vanali 1 Many find the experience very addictive.
Gnome 8 Orc 6
Fire and Sunlight
Human 6 Tiefling 7
Both fire and sunlight can kill you outright. You should always
Dragonborn 9 Half Races 6-7 be wary of sources of fire, as you have vulnerability to it and any
High Elf 10 Lizardfolk 8 damage that is done to you with fire is doubled. The same can be
Halfling 7 Minotaur 7 said for any magic that damages you with a damage type of radiant.

250 Player Classes

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The virus that courses through your body makes you very sensitive to direct sunlight. When in
contact with it, your skin will burst into flames and you will immediately take 25 damage. You
will continue to take 25 damage for every round (7 to 10 seconds) you remain in sunlight.

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.

A vampire that dies as a result of sunlight is reduced to ash immediately.


There is no way to bring them back (with the exception of the Wish spell).

The New You


As a vampire, you now have access to a host of advantages. However,
there are also drawbacks.

Vampire Benefits

• Gain the “Creature of the Night” background


• Resistance to necrotic damage
• Gain Superior Darkvision
• Gain +2 to Strength
• Gain +2 to Dexterity
• Gain +5 to Speed
• Gain +1 to Initiative
• Level 1 - Bite Attack: Proficiency modifier + your Strength bonus,
1d4 on hit with an additional 2d8 necrotic damage.
• Level 1 - Regeneration: You regain 1d4 hit points at the start of
your turn. This is negated if you haven’t fed in 24 hours or have
been exposed to sunlight.
• Level 4 - Keener Sense:- Double proficiency to Wisdom
(Perception).
• Level 8 - Leap of the Faithless: Double proficiency to
Dexterity (Acrobatics).
• Level 12 - Greater Regeneration: Your regeneration is
increased to 2d4 instead of 1d4.
• Level 16 – Utterly Charming: Double proficiency to
Charisma (Persuasion).
• Level 20 - Better Than You: You now have a resistance
to bludgeoning, piercing, and slashing damage from
nonmagical weapons. You also gain a total of +10 to
speed (instead of the +5) and +1 to initiative.

Vampire Weaknesses

• Feeding: In constant need of blood.


• Sunlight Hypersensitivity: Take 25 damage for every 7 to 10
seconds (one round of combat) in direct sunlight.
• Fire Vulnerability: Take double damage from fire.
• Holy Symbol Vulnerability: Any holy symbol or insignia makes you very
uncomfortable (with the exception of the God of Undeath). Can cause pain if you
are too close to one and burns your skin (2d6 damage) on contact.
• Garlic Vulnerability: You can no longer eat garlic. It makes you intensely ill. In
addition, the smell can actually make you nauseous.
• Magical Barriers: You can be denied entry to homes and establishments that use magic
barriers against the undead.

Player Classes 251

Luis Yamakawa (Order #46326322)


• Night Person: You receive a -2 to all attacks, skill checks, and
death saving throws during the day.
• Standing Out: Your skin is pale and cool to the touch.
• Heart Attack: Weapon attacks to your heart do MASSIVE
damage to you. All attacks made to your heart are at a
disadvantage unless you’re restrained or prone. If the attack
lands, it automatically does triple damage and the vampire must
roll a Constitution save with a DC of 14 or become stunned for
1d4 rounds.
• Holy Water: Water that has been blessed now causes your skin
to burn much like acid.

Healing Wounds and Your Appearance


As a vampire, you are different from mortals in a number of ways.
Chief among them is how you recuperate from wounds. As long
as you have fed within the last 24 hours, you will automatically
reform damaged tissue, mend bones, and heal most burns almost
immediately after you are hurt. The speed of this process depends
on the extent of your injuries. It normally continues until you
are fully healed. This regeneration is fueled by blood and is only
in effect if you have fed on at least 3d8 worth of blood in the last
24 hours. This comes at a loss of hit die that are normally spent
outside of combat.

Example: Ripley fed earlier in the day. He just took 11 damage


from a sword swing. At the start of his turn he would then
regenerate 1d4 hit points.

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.

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Bestiary
The world of Theria is filled to the brim with colorful creatures that are both fascinating and potentially dangerous. In this section, we’ll be
detailing the cute and cuddly, as well as the demonic and ruthless. Therian creatures are grouped into four categories—beasts, demonic beasts,
monsters, and cryptids. Primarily, this system reflects how the monsters typically react to adventurers. Beasts will only attack when they feel
threatened, though some are more territorial than others. On the other hand, monsters and demonic beasts tend to seek out creatures to
slaughter. Finally, cryptids are one-of-a-kind creatures. Hopefully, this guide will prepare you for your travels on Ellara.

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Amarah Aru’thamar
Region Cold Climates Region The Hazaan Mountains
The symbol of House Dragonkeep and the bringer of peace to The last female black dragon on Ellara, the species itself was
much of the continent, Amarah was a good and noble dragon. believed to be extinct because Aru’thamar had remained hidden
Once prisoner to a malevolent blood mage within House for so long. Rather than roam the continent, she was the mate
Darksbane, Amarah was forced to age rapidly in his cursed to the great red dragon Straad. Dragons are intelligent creatures
experiments. She could have become vengeful as a result, but her capable of love, and she loved him dearly. They bore children
rage was tempered by the love shown to her by the adventuring together and were happy. When her mate was killed in Odysia,
party who freed her, and by her new master, Tessia Grimnas. As Aru’thamar became enraged and made her presence and fury
she owed the woman her life, she viewed the tiefling woman as known to all of Ellara. She eventually flew north to The Hazaan
an equal and a mother. It seemed to her only befitting that she Mountains and only occasionally leaves her cave.
carry out Tessia’s wishes to the very end. She was slaughtered
while defending Winterhaven from the wrath of the great black
dragon Aru’thamar. Aru’thamar CRY P TID

Huge dragon

Amarah CRY P TID


Armor Class 19 (natural armor)
Hit Points 195 (17d12 + 85)
Gargantuan dragon
Speed 35 ft. (11 m), fly 75 ft. (23 m)
Armor Class 20 (natural armor)
Hit Points 280 (17d20 + 102) STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3)
Speed 40 ft. (12 m), fly 80 ft. (24 m)
Saving Throws Dex +7, Con +10, Wis +6
STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 22 (+6) 8 (-1) 12 (+1) 12 (+1) Skills Perception +11
Damage Vulnerabilities none
Saving Throws Con +11, Wis +6, Cha +6 Damage Immunities Acid
Skills Perception +11 Senses Darkvision 120 ft. (36.5 m), Passive Perception 21
Damage Vulnerabilities Fire Challenge 15 (13,000 XP)
Damage Immunities Cold
Abilities
Senses Darkvision 120 ft. (36.5 m), Passive Perception 21
Legendary Resistance (3/Day). If Aru’thamar fails a saving throw,
Challenge 14 (11,500 XP)
she can choose to succeed instead.
Abilities
Actions
Ice Walk. Amarah can move across and climb icy surfaces without
Multiattack. The dragon can use its Frightful Presence. It then
needing to make an ability check. Additionally, difficult terrain
makes three attacks: one with its bite and two with its claws.
composed of ice or snow doesn’t cost her extra movement.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft. (3 m), one
Legendary Resistance (3/Day). If Amarah fails a saving throw,
target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid
she can choose to succeed instead.
damage.
Actions Claws. Melee Weapon Attack: +11 to hit, reach 5 ft. (1.5 m), one
Multiattack. The dragon can use its Frightful Presence. It then target. Hit: 13 (2d6 + 6) slashing damage.
makes three attacks: one with its bite and two with its claws. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft. (4.5 m), one
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft. (3 m), one target. Hit: 15 (2d8 + 6) bludgeoning damage.
target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold Frightful Presence. Each creature of the dragon’s choice that is
damage. within 120 ft. (36.5 m) of the dragon and aware of it must succeed
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft. (1.5 m), one on a DC 16 Wisdom saving throw or become frightened for 1
target. Hit: 13 (2d6 + 6) slashing damage. minute. A creature can repeat the saving throw at the end of each
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft. (4.5 m), one of its turns, ending the effect on itself on a success. If a creature’s
target. Hit: 15 (2d8 + 6) bludgeoning damage. saving throw is successful or the effect ends for it, the creature is
Frightful Presence. Each creature of the dragon’s choice that is immune to the dragon’s Frightful Presence for the next 24 hours.
within 120 ft. (36.5 m) of the dragon and aware of it must succeed Acid Breath (Recharge 5-6). The dragon exhales acid in a 60 ft.
on a DC 14 Wisdom saving throw or become frightened for 1 (18 m) line that is 5 ft. (1.5 m) wide. Each creature in that line must
minute. A creature can repeat the saving throw at the end of each make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage
of its turns, ending the effect on itself on a success. If a creature’s on a failed save, or half as much damage on a successful one.
saving throw is successful or the effect ends for it, the creature is
immune to the dragon’s Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in
a 60 ft. (18 m) cone. Each creature in that area must make a DC
19 Constitution saving throw, taking 54 (12d8) cold damage on a
failed save, or half as much damage on a successful one.

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Ambercomb Bear
Region The Northlands
A species of mammal identifiable by its horns and bone plating
on its back, the ambercomb bear’s territory is expansive, often
encompassing entire forests. It can memorize every intricate detail
of the area it inhabits. Due to this innate skill, the ambercomb
bear is able to quickly track down any creature in its terrain.

The bear is hulking; typically, an adult stands 9 ft. (2.75


m) tall on its hind legs, and weighs nearly a ton (~907
kg) given its extra bone mass. Its dense body can
move deceptively fast and gore prey on its horns in
an instant.

One last notable trait of the creature is its ability


to foster companionship with others of the
same species. Though there are few enough
in number that they often travel alone, if two
ambercomb bears find one another they will
often trust each other enough to unite against a common foe.
Though they are not immune to conflict with one another, they
are much less prone to it than other species of bear.

Ambercomb Bear BEAST

Large beast

Armor Class 15 (natural armor)


Ambercomb Bear
Hit Points 119 (14d10 + 42)
Speed 40 ft. (12 m), climb 30 ft. (9 m)

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.

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Briar Troll MONSTER
Briar Troll
Large humanoid

Armor Class 16 (natural armor)


Hit Points 128 (16d10 + 40)
Speed 40 ft. (12 m)

STR DEX CON INT WIS CHA


20 (+5) 13 (+1) 20 (+5) 8 (-1) 9 (-1) 7 (-2)

Saving Throws Con +8


Skills Perception +2
Damage Vulnerabilities Fire
Damage Immunities None
Senses Darkvision 60 ft. (18 m), Passive Perception 12
Challenge 6 (2,300 XP)

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.

Bruddak CRY P TID

Large beast

Armor Class 12 (natural armor)


Hit Points 105 (14d10 + 28)
Speed 20 ft. (6 m)

STR DEX CON INT WIS CHA


16 (+3) 8 (-1) 15 (+2) 4 (-3) 14 (+2) 7 (-2)

Saving Throws Str +5


Skills Nature +6
Damage Vulnerabilities Fire
Damage Immunities Poison
Senses Darkvision 60 ft. (18 m), Passive Perception 12
Challenge 3 (700 XP)

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.

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Brun Brun
Region The Northlands
One of the most prevalent and most hunted creatures on The
Brun Brun BEAST

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.

Dire Kobold MONSTER


Dire Kobold
Large humanoid
Region Bandits’ Rest
An oddity that stalks Bandits’ Rest, dire kobolds are kobolds
Armor Class 14 (natural armor)
which have grown to startling sizes, resembling a malnourished
Hit Points 32 (5d10 + 5)
dragonborn. Their intelligence, however, did not increase with
Speed 30 ft. (9 m)
their size. They still rely mostly on traps and overwhelming
STR DEX CON INT WIS CHA numbers, but the addition of greater size and strength makes
14 (+2) 10 (+0) 13 (+1) 10 (+0) 7 (-2) 8 (-1) them much more dangerous.

Saving Throws None


Skills None
Damage Vulnerabilities None
Damage Immunities None
Doratcha
Senses Darkvision 60 ft. (18 m), Passive Perception 8 Region Deep Caverns
Challenge 1/2 (100 XP) The doratcha is known as the Terror of The Underworld, though
Abilities it also lurks in many of the caves and tunnels closer to the surface
Pack Tactics. The kobold has advantage on an attack roll against of Ellara. These creatures hunt by tricking their prey into coming
a creature if at least one of the kobold’s allies is within 5 ft. (1.5 m) close and letting their guard down. They do this with a mass of
of the creature and the ally isn’t incapacitated. flesh on their backs that resembles an injured or dead dark elf,
which serves to draw creatures near, and once their targets are
Actions close enough the doratcha turns to lash out at the closest target.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft. (1.5 m), one
This tactic often works on the first attempt, but if the monster
target. Hit: 7 (2d4 + 2) piercing damage.
does need to defend itself, it has other abilities that help it
Sling. Melee Weapon Attack: +4 to hit, range 30/120 ft. (9/36.5 m),
one target. Hit: 7 (2d4 + 2) bludgeoning damage. overpower its prey.

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Doratcha MONSTER

Large monstrosity

Armor Class 17 (natural armor)


Hit Points 123 (13d10 + 52)
Speed 40 ft. (12 m), climb 40 ft. (12 m)

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 18 (+4) 4 (-3) 10 (+0) 7 (-2)

Saving Throws Str +7, Dex +6


Skills Perception +3, Stealth +9
Damage Vulnerabilities None Doratcha
Damage Immunities None
Senses Darkvision 120 ft. (36.5 m), Passive Perception 13
Challenge 5 (1,800 XP)

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)

STR DEX CON INT WIS CHA


17 (+3) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 4 (-3)

Saving Throws Str +6, Dex +4


Skills Perception +5, Stealth +4
Damage Vulnerabilities None
Damage Immunities None
Senses Darkvision 60 ft. (18 m), Passive Perception 15
Challenge 8 (3,900 XP)

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.

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Grend
Region The Divide
The Grend is an ancient bird that
resembles a cross between an eagle
and vulture. This majestic animal
is also covered in stone-like plating
that makes it tough for hunters to take
down. It is a very formidable animal and has
vanquished all trackers that have attempted to
slay it, normally picking them up to a great height
and dropping them to their death.

Grend CRY P TID

Large beast

Armor Class 22 (natural armor)


Hit Points 71 (11d10 + 11)
Speed 10 ft. (3 m), fly 65 ft. (20 m)

STR DEX CON INT WIS CHA


16 (+3) 19 (+4) 13 (+1) 8 (-1) 14 (+2) 10 (+0)

Saving Throws Dex +7


Grend
Skills Perception +5
Damage Vulnerabilities None
Damage Immunities None
Senses Passive Perception 15
Challenge 8 (3,900 XP)

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.

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Hybrid Dragon MONSTER Kalki MONSTER

Large dragon Medium monstrosity

Armor Class 18 (natural armor) Armor Class 13 (natural armor)


Hit Points 161 (17d10 + 68) Hit Points 45 (7d8 + 14)
Speed 40 ft. (12 m), climb 45 ft. (14 m), fly 80 ft. (24 m) Speed 15 ft. (4.5 m)

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

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Kaelthorn
Region Yemgar Swamp
The last known male black dragon on Ellara, Kaelthorn’s species
Karmoline
was hunted to near extinction primarily because they were
one of the easier breeds of dragon to corner and kill. Males
were especially vulnerable as they had no wings to escape with.
However, Kaelthorn lived the longest for a reason, and collected a
very impressive horde of treasure from adventurers seeking glory
in his time.

Kaelthorn CRY P TID

Huge dragon

Armor Class 17 (natural armor)


Hit Points 149 (13d12 + 65)
Speed 40 ft. (12 m), swim 50 ft. (15 m)

STR DEX CON INT WIS CHA Karmoline


20 (+5) 14 (+2) 21 (+5) 14 (+2) 15 (+2) 8 (-1)
Region Most Regions
Saving Throws Dex +6, Con +9, Wis +6 A gigantic furred mongrel which does not know its own strength,
Skills Perception +10, Stealth +6 the karmoline were bred as war dogs on the far continent of
Damage Vulnerabilities None Ta’lor. They proved most effective, as though they are naturally
Damage Immunities Acid
docile they are savage when angered, and their loyal nature
Senses Blindsight 60 ft. (18 m), Darkvision 120 ft. (36.5 m), Passive
makes them a deadly foe if their master is threatened. The
Perception 20
Ellaran breed of karmoline tend to be even more friendly than
Challenge 9 (5,000 XP)
their Ta’lor counterparts, and are also much more expensive due
Abilities to their rarity.
Amphibious. Kaelthorn can breathe air and water.
Legendary Resistance (3/Day). If Kaelthorn fails a saving throw,
it can choose to succeed instead. Karmoline BEAST

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

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Kental Yak Kental Yak BEAST

Region The Northlands Large beast

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.

Kla’kor DEMONIC BEAST

Medium fiend (demon)

Armor Class 16 (natural armor)


Hit Points 52 (7d8 + 21)
Speed 40 ft. (12 m)

STR DEX CON INT WIS CHA Kla’kor


18 (+4) 16 (+3) 16 (+3) 9 (-1) 8 (-1) 7 (-2)

Saving Throws Str +7


Skills Athletics +6
Damage Immunities Necrotic
Condition Immunities Blinded, Deafened, Frightened
Senses Tremorsense 60 ft. (18 m), Passive Perception 9
Challenge 4 (1,100 XP)

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.

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Kosil Kylyra
The kosil is covered in sharp spines from head to toe. While not Region The Wastes
a brute like some other demons, it can be deadly to those who A mass of slithering tentacles hiding under the sands of The
take it lightly. Possessing razor-sharp claws and a lust for blood, it Wastes. This unique monster is rarely seen and even more rarely
flails its arms wildly at potential targets survived. Almost impossible to spot from afar, it is only once an
unsuspecting traveler disturbs the sand above it that it springs
into action and attempts to devour its prey.
Kosil DEMONIC BEAST

Medium fiend (demon)

Armor Class 15 (natural armor)


Kylyra CRY P TID

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)

STR DEX CON INT WIS CHA


Saving Throws Str +6, Dex +6
22 (+6) 16 (+3) 17 (+3) 10 (+0) 11 (+0) 4 (-3)
Skills Perception +8
Damage Vulnerabilities Cold Saving Throws Str +11, Con +8
Damage Immunities Poison Skills Stealth +8, Perception +10
Senses Darkvision 120 ft. (36.5 m), Passive Perception 18 Damage Vulnerabilities None
Challenge 3 (700 XP) Damage Immunities None
Abilities Senses Passive Perception 12
Barbed Hide. At the start of each of its turns, the kosil deals Challenge 13 (10,000 XP)
5 (1d10) piercing damage to any creature grappling it. Abilities
Magic Resistance. The kosil has advantage on saving throws Sneak Attack (1/Turn). The Kylyra deals an extra (3d12) damage
against spells and other magical effects. when it hits a target with a weapon attack and has advantage on
Blood Frenzy. The kosil has advantage on melee attack rolls the attack roll, or when the target is within 5 ft. (1.5 m) of an ally
against any creature that doesn’t have all its hit points. of the Kylyra that isn’t incapacitated and the Kylyra doesn’t have
Actions disadvantage on the attack roll.
Multiattack. The kosil makes two attacks with its claws. Siege Monster. The Kylyra deals double damage to objects and
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft. (1.5 m), one structures.
target. Hit: 13 (3d6 + 3) piercing damage. Ambusher. The Kylyra has advantage on attack rolls against any
creature it has surprised.
Desert Camouflage. The Kylyra has advantage on Dexterity
(Stealth) checks made to hide in desert terrain.
Grappler. The Kylyra has advantage on attack rolls against any
creature grappled by it.

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

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Omlu
Region The Northlands
A docile and sweet herbivore native to Ellara, omlu typically
travel in herds of five or more, and can be heard from quite a
distance away due to their distinctive high-pitched growling and
grunting. Standing at 3 ft. (1 m) tall, omlu are so docile that
even in the wild they can be approached and petted, and
most will not even flee from a predator until it attacks.

This is partially because their skin is leathery and


difficult to pierce, and their grusk—the bone which
emerges from their head like a horn but flattens to a
shield-like shape—protects their eyes and head. Even
if one were to take an omlu down, its meat is dry and
stringy once cooked.

Omlu BEAST

Small beast

Armor Class 11 (natural armor) Omlu


Hit Points 11 (2d8 + 2)
Speed 25 ft. (8 m)

STR DEX CON INT WIS CHA


11 (+0) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

Saving Throws None


Skills None
Damage Vulnerabilities None
Damage Immunities None
Senses Passive Perception 9
Challenge 1/4 (50 XP)

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

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Razor Flies
Romayho
Region The Ashen Sea
A sea creature known to haunt the area
between Brightport and Ta’lor, the Romayho
is fearsome by all accounts. Able to sink
passing ships with a single blow of one of
its tentacles, this giant monster is best
left alone in the sea, though if one is mad
enough, they could attract its attention by
chumming the water.

Romayho CRY P TID

Gargantuan monstrosity (titan)


Razor Flies
Region Most Woodland Areas Armor Class 24 (natural armor)
Hit Points 310 (20d20 + 100)
Though small and seemingly harmless at first, a swarm of razor Speed Swim 45 ft. (14 m)
flies attacks in large enough numbers that make them difficult
to defend against. Additionally, their name is not given from STR DEX CON INT WIS CHA
25 (+7) 16 (+3) 20 (+5) 10 (+0) 11 (+0) 4 (-3)
poetic license; the razor flies’ wings are as sharp as blades and
able to slice through flesh with ease simply by flying near enough Saving Throws Str +13, Con +11
to its target. This is how the fly gains access to its primary food Skills Stealth +9
source—blood. Damage Vulnerabilities Lightning
Damage Immunities None
Senses Darkvision 120 ft. (36.5 m), Passive Perception 12
Razor Flies MONSTER
Challenge 17 (18,000XP)
Medium swarm of tiny beasts Abilities
Sneak Attack (1/Turn). The Romayho deals an extra 19 (3d12)
Armor Class 12 (natural armor)
damage when it hits a target with a weapon attack and has
Hit Points 22 (5d8)
advantage on the attack roll, or when the target is within 5 ft.
Speed 5 ft. (1.5 m), fly 30 ft. (9 m)
(1.5 m) of an ally of the Romayho that isn’t incapacitated and the
Romayho doesn’t have disadvantage on the attack roll.
STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) Siege Monster. The Romayho deals double damage to objects
and structures.
Saving Throws None Ambusher. The Romayho has advantage on attack rolls against
Skills None any creature it has surprised.
Damage Immunities Charmed, Frightened, Grappled, Paralyzed, Grappler. The Romayho has advantage on attack rolls against
Petrified, Prone, Restrained, Stunned any creature grappled by it.
Damage Resistances Bludgeoning, Piercing, Slashing
Actions
Senses Blindsight 10 ft. (3 m), Passive Perception 8
Tentacle. Melee Weapon Attack: +13 to hit, reach 15 ft. (4.5 m)
Challenge 1/2 (100 XP)
one creature. Hit: 28 (6d6 + 7) bludgeoning damage. Target is
Abilities grappled (escape DC 15) and restrained until the grapple ends.
Swarm. The swarm can occupy another creature’s space and Throw. The Romayho throws a target that it currently has
vice versa, and the swarm can move through any opening large grappled up to 60 ft. (18 m). The target takes 20 (4d6 + 6) damage
enough for a Tiny insect. The swarm can’t regain hit points or and falls prone.
gain temporary hit points. Crush. The Romayho does 17 (5d6) damage to one target that it
has grappled.
Actions
Cuts. Melee Weapon Attack: +3 to hit, reach 0 ft. (0 m), one target
in the swarm’s space. Hit: 10 (4d4) slashing damage, or 5 (2d4)
slashing damage if the swarm has half of its hit points or fewer.

266 Bestiary

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Rotling
Region The Silver Glade
Originally from Ta’lor, this
beast has been an utter mystery
in The Silver Glade region of Ellara. Few
have gotten a good look at it and even fewer know
its true origin. Resembling a sort of bipedal reptilian,
the rotling has large feet and hands that it uses to grab
prey and keep them from moving. When at a full
sprint, it’s estimated that it can run
at speeds up to 30 mph (48 kph) for
short bursts. They are known for
attacking travelers and hiding in
the mist at night. While large and
imposing, it will rarely attack
without feeling threatened. It
prefers to stay to itself.

Rotling MONSTER

Large monstosity

Armor Class 15 (natural armor)


Hit Points 136 (13d10 + 65)
Speed 30 ft. (9 m)

STR DEX CON INT WIS CHA


22 (+6) 12 (+1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

Saving Throws Str +9, Con +8


Skills Perception +3
Damage Vulnerabilities None
Condition Immunities None
Senses Darkvision 120 ft. (36.5 m), Passive Perception 10
Challenge 5 (1,800 XP)

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

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“She” “She” DEMONIC BEAST

Medium fiend (demon)


“She” is an enforcer demon.
Little is known about it other Armor Class 12
than the fact that it seems Hit Points 58 (13d8)
to have a target before it can Speed 15 ft. (4.5 m)
even be summoned to Ellara
from Hell. It will never STR DEX CON INT WIS CHA
16 (+3) She
14 (+2) 10 (+0) 10 (+0) 12 (+1) 17 (+3)
stop following its intended
target until it is dead. Saving Throws None
Skills Stealth +10
Damage Resistance Acid, Fire, Lightning, Thunder,
Bludgeoning, Piercing, and Slashing from Nonmagical Weapons
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened,
Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
She Senses Blindsight 60 ft. (18 m), Darkvision 120 ft. (36.5 m), Passive
Perception 11
Challenge 8 (3,900 XP)

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

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Slissk
Region Moutains, Deep Caverns
The slissk is a nearly mindless drone totally dedicated to keeping
the slissk mother safe at all costs. Hiding in dimly-lit areas such
as caverns, they wait for passersby to travel underneath before
detaching and dropping onto them unnoticed. They will attempt
to bite the target on the back of the lower neck and latch on.
After doing so, it will attempt to establish a mental link with the
slissk mother and take over the target.

Slissk MONSTER

Tiny beast

Armor Class 12 (natural armor)


Hit Points 1 (1d4 - 1)
Floof of
Speed 15 ft. (4.5 m), climb 25 ft. (8 m)
Sheebs
STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

Saving Throws None


Skills Stealth +5
Damage Vulnerabilities None
Damage Immunities None
Senses Darkvision 30 ft. (9 m), Passive Perception 10

Sheeb (domesticated) BEAST


Challenge 0 (10 XP)

Small beast Abilities


Spider Climb. The slissk can climb difficult surfaces, including
Armor Class 11 (natural armor) upside down on ceilings, without needing to make an ability check.
Hit Points 2 (1d6 - 1) Ambusher. The slissk has advantage on attack rolls against any
Speed 40 ft. (12 m) creature it has surprised.

STR DEX CON INT WIS CHA Actions


8 (-1) 12 (+1) 8 (-1) 5 (-3) 14 (+2) 17 (+3) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. (1.5 m), one target.
Hit: 1 piercing damage, and the target must succeed on a DC 10
Saving Throws Cha +5 Constitution saving throw or be charmed by a slissk mother, if
Skills Perception +6, Stealth +5 one is within a mile of the target. While charmed by the slissk
Damage Vulnerabilities Thunder mother, the effect is the same as the dominate person spell. This
Condition Immunities Charmed effect ends when the slissk mother is destroyed.
Senses Passive Perception 16
Challenge 1/4 (50 XP)

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

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Slissk Mother
Region Mountains, Deep Caverns
Though practically helpless on its own, the slissk mother
has hundreds or even thousands of spawn in one egg laying
Slissk Mother
season. Each one of these drones will attempt to take over
the bodies of a larger creature. The slissk mother can only
communicate with drones within a mile of them, so it will
migrate with them until a safe place to hide has been found.
The worst case scenario would be to have an infestation in
a major city.

Slissk Mother MONSTER

Large beast

Armor Class 14 (natural armor)


Hit Points 26 (4d10 + 4)
Speed 30 ft. (9 m), climb 30 ft. (9 m)

STR DEX CON INT WIS CHA


2 (-4) 16 (+3) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

Saving Throws None


Skills Stealth +7
Damage Vulnerabilities None
Damage Immunities None
Senses Blindsight 10 ft. (3 m), Darkvision 60 ft. (18 m),
Passive Perception 10
Challenge 3 (700 XP)

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

Armor Class 14 (natural armor)


Hit Points 45 (7d10 + 7)
Speed 40 ft. (12 m)

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Saving Throws Dex +5


Splitter
Skills Perception +3, Stealth +4
Region The Northlands, Heroes’ March
Damage Vulnerabilities None A monstrous predator, the splitter likes to ambush its prey from
Damage Immunities None tall rocks or hilltops. Resembling a muscular wolf with no skin,
Senses Passive Perception 13 the splitter’s head is much the same as a venus flytrap, separating
Challenge 1/2 (100 XP)
at the base of the neck to reveal two rows of jagged teeth. The
Abilities mouth is large enough to engulf a whole human head at one
Split. When a splitter that is Medium or larger is subjected to time. Its unique physiology means that if harmed, it can replicate
lightning or slashing damage, it splits into two new splitters if it instantly, reducing in size as it multiplies.
has at least 10 hit points. Each new splitter has hit points equal to
half the original, rounded down. New splitters are one size smaller
than the original splitter.

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

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Straad
Region The Hazaan Mountains
The fiercest of the dragons, and yet also one of the most patient,
Straad made a deal with the red dragonborn that as long as they
provided food and offerings for him and his family, he would
come to their aid, but only once. In the meantime, he, his mate,
and their brood lived in the mountains around Or’Rash and
profited greatly from the red dragonborn’s reverence.

Straad CRY P TID

Gargantuan dragon

Armor Class 23 (natural armor)


Hit Points 280 (17d20 + 102)
Speed 30 ft. (9 m), climb 40 ft. (12 m), fly 80 ft. (24 m)

STR DEX CON INT WIS CHA


22 (+6) 12 (+1) 22 (+6) 8 (-1) 15 (+2) 17 (+3)

Saving Throws Dex +5, Con +10, Wis +6 Taq


Skills Perception +10
Damage Vulnerabilities Cold
Damage Immunities Fire
Senses Darkvision 120 ft. (36.5 m), Passive Perception 20
Challenge 22 (41,000 XP)

Abilities
Legendary Resistance (3/Day). If the dragon fails a saving throw,
it can choose to succeed instead.
Taq DEMONIC BEAST

Tiny fiend (demon)


Actions
Multiattack. The dragon can use its Frightful Presence. It then Armor Class 13 (natural armor)
makes three attacks: one with its bite and two with its claws. Hit Points 7 (3d4)
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft. (4.5 m), one Speed 10 ft. (3 m), fly 50 ft. (15 m)
target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire
STR DEX CON INT WIS CHA
damage.
10 (+0) 17 (+3) 10 (+0) 1 (-5) 10 (+0) 3 (-4)
Claws. Melee Weapon Attack: +10 to hit, reach 10 ft. (3 m), one
target. Hit: 17 (2d6 + 10) slashing damage. Saving Throws Dex +5
Tail. Melee Weapon Attack: +10 to hit, reach 20 ft. (6 m), one Skills None
target. Hit: 19 (2d8 + 10) bludgeoning damage. Damage Immunities None
Frightful Presence. Each creature of the dragon’s choice that is Damage Immunities None
within 120 ft. (36.5 m) of the dragon and aware of it must succeed Senses Passive Perception 10
on a DC 21 Wisdom saving throw or become frightened for 1 Challenge 1/2 (100 XP)
minute. A creature can repeat the saving throw at the end of each
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 Evasion. If the taq is subjected to an effect that allows it to make
immune to the dragon’s Frightful Presence for the next 24 hours. a Dexterity saving throw to take only half damage, the taq instead
Fire Breath (Recharge 5-6). The dragon exhales fire in a 90 ft. takes no damage if it succeeds on the saving throw, and only half
(27 m) cone. Each creature in that area must make a DC 24 damage if it fails.
Dexterity saving throw, taking 91 (26d6) fire damage on a failed
Actions
save, or half as much damage on a successful one.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft. (1.5 m), one
creature. Hit: 6 (1d6 + 3) piercing damage, and the target must
make a DC 11 Constitution saving throw, taking 10 (3d6) poison

Taq damage on a failed save, or half as much damage on a successful


one. If the poison damage reduces the target to 0 hit points, the
The taq is a small, venomous demon that attacks in small target is stable but poisoned for 1 hour, even after regaining hit
swarms and stings the target from multiple angles. Once the points, and is paralyzed while poisoned in this way.
target stops moving, the taq will stop hovering and eat the
target—alive, if possible.

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Turaag
Pure fury and spite, the turaag demon is a juggernaut on the
battlefield. Comprised of mostly rock and fire, it will charge at an
enemy and attempt to slam it into the ground repeatedly until
it stops moving. One can hear a muted scream from the turaag
before it attacks.

Turaag DEMONIC BEAST

Large fiend (demon)

Armor Class 17 (natural armor)


Hit Points 126 (12d10 + 60)
Speed 40 ft. (12 m) Tyge

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 20 (+5) 4 (-3) 6 (-2) 6 (-2)

Saving Throws Str +8, Con +8


Skills Athletics +10
Damage Vulnerabilities Cold Tyge
Damage Immunities Fire, Poison Region The Northlands
Condition Immunities Grappled, Paralyzed, Petrified, Poisoned,
Unconscious The tyge are tree-dwelling rodents of Ellara who are known
Senses Darkvision 60 ft. (18 m), Passive Perception 8 for being small and mischievous. They leap from tree to tree,
Challenge 6 (2,300 XP) often taking off with a tiny squeak that can be quite infuriating
if a group of campers are attempting to sleep down below, but
Abilities
adorable if spotted during the day. Standing at only 7 in (17 cm)
Illumination. The turaag sheds dim light in a 30 ft. (9 m) radius.
Water Susceptibility. For every 5 ft. (1.5 m) the turaag moves in water,
tall, including their ears, tyges can easily fit into the palm of a
or for every gallon of water splashed on it, it takes 3 cold damage. person’s hand.
Aggressive. As a bonus action, the turaag can move up to its speed One of the most notable aspects of the tyge is its attraction to
toward a hostile creature that it can see.
sweet things. They can smell sweet scents for miles. Honeys,
Magic Resistance. The turaag has advantage on saving throws
syrups, and candies can attract a group of the little creatures
against spells and other magical effects.
together like birds attracted to bread crumbs. Many children
Actions enjoy going to the woods to feed the tyges, which present little to
Multiattack. The turaag makes two slam attacks. no threat to just about anyone.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft. (1.5 m), one
target. Hit: 15 (3d6 + 5) bludgeoning damage.
Combustion Touch (Recharge 5-6). The turaag may ignite a
target when making a slam attack. The target must immediately
succeed at a DC 13 Dexterity saving throw or catch fire, taking an
additional 11 (2d10) fire damage at the beginning of its next turn.
Until someone takes an action to douse the fire, the creature Turaag
takes 12 (2d10) fire damage at the start of each of its turns.

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Tyge BEAST

Tiny beast

Armor Class 13 (natural armor)


Hit Points 1 (1d4 - 1)
Speed 30 ft. (9 m), climb 30 ft. (9 m)

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

Armor Class 13 (natural armor)


Hit Points 45 (7d8 + 14)
Speed 45 ft. (14 m), climb 30 ft. (9 m)

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
Werewolf
Saving Throws Str +5, Dex +5
Skills Perception +5
Damage Resistances Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks that Aren’t Silvered
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft. (36.5 m), Passive Perception 15
Challenge 4 (1,100 XP)

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.

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Velmine Y’allyn
The velmine is a demon mostly made up of mosses and fungi. Region The Northlands
It will hide in an area and slowly taint it with spreading, cursed Explorers in The Northlands have feared the y’allyn for decades.
spores. They blight everything they touch over time and can It first gained notoriety as a legend that miners would warn of the
destroy whole towns if left untouched. beast that would tear travelers limb from limb and leaving their
bleeding carcasses in the snowy hills for others to find. It was
only after a series of brutal attacks that an entire silver mining
Velmine DEMONIC BEAST operation was shut down. This beast has been hunted ever since
Medium fiend (demon) to no avail.
Armor Class 13 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 20 ft. (6 m) Y’allyn CRY P TID

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.

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Yaro Ogre
Region Bandits’ Rest
Ogres are a danger in any instance, but the ogres of Bandits’
Rest are even more deadly. Several of the bandit factions had
the bright idea of training ogres to keep out unwanted travelers
and bounty hunters, but decided to give their new guard dogs an
edge in combat. These creatures are fed regularly with food laced
with a strong tranquilizer that keeps the beasts docile. However,
when the bandits want to weaponize them, they will replace
Y’allyn those sedatives with the incredibly dangerous but effective yaro
drug. It drives them into a rage and increases their bloodlust,
turning them into walking nightmares. The creature is
then released in the general direction of whatever
or whoever had earned the bandits’ ire.

Yaro Ogre MONSTER

Large humanoid

Armor Class 17 (natural armor)


Hit Points 127 (15d10 + 45)
Speed 50 ft. (15 m)

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 16 (+3) 5 (-3) 7 (-2) 8 (-1)

Saving Throws Str +8, Con +6


Skills None
Damage Vulnerabilities None
Damage Immunities None
Senses Darkvision 60 ft. (18 m), Passive Perception 8
Challenge 6 (2,300 XP)

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.

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Mechanics
& Miscellany
MAGIC PANTHEON OF GODS
The power to tap into the energy that flows through the world Whether they realize it or not, all sentient creatures of Ellara can
and cast magic spells or perform rituals is tremendous to possess. feel the presence of the gods—the ties that bind all together—who
Throughout recorded history people have written about their crafted the world as the only challenge they could face. This Theria
struggles to understand and control such power and hone their skills is not their first, and it will not be their last. No living mortal can
in their respective magical field. For many, the discovery of magical truly grasp the immense power and grace that the gods possess, or
aptitude is completely accidental. In their formative years, they will how many eons have passed to mold the world they take for granted
feel a connection to this energy as it channels through them. each day. All they know is that deep down, they feel something.

This can manifest in many ways—a simple light spell that


illuminates a dark room, healing energy that soothes a cut, or History
something entirely different. While it isn’t completely understood
The gods, as Theria knows them, have always been. In the past
why certain people have a stronger connection to magic than
there were quite a few more gods than Theria has ever known—
others, it is known that this connection is only the beginning for
hundreds in fact. Currently only ten remain in the pantheon.
someone who wishes to become a great spellcaster. Years of study
and practice are required to access more complex spells and many Though it may bruise the egos of many across the planet to hear it,
can’t afford to learn at a proper facility such as those in Uman’Yiro. Theria is something of a game or puzzle to the gods—a challenge
Thus, most never reach their full potential. to instill meaning into their own existence as well as the lives
of those that they create. Their overall objective is to keep their
The connection that one feels to magic can take many forms
creation alive and sustainable for as long as possible. In fact, the
but whether they are a formally-trained wizard with access to
current Theria is not the only one in existence. There are multiple
a massive catalog of spells and abilities or a paladin that uses
worlds, each at different stages of their timeline. Thus far, this
comparatively few well-practiced incantations, it all comes from
iteration of Theria is the furthest in their development.
the same place.
The pantheon must agree unanimously on all decisions regarding
There are those who feel no connection
the cultivation of Theria. Failure to agree can mean catastrophe for
to magic and go to great lengths to
the world, sometimes so great that all hell can, quite literally, break
create one. By making a pact with a
loose. There are a handful of other rules within the pantheon, but
demon or using their own blood as a
that one is held the most sacred.
conduit to Hell, these individuals
are desperate enough to tap into Many of the previous failures of the world have been at the hands
forces beyond their control to of the demons, locked behind the ethereal curtain. Demons wish
wield power. They are not to corrupt and twist Theria for their own means. For many, that
to be taken lightly and would mean enslaving the current residents of the world; for
are often frowned others, it would entail endless torture and horrible mutilation. The
upon in society. demon lords escaping from their realm have been reason enough to
abandon previous iterations of Theria.

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Sun Plenty Civilization Courage Death

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

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Undeath Justice Creation Luck Wilderness

seeing something magnificent, or traveling for the sake of travel, or


were locked away the path was muddled with too many souls, but finding a loved one, then those things will come to pass as well.
has since been put back to its original state.
There are infinite spaces to travel. The great hall where one can
After the body has passed and the soul is released, a decision feast and battle with other followers of The God of Courage, the
is made. Either the soul is considered good enough to reach forests and rivers and seas of The God of the Wilderness to explore;
the Afterlife or tainted enough by heinous actions to be in the every god has their own domain. There is much else to seek out,
jurisdiction of Hell. However, if a soul sits somewhere between sights and wonders that a mortal could never dream of. All one has
good and evil, arbitration comes into play. to do is want to find them.
Arbitration is fiercely bureaucratic and can last anywhere
from hours to decades depending on the case. The arbitrators
themselves are sent on behalf of either side. The arbitrator chosen
The Gods
by the gods is often a soul that has closely aligned itself to a god Depictions of the gods vary drastically depending on the era in
during their mortal life and is intelligent and charismatic enough which they were drawn and the peoples who chose to represent
to put together a solid case. The arbitrator for the demons is often them. All of them have male and female depictions, and some can
a demon of middling to high rank that is equally qualified but has often be represented as concepts and even beasts as much as they
the added incentive of knowing that the more souls they bring in, are depicted as any humanoid race. They do have favored avatars
the higher their regard in the demon world will rise. which they will take on the extremely rare occasion that they wish
to be known by their followers.
There is no judge nor jury in arbitration—only the two emissaries
and the soul themselves waiting for judgement. The arbitration The God of the Sun
does not end until one side concedes, or the soul decides they The God of the Sun is understood to also encompass the very
would rather fight for their right instead of going through the concept of hope. They are often depicted as a bald man with dark
process. If the soul in question chooses that path, they are forced skin and facial hair, wearing flowing white robes with a light
to battle against the physical embodiment of their sins. If they shining behind them. The light represents the sun, that lights the
win, they will go to the Afterlife. If they lose, they will go to Hell. path of all of humanity. They often hold the Staff of Unwavering
Light. Of all of the Gods, The God of the Sun is unquestionably the

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

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artists choosing to divide them through the middle with one side
representing each. In fact, examples can often depict the sides as
two separate races, as well. This is certainly the god that has the
most variety in avatars, so the division down the middle is the
surest sign of them in artistic portrayals, along with a scroll that
will sometimes be dutifully filled with laws that change from one
depiction to the next—often dictated by the artist’s interpretation
of what the laws should be. The God of Civilization is worshipped
as the god that holds cities together. A community without laws, a
world without laws, would fall apart completely.

The God of Courage


Known to have some of the rowdiest and most loyal followers on
Ellara. This god is usually depicted as male with dark hair and a
beard. They are often shown with a huge, two-handed maul as they
ride into battle. Before it was forbidden, The God of Courage was
one of the most likely to have children as they embody so much of
what makes mortality worth living with their love of life. One of
the most profound arguments to be made on the subject of courage
is what separates it from mindless violence, cruelty, or ego. The God
of Courage does have an outlook on this, but it is up to individual
followers to walk their own path. In the end, most followers of this
god have a code of honor that adheres to certain ethics, a code that
they must reconcile with themselves and their god.

The God of Death


The gods agreed very long ago that life would mean very little
without an end. This deity is most often depicted as female, with
a welcoming smile and unkindness of ravens surrounding them.
They are well aware that mortals fear death, but if the gods were
known to exist and the Afterlife were revealed, there would be no
incentive for mortals to value life itself. They are one of the gods
most opposed to revealing themselves for this reason: they do not
remember fondly when they had to explain to every mortal that
came upon them why death needs to exist. During their time as a
mortal they had many experiences with death, including their last
life as an adventurer who helped to free themself from the bonds
of mortality with their group of friends.

The God of Undeath


A compatriot to The God of Death in many ways but serving
a wholly different function. This supreme being is the
representation of second chances. As of late The God of Undeath
has gotten a sour reputation across Ellara for being associated
with necromancy and “cheating” death, so they are now depicted
as a skeletal, foreboding figure. In the past they had been depicted
in more nuanced light, and that is the avatar they prefer. That
depiction involved a split down the middle—one half alive and the
other dead. The living side is often a male that is unquestionably
beautiful, with long silver hair and elegant facial features, while
the dead side is depicted in various stages of decay. Along with The
God of Death, they have the least interest in revealing themselves
or communicating directly with mortals, as they would constantly
be sought after to raise the souls of the dead and cause strife
within the pantheon and risk the balance of Theria.

The God of Justice


This deity is most often depicted as a female in shining armor,
illustrated with wings, holding a scale, and with a rainbow motif

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woven in to symbolize that everyone has a sense of justice. There that the gods would not have been locked away if they had been more
are more depictions of them in different states, but that is the forthcoming about their reasoning for some of their decisions, but
one they prefer. During their life locked away by the high elves, their siblings argue that this is an immature viewpoint.
The God of Justice was the first to break through the curse and
remember their previous state as a god. Due to this they are now
furious with the high elves that locked them away, and they wish
to make a major course correction within the world. Thankfully,
their siblings seem to mitigate their wrath for now. The God of
PANTHEON OF
Justice was once one of the others most likely to sire children
with mortals, though they did so to have more just and righteous
followers acting in their name than any desire to be closer to the
DEMON LORDS
mortal realm.
Originally, Hell was created by the gods as a place to imprison
The God of Creation demons—beings too violent and destructive to be kept on the
surface world alongside mortals. The demons could not be
Creation can take on many forms, and this being encompasses
destroyed, though it was not for lack of trying. The gods attempted
all of them. Art and crafting are forms of creation, but rearing a
to unmake them on many occasions but were never successful.
family or guiding a community are others. Of the pantheon, The
They still don’t understand why. Throughout the multiple
God of Creation can be the hardest to represent, second only to
iterations of Theria, the demons have always existed. Some were
The God of Luck. They have no favored avatar, but rather often
once mortals who proved to be sociopaths and murderers, while
are shown across four images of various avatars in the act of
others were fallen gods who could no longer be trusted. The gods
creation. For instance, a compilation of a blacksmith, bard, mother,
determined that these creatures had to be contained in a single
and artist. All creation is vital to function, and that is how they
location, and thus Hell was created for them; a holding pen for all
choose to represent themselves. Before it was forbidden, The God
eternity so that these beings couldn’t do any harm to those that
of Creation also would become mother or father to half-mortal
lived above.
children quite often.
As time went on, more and more gods were cast out and banished
The God of Luck to this plane. Some went mad with power while others turned
The favored god of travelers, merchants, and adventurers. The God against their allies. Of the hundreds of gods that once controlled
of Luck is another god that is depicted more as a concept than an the fate of the world, only ten now remain. Those that were cast
avatar. They are often the wind, or the ground, or even the sun. down began to consolidate the remaining shreds of their godly
A presence watching over any travelers that call upon them for power. They found that they could make contact with mortals in
protection. Those expecting children or some other large change limited interactions and bind them to bargains through ritual.
in life will also likely pray to them.
It was a slow crawl, but over the course of millennia, a hierarchy
The God of Wilderness took form. Demons would gain power and form groups of like-
Presiding over the wilderness, nature, and the sea, they are often minded creatures to beat back adversarial demons who didn’t
depicted as a beast or animal, but abominable to behold, crafted from share their goals. These groups rarely lasted as one demon would
thorns or with antlers. A creature of this world, and yet not. One of ultimately betray another for more power. However, their end goal
their most popular forms is a combination of a bear and an owl, a always remained the same: freedom.
beast which has never existed on Ellara as far as anyone can recall.
The God of Wilderness wishes to reach out to humanity; they believe
The Rules
The way out of Hell has been sealed off magically by the gods.
However, this seal could conceivably be broken with enough

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

The gods of Th add re ss ed as “they.” However


all e gods, often
desperate people, they could later collect their soul and deny any

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

shine through base


required to serve them in any way the demon sees fit.

While most mortals live fairly mundane lives, significant actions


taken by special individuals will alter their souls forever. There is
no true distinction between good and evil deeds—only notable
ones. Demons are always on the lookout for notable souls and
will do almost anything to make a deal with one of these mortals
before they die, or before someone else gets it first.

282 Mechanics & Miscellany

Luis Yamakawa (Order #46326322)


The Demon Lords Girus
After being cast down by the gods, another took Girus’
As time marches ever forward and souls continue to go to Hell, position as The God of Wilderness. Girus became a
several powerful demons have risen to the top of the hierarchy bitter and twisted version of themselves as a result. They
in their prison to become its rulers. These beings have acquired present as a gangly walking tree, covered in insects and
thousands of souls and constantly usurp their rivals and claim rot. Their eyes are hollow knots with a sickly green glow
their power for their own. shining from deep within. Their veins are also permeated
Barrak with the same glow. Girus is blight incarnate.
Barrak is a grand manipulator and prefers a soft and slow Lo’kon
approach when interacting with a mortal. He presents Lo’kon is obsessed with perfection and will often grant
himself as a trustworthy ally and offers solutions to power or change to mortals who are narcissistic or
problems with increasing cost. He bonds telepathically unhappy with themselves. She will twist their desires and
with a host and will communicate with them endlessly then use them to inflict horrors on her victims by altering
until the host eventually either signs a deal or goes mad. their appearance or changing how others see them. She
Darmock has a unique ability to see the best and worst qualities in
Formally an infamous, mentally ill mortal in Esterholt, her targets and exploit them.
Darmock was claimed by the demon lord Valnor through Sogoth
a pact with a mortal. Darmock had used blood magic for Sogoth has made it her mission to explore every possible
years during his time on Theria, torturing and killing avenue of pain. She is deeply enthralled with torture
countless victims in his pursuit of power. The demon and has experimented on every race known and even
lord Valnor meant to torment him for eternity. However, those lost to time. She can gaze into her victim’s deepest
Darmock in his afterlife proved to be more lucid than thoughts and find something that will cause them the
he seemed and managed to overpower and kill Valnor, greatest agony. Her body has changed and morphed over
taking his place. Darmock has attempted to unite the time to represent her inner evil. Of the demon lords in
demon lords together in a bid to finally escape Hell. the pantheon, she is the least trustworthy.
Dra’ll Uul’vek
Cold and unfeeling, Dra’ll shows no emotion and Formally the protector of the minotaur, this hulking
normally manifests himself as a frozen corpse. Of the monster is now consumed by conquest and bloodshed.
demon lords in the pantheon, he is the most stubborn The only thing Uul’vek holds dear is destruction. He
and cannot be bartered with only because it appears is usually depicted as completely covered in scars and
as though he wants nothing. He will outright pressure patches of fur—a hybrid of the worst parts of mortals and
victims into signing contracts with him through fear and animal rage. He never speaks but does have a small envoy
visions of possible terrible futures. who communicates his will.

Mechanics & Miscellany 283

Luis Yamakawa (Order #46326322)


BRINGING
Mechanically speaking, Raise Dead, Resurrection, and True
Resurrection operate the same way. The only differences are the
penalties to both the target of the spell and the caster, and the

BACK THE DEAD chances of success.

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.

The target suffers from incurable madness and rolls a


While the soul is still tied to the body, a cleric or paladin can cast 4
d100 on the Incurable Madness table for this effect.
Gentle Repose to bind the soul to the body for a maximum of 4 The target suffers from indefinite madness and rolls a
days. After that, nothing can stop the departure of the soul barring 5 – 10
d100 on the Indefinite Madness table for this effect.
a Resurrection spell or True Resurrection spell. This is normally The target suffers from long-term madness and rolls a
done if a cleric or paladin is too weak or inexperienced to attempt 11 – 14 d100 on the Long-Term Madness table for this effect.
an immediate resurrection. By holding the soul to the body, it would The target suffers from short-term madness and rolls a
15 – 17
buy time until a party could get the body to a major town or city. d100 on the Short-Term Madness table for this effect.

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.

These spells are:


A character afflicted with short-term madness is subjected to an effect
• Revivify from the Short-Term Madness table (page 301) for 1d10 + 10 hours.
• Raise Dead
• Resurrection A character afflicted with long-term madness is subjected to an effect
• True Resurrection from the Long-Term Madness table (page 301) for 1d10 + 10 days.

A character afflicted with indefinite madness gains a new character


Revivify flaw from the Indefinite Madness table (page 301) that lasts until cured.
While Revivify does bring a person back from the dead, as long as
their body is intact, it only brings them back for one day. After a 24 A character afflicted with incurable madness gains a new major
hour period, they return to death and cannot be resurrected again character flaw from the Incurable Madness table (page 302) that
by any means. While this may seem cruel, it can provide a chance lasts forever and cannot be cured.
for closure and an opportunity to say goodbye that might not have Resurrection
happened otherwise.
The rules for Resurrection are the same as above, with the
following differences:

284 Mechanics & Miscellany

Luis Yamakawa (Order #46326322)


ELLARAN TREASURES
• The target must not have been dead for longer than 1 year.
• The chart for the target changes thusly:
d20 Result
The target suffers from incurable madness and rolls a
1 (or less)
d100 on the Incurable Madness table for this effect.

The target suffers from indefinite madness and rolls a


Weapons
2–7 d100 on the Indefinite Madness table for this effect.

Magical weapons of Theria


scale up if someone should grab
these early on in their campaig one of
The target suffers from long-term madness and rolls a
8 –12

n. As the wielder becomes mor


d100 on the Long-Term Madness table for this effect.

to their weapon, they will be e attuned


able to deal more damage and
may even
The target suffers from short-term madness and rolls a

unlock new properties.


13 – 17 d100 on the Short-Term Madness table for this effect.

Ty pically, magical weapons


begin as "common" (+1 bonus
18 – 20 The target suffers no ill effects to their mental status.

and damage) and move up the to hit


ranks at the GM’s discretion
“uncommon” (+2 bonus to hit to
and damage) and finally to "ra
NOTE: This roll cannot be altered in any way by an outside influence, spell, or otherwise.

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.

Curse. This sword is cursed, and becoming attuned to it extends


Resurrection Damage the curse to you. As long as you remain cursed, you are unwilling
to part with the sword, keeping it within reach at all times. You
Regardless of the spell used, the caster takes damage based on the
also have disadvantage on attack rolls with weapons other than
level of the target. Unless the caster knows the target intimately (is
this one, unless no foe is within 60 ft. (18 m) of you that you can
in a party with them, has fought or lived with them side by side for
see or hear. Whenever you see someone break the law or spot
a long time, or is currently in a relationship with them), they do not
someone wanted for any crime whatsoever, you must succeed on
know the target’s level before the spell is cast. See the chart below:
a DC 13 Charisma saving throw or feel an overpowering need to
Level of Target Damage
attack and subdue the target.
1–4 6d10 + 5
When you attack anyone who has broken the law or is wanted for a
5 – 10 12d10 + 5 crime, the sword’s weapon damage becomes 1d10 on that target. If you
11 – 16 18d10 + 5 should land a critical hit, add an extra die of damage to the attack.

17 – 20 24d10 + 5 Dawnbringer • Great Sword


In 436 AEC the Tiri’Val clan of elves created a sword that was
This damage is taken whether or not the spell is successful. During supposedly imbued with the power of the sun itself. Said to slice
the spell any temporary hit points are reduced to zero and damage through the darkness and bring hope to those who have suffered in
cannot be altered in any way by any outside influence, spells, or the dark for far too long, it was meant to be presented as a gift to a
otherwise. Should the caster survive, they take a -4 penalty to all neighboring settlement outside of The Silver Glade but they were
attack rolls, saving throws, and ability checks. Every time the caster deemed untrustworthy by many of the high elves. The sword was
finishes a long rest, the penalty is reduced by 1 until it disappears. last seen with the clan before their disappearance.

Mechanics & Miscellany 285

Luis Yamakawa (Order #46326322)


Description. A gleaming blade connected to a bright gold hilt with The Finger of Undeath • Shortsword
flecks of sparkling white. This sword was created in the 6th century by a fringe cult to The
God of Undeath that believed anyone taking part in combat should
Damage Weight Properties
2d6 slashing 6 Heavy, two-handed, magic die horribly. It was eventually decided that this sword was far too
dangerous and locked away in a crypt.
Abilities. You gain a +1 bonus (increases with rarity) to attack and Description. A simple and sharp blade with a grim hilt fashioned
damage rolls made with this magic weapon. When you hit a fiend in the shape of a skull.
or undead creature with it, it takes an extra 3d6 damage.
Damage Weight Properties
While drawn, this weapon creates 30 ft. (9 m) of dim light. While 1d6 piercing Finesse, light, magic
2
drawn, it also creates an aura in a 10 ft. (3 m) radius around you.
You and all creatures friendly to you gain advantage on death
Abilities. You gain a +1 bonus (increases with rarity) to attack and
saving throws.
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.

Damage Weight Properties The Grey • Dagger


1d8 bludgeoning 5 Magic A dagger made specifically to destroy the undead. This weapon was
created in service to The God of Death, intended to eradicate the
Abilities. You gain a +1 bonus (increases with rarity) to attack and things that went bump in the night. Affecting the undead targets with
damage rolls made with this magic weapon. In addition, while you a strong poison, it’s a wonderful ally to have when facing such creatures.
are attuned to this weapon, your hit point maximum increases by 1
Description. A slightly lengthy and curved blade attached to a grey
for each level you have attained.
hilt featuring a purple raven on the pommel.
When you roll a 20 on your attack roll with this magic weapon,
your critical hit deals an extra 2d6 bludgeoning damage. Damage Weight Properties
1d4 piercing 1 Finesse, light, thrown
Curse. This flail is cursed and becoming attuned to it extends the (range 20/60 ft. or 6/18 m), magic
curse to you. As long as you remain cursed, you are unwilling to
Abilities. You gain a +1 bonus (increases with rarity) to attack and
part with the flail, keeping it within reach at all times. You also
damage rolls made with this magic weapon.
have disadvantage on attack rolls with weapons other than this
one, unless no foe is within 60 ft. (18 m) of you that you can see or Any undead creature hit with this weapon takes an extra 2d4
hear. Whenever a hostile creature damages you while the flail is damage and must succeed on a DC 12 Constitution saving throw or
in your possession, you must succeed on a DC 15 Wisdom saving become poisoned for the duration of the combat.
throw or go berserk. While berserk, you must use your action each
round to attack the creature nearest to you with the flail. If you can I’alu’rina • Water Bow
make extra attacks as part of the Attack action, you use those extra This elegant elven bow is made of hand-carved wood etched with
attacks, moving to attack the next nearest creature after you fell elven symbols but has no bowstring. Instead, when a user attuned
your current target. If you have multiple possible targets, you attack to it grips the bow a string of water will appear. This bow is lighter
one at random. You are berserk until you start your than most longbows and functions the same as any normal bow
turn with no creatures within 60 ft. but does not require ammunition. Arrows made of water are
(18 m) of you that you can created by placing a hand near the nock.
see or hear.
Description. A brilliant white bow carved from wood in The
Evergreen. It’s decorated with intricate elven writing and markings.

Damage Weight Properties


1d8 piercing 1 Range 150/600 ft. (46/183 m), heavy,
two-handed, magic

Abilities. You have a +1 bonus (increases with rarity) to attack and


damage rolls you make with this weapon.
The Enforcer Any creature you hit with a vulnerability to water takes an extra
2d6 damage.
This weapon does not require ammunition.

286 Mechanics & Miscellany

Luis Yamakawa (Order #46326322)


The Kettenhund

I’alu’rina

Night's Bane

The Kettenhund • Unique Weapon Night’s Bane • Two-Handed Longsword


Not all weapons are touched by the gods or created by talented A gift to Liara Bryos from a mercenary group she traveled with,
smiths; some are made out of necessity. Made by Vallus Grimnas this sword is highly durable and, when activated, can slice through
in Brightport, it is essentially a bear trap on a chain. It’s not the solid objects with ease. It was used primarily to hunt monsters and
craftsmanship of the weapon or its enhanced functionality that nocturnal creatures. There are several runes that glow when the
makes it famous so much as the way it was used. Vallus was very sword is active and can illuminate dark spaces.
aware of the way his creation was perceived. Noisy, cumbersome, and Description. A huge longsword with a black hilt wrapped in blue
attention getting, it was used often in defense of his family’s shop. grip. The pommel features a spiked ball for short defensive strikes
Description. A 30 ft. (9 m) chain with a handle on one end a bear trap and a hefty blade with runic etchings.
on the other. While the weapon has a simple design, it is tricky to use.
Damage Weight Properties
2d6 piercing 6 Heavy, two-handed, magic
Damage Weight Properties
1d6 piercing 5 Heavy, two-handed, thrown
(range 20/30 ft. or 6/9 m) Abilities. You gain a +1 bonus (increases with rarity) to attack and
damage rolls made with this magic weapon.
Abilities. You gain a +1 bonus (increases with rarity) to attack and
damage rolls made with this magic weapon. This sword activates with a twist of the handle. When activated
it creates 10 ft. (3 m) of dim light and is burning hot. Any creature
Creatures that are your size or smaller that are hit with this
that is classified as a monster, abomination, vampire, or werewolf
weapon are restrained until you let go of the chain or they escape.
takes an extra 1d20 damage when hit with this weapon.
While attached to The Kettenhund, you may use a bonus action to
pull the target 10 ft. (3 m) closer to you. If you do, the target takes All inanimate objects receive an extra 2d6 damage from this
an additional 1d4 damage. weapon when activated.

If you hit a creature with The Kettenhund, every enemy in the


The Point • Dagger
area must succeed on a DC 10 Charisma saving throw or become
A custom-made dagger for Sarrif in Esterholt, this corkscrew
frightened of you. If they succeed, they are immune to this effect
shaped stabbing implement has seen its fair share of use. The
for 24 hours.
design has been well thought out to drain the blood from a target
If you roll a 20 on an attack roll while using The Kettenhund, you as quickly as possible.
break whatever bone you make contact with on your target (using
Description. Standard dagger with ribbed hilt and corkscrew blade.
the table below) and do an additional 2d6 damage.
d6 Damage Location Damage Weight Properties
1d4 piercing 1 Finesse, light, thrown
1 Skull broken (Instant Death) (range 20/60 ft. or 6/18 m)
2 Right arm broken
Abilities. You gain a +1 bonus (increases with rarity) to attack and
3 Left arm broken
damage rolls made with this magic weapon.
4 Right leg broken Creatures hit with this weapon must succeed a DC 11 Constitution
5 Left leg broken save or take ongoing 1d6 damage at the start of each of their turns
6 Ribs broken until healed. The target may repeat the save at the end of each of
their turns. On a success, all bleeding effects stop.
You have advantage on all attacks against a bleeding target.

Mechanics & Miscellany 287

Luis Yamakawa (Order #46326322)


Stormrender • Greataxe
One of three very powerful weapons of The God of Courage
known as the Set of Courage, this axe is massive and unwieldy
to those who are unprepared for its heft. Used by the legendary
warrior Drock and later by Yenward Firestomp, it has become
The Point
a symbol of violence in combat and storm-fueled vengeance.
Stormrender is similar to an executioner's axe in style, but
constructed with combat in mind.

Description. A hefty, double bladed battle axe made of polished


steel and iron. The majority of the hilt is decorated with a blue tint
and a lightning theme.
Damage Weight Properties
Sarf’riish • Greataxe 1d12 slashing 8 Heavy, two-handed, magic
This fine axe was discovered by Kava in a crypt after being locked
away for centuries. Originally created in a joint effort by elves and Abilities. You gain a +1 bonus (increases with rarity) to attack and
dwarves in the 5th century, this incredibly crafted weapon gleams damage rolls made with this magic weapon.
with silver and cuts enemies to the bone.
This weapon can be thrown at a target (40/120 ft. or 12/36.5 m)
Description. A silver bladed battle axe with a red and yellow using your strength modifier. It returns to your hand at the end of
striped handle. Its flared blades are razor sharp and feature a your turn.
flaming symbol on its broad sides. Upon ascending to Rare status, the Storms' Vengeance ability
Damage Weight Properties is available:
1d12 piercing 7 Heavy, two-handed, silvered Storms' Vengeance. By using a bonus action, you may call down
a bolt of lightning to your location. The bolt strikes your axe (you
Abilities. You gain a +1 bonus (increases with rarity) to attack and must be holding it) and deals an extra 3d12 damage to any creature
damage rolls made with this magic weapon. hit by the axe until the end of your turn. You must finish a long rest
Creatures hit with this weapon must succeed a DC 12 Constitution before using this power again.
save or take ongoing 1d6 damage at the start of each of their turns
until healed. The target may repeat the save at the end of each of
Storms’ Fury • Warhammer
their turns. On a success, all bleeding effects stop.
This warhammer is part of the Set of Courage and has been battle
tested to its fullest extent. A bludgeoning weapon like no other,
this hammer has been used to crush the eye of a dragon, break the
The Staff of Unwavering Light • Staff
bones of countless soldiers, and battle with an avatar of death itself.
A rare weapon that was imbued with the power of The God of
the Sun. This staff was used for years against vampires and other Description. A heavy warhammer with a blunt pommel. The handle
undead creatures in the town of Aubrey. It was confiscated by is wrapped in blue cloth with gold trim and adorned with gemstones.
Zannon Carter and kept by him until his death 1263 AEC.
Damage Weight Properties
Description. A white staff with gold etchings that has a very faint 1d8 bludgeoning 4 Versatile (1d10), magic
glow when in darkness.
Abilities. You gain a +1 bonus (increases with rarity) to attack and
Damage Weight Properties
damage rolls made with this magic weapon.
1d6 bludgeoning 4 Versatile (1d8), magic
Any creature hit by this weapon must succeed on a DC 10
Abilities. You gain a +1 bonus (increases with rarity) to attack and Constitution save or be knocked prone.
damage rolls made with this magic weapon. Upon ascending to Rare status, the Thundering Blow ability is
All damage done with this weapon is considered radiant damage. available:

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"

288 Mechanics & Miscellany

Luis Yamakawa (Order #46326322)


Storms’ Gale • Longsword
A lithe and silvered sword is not what most would expect when The Set of Courage
thinking of The God of Courage and their followers. However,
this weapon fits right in with the Set of Courage by carving a path
through objects and creatures with blinding speed.

Description. A delicate and lengthy blade attached to a light and


stable hilt. The blade itself features a slight curve and elven writing.

Damage Weight Properties


1d8 slashing 3 Versatile (1d10), magic

Abilities. You gain a +1 bonus (increases with rarity) to attack and


damage rolls made with this magic weapon.
As a bonus action, you may move your speed and duplicate your
last attack. You do not provoke opportunity attacks while moving
and you gain advantage on the attack. You must finish a short rest
before using this power again.

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.

Description. A set of wooden knuckles with sharp points on them.

Damage Weight Properties


1d4 bludgeoning 1 Finesse, light

Abilities. You gain a +1 bonus (increases with rarity) to attack and


damage rolls made with this magic weapon.

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

Wraith’s Embrace • Dual Swords


A set of two shortswords with life stealing properties, they were
created in 1243 AEC in Brightport by a vigilante. This person
stalked the streets as a “crimefighter” and attacked those they
deemed as evil. Disappearing sometime after 1250 AEC, it is
believed that the swords lay somewhere in the city.

Description. Twin shortswords featuring a black and purple


swirling hilt and mildly curved blades.

Damage Weight Properties


1d6 slashing 2 Finesse, light, magic

Abilities. You gain a +1 bonus (increases with rarity) to attack and


damage rolls made with this magic weapon.

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.

Mechanics & Miscellany 289

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Objects & Artifacts Armor of Trampling
A rare and highly coveted set of chainmail armor that was created
The Alu’yonda for King Takaras Blackhoof before his death at the hands of Takard
This high elf sailing ship was discovered underneath the city of Stonesunder. Made to specifically fit a minotaur and blessed
Odysia by a group of adventurers long after the city had fallen into with the power to plow through enemies, it is currently stored
disuse. While it isn’t much in a fight, it’s one of the fastest ships the underneath the dwarven home city.
Ellara has to offer and has great maneuverability in the open water.
Material. Chainmail

Abilities. You gain advantage to all Constitution saving throws


The Alu'yonda while wearing this armor. If charging a target and using your
Gargantuan Sailing Ship horns, you do an extra 2d6 damage on a hit.

Armor Class 13 (Natural Armor)


Hit Points 162 (12d20 + 36) Bell of Undeath
Speed 8 miles/13 kilometers per hour (96 miles/154.5 kilometers While this old bell might not look like anything special, it has the
per 12 hour shift)
ability to raise the dead with the exacting performance of a ritual.
STR DEX CON INT WIS CHA Sadly, the consequences can be most dire if the ritual is performed
17 (+3) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0) poorly. Created by worshipers of The God of Undeath, the Bell has
been used only a handful of times. Recently, a disastrous attempt
Saving Throws Strength +7, Constitution +7
in Donhurst caused the entire city to fall to demons.
Skills Passive Perception 10
Challenge 10 (5,900 XP) Abilities. One person may take part in a ritual using the Bell to
attempt to bring a dead target back to life. The target must have
Abilities
been dead for no longer than one week. The ritual takes a total of
Security Check. The Alu’yonda must be piloted by someone of
elven blood. 10 minutes and you may receive no bonuses from allies in the form
Evasion. If the Alu’yonda is subjected to an effect that allows it of spells during this time. During the ritual, you are effectively
to make a Dexterity saving throw to take only half damage, the unconscious to the outside world and must perform a DC 12
Alu’yonda instead takes no damage if it succeeds on the saving Concentration saving throw whenever damage is done to you. If
throw, and only takes half damage if it fails on the saving throw. you fail, the ritual ends and is treated as a total failure.

The Alu'yonda

290 Mechanics & Miscellany

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Performing the ritual. The ritual is resolved in three waves and
there is no reprieve between waves. Every wave starts with the
person performing the ritual rolling an Intelligence (Arcana) check
and the DC for each wave is determined below. Each Intelligence
(Arcana) check is followed by a Constitution save. These saves are
to represent the physical toll this ritual takes on the caster’s body.
A failure of the Constitution save results in rolling on a special
table. Again, this roll cannot be altered by any spells or abilities
from other characters.
Bell of
At the end of the three waves, your final tally will be presented and
Undeath
you will know if the ritual was a success.

Wave 1

Intelligence (Arcana) Check DC 14


Pass. The Bell begins to glow with a purple aura. The area is
coated in a thick mist that obscures anything more than 15 ft.
(4.5 m) away from you and beyond.
Fail. The area around the bell and party darkens. 1d6 taqs rise
from the ground and attack the party.

Constitution Save DC 8 Wave 3


Pass. Nothing happens and you proceed. Intelligence (Arcana) Check DC 25
Fail. Use the table below for results. Pass. The area becomes covered in magical darkness. All light is
d4 Failure Outcome blotted out except for the Bell and the caster of the ritual. They
1 You gain a level of exhaustion. both glow with a faint purple light. The bell chimes and the
ritual is over.
You take 2d6 damage (this does not cause you to
2
roll for concentration). Fail. Use the table below for results.
3 You become dehydrated and covered in sweat. d6 Failure Outcome

4 You are in very visible pain to the rest of the party. 1 1d4 kla’kor and 1d4 turaag demons attack the party.

2 The party takes 5d8 damage.


Wave 2 A ground breaks apart beneath the party (see
3
Earthquake, page 201).
Intelligence (Arcana) Check DC 19
If a demon lord has appeared, it finishes stepping
Pass. An eerie calm descends upon the group. The area is chilled 4 through the portal. Otherwise, a random demon
and quiet. The party can swear that they hear faint music. lord appears now.
Fail. Use the table below for results. 5 1 random party member ages 1d20 years.
d4 Failure Outcome
6 One random party member is blind for 1d6 days.
A portal opens against a wall and a random demon
1
lord begins to step through. Constitution Save DC 16
2 1d4 turaag demons attack the party. Pass. Nothing happens.
3 1d4 kosil demons attack the party. Fail. Use the table below for results.
4 The party takes 3d10 damage. d4 Failure Outcome
1 You take 4d8 damage.
Constitution Save DC 12
A hand breaks through the ground and tries to
Pass. Nothing happens and you proceed. 2
drag you to Hell.
Fail. Use the table below for results. 3 You age 1d20 years.
d4 Failure Outcome
4 You die.
You gain a level of exhaustion and take 2d6
1 damage (this does not cause you to roll for
concentration)
3 successes. You have accomplished something amazing. Your target
comes back to life and any negative effects that you encountered
You take 4d6 damage (this does not cause you to during the ritual are reversed. You will be sore and tired for 1d4
2
roll for concentration).
days, but otherwise fine.
3 You begin to bleed from the eyes.
Roll a d100. On a 90 or higher, you will speak to a random god.
4 You age 1d10 years.

Mechanics & Miscellany 291

Luis Yamakawa (Order #46326322)


2 successes. Your target comes back to life but must roll on the The Crown of the Dead
permanent madness table. While the designer of this odd piece of headwear is unknown,
1 success. Your target does not come back to life. 1d20 of each historians place its creation somewhere in the 140s BEC. When worn,
demonic beast in this book are summoned at one central location it bonds with the wearer and turns them into a leader of the dead.
within 1d100 miles/ 8d20 kilometers of you. Abilities. Bonds with the wearer.
No success. Something is very wrong here. One of the demon lords The crown has three charges per day. As an action, the user can
(random) appears in front of the party with 1d6 of any lower demon in expend one charge and raise 1d6 dead bodies to reanimate and control.
this book. They cannot be banished by regular magic but can be killed.

Good luck. Demonic Statuettes


These small ebony statuettes are scattered around the world, lost
Cloak of the Night to time. They depict each one of the demon lords and are said to
Made specifically for The Countess, this cloak was intercepted by have the power to commune with them in some way.
Ezhno Masoka after it was found in a cart outside of Durnhollow. Abilities. When first touching the statuette with a bare hand, the
Abilities. While you wear this cloak with the hood up you target must succeed on a DC 12 Charisma save or mentally link
gain advantage on all Dexterity (Stealth) checks. You also have with the demon lord depicted on the statue. The demon lord will
darkvision 120 ft. (36.5 m) and can see through magical darkness. communicate with you and try to alter your behavior over time.
You receive disadvantage on all Charisma checks that aren’t Only the Greater Restoration spell can sever this connection.
Intimidation while wearing this cloak
Diara’seeai (“The Clean Slate”)
Crafter’s Chestplate of Excellence This device was created as a means of infecting every essai on the
A golden breastplate covered with etched dwarven runes. It’s a continent with a terrible disease that would almost assuredly kill
marvelous find for anyone interested in crafting or smithing. them. Only a handful survived the use of the object.

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

Abilities. When the wearer is reduced to 10 hit points or less, they


roll a flat d20 every time they are hit with an attack. On a 15 or
higher, the armor boosts their Armor Class by +5. This effect ends
whenever the wearer is above 10 hit points.

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).

292 Mechanics & Miscellany

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The Glittering Prize The Malchus Mobile
Once a tattered old ship that was purchased in Uman’Yiro, Marrek It’s no secret that Malchus Grimnas has a larger than life
later made a bargain with a demon that completely altered it and personality. This ostentatious custom-made traveling cart only
restored the Prize to its former glory. A fantastic and dependable added to this reputation. He had it commissioned during an
ship for long voyages at sea. expedition to the south of the continent. The first iteration was not
up to his expectations and he later had it renovated.

The Glittering Prize Abilities. Seats 6 comfortably. Pillows and seats are made of
Gargantuan Sailing Ship crushed purple velvet.

Armor Class 14 (Natural Armor)


Hit Points 216 (16d20 + 48)
Orb of Hope
Speed 6 miles/10 kilometers per hour (72 miles/116 kilometers A small glass orb that emits a faint glow. At all times it thirsts for
per 12 hour shift) the eradication of the undead. It does not discriminate between
creatures and pushes a host to cleanse the world of what it
STR DEX CON INT WIS CHA
considers to be abominations.
18 (+4) 6 (-2) 17 (+3) 10 (+0) 10 (+0) 10 (+0)
Abilities. The orb bonds to a user and will constantly encourage
Saving Throws Strength +9, Constitution +8
them to attack the undead. The user receives a +2 to all attacks
Skills Passive Perception 10
against the undead and the user’s spell save DC is increased by +2
Challenge 13 (10,000 XP)
for all undead.

Curse. This orb is cursed and becoming attuned to it extends the


Kirkland Sumner’s Armor curse to you. As long as you remain cursed, you are unwilling to
part with the orb, keeping it within reach at all times. You also have
A very old set of armor with the insignia for The God of the Sun
disadvantage on attack rolls with weapons other than this one,
on it. This armor once belonged to a valiant paladin of the order,
unless no foe is within 60 ft. (18 m) of you that you can see or hear.
Kirkland Sumner. Though older and tarnished in areas, it will no
doubt be a beacon of hope to many. Communicating with the orb. The orb will judge the user to
determine their dedication to cleansing the world of undead
Material. Chainmail
threats. It will speak to the user and try to convince them to pursue
Abilities. When a wearer puts the armor on, they can undead threats. The more powerful the undead presence, the more
communicate with Kirkland. Though he has been dead for over the orb will persist. If there is an undead presence nearby, the orb
100 years, his soul is bound to the armor. He is steadfast and noble. will be very vocal and may even try to temporarily wrestle control
He will judge those that do not consider themselves a servant of away from the user to cast an attack. In these circumstances, the
The God of the Sun and will not take kindly to acts of cowardice, user must make a Charisma save with a DC of 14. If they should
thievery, or thuggishness. He will offer assistance to those who fail, the orb will use the caster to attack the undead presence with
follow the path, however. a powerful spell that will harm it. If the user should save, then the

The Malchus Mobile

Mechanics & Miscellany 293

Luis Yamakawa (Order #46326322)


caster remains in control. In any event, after the attack, the caster Orb of Hope Chart
will retake control of themselves. The save must be remade every Rating Total XP Value Result
2 hours if the undead presence remains nearby. The save DC will The orb is ready to be rid of you and
increase by +1 each time until the presence leaves. find a true champion. All undead
within 100 miles (161 kilometers) of the
While the orb does speak to the user through thought, it is -5 -12,000 user will be drawn to them. They will
absolutely unwavering in its dedication and cannot truly be pursue the user endlessly and attempt
to kill them until the job is done.
reasoned with. It does not understand strategy, politics, or stalling.
Your body begins to transform. Your
Killing the undead will please the orb and the larger the threat, skin will become ashen and your eyes
the more the user will be rewarded. However, passing up the sunken. You will appear very ill to
-4 -6,000
opportunity to kill the undead will cause the orb to punish the everyone and any Charisma checks or
saves with disadvantage. This will end
user. Everyone who uses the orb will start at 0 on the Orb of Hope if you lose the Orb of Hope.
chart. Each time the undead are within a mile (1.6 kilometers) of
You no longer sleep well at night.
the user, they will automatically feel their presence and the orb
-3 -3,000 You start each day with +1 levels of
will react. The orb can read the intentions of the user and will exhaustion.
judge them accordingly. If the user encounters any combat with
You begin each fight with 1d8 damage
the undead, they will add the total XP value of any undead killed -2 -1,000 done to you. This is rolled when you
by themselves or their party. As long as they were part of the fight, roll for initiative.
they get the total XP value for each undead slain.
You receive a -2 penalty for attacking
-1 -200 anything that isn’t undead.
If they do not attack the undead within a mile (1.6 kilometers) of
them and choose to walk away from the fight, they lose the total 0 0 The orb is neutral.
XP value of any undead in the area and will be judged accordingly.
Any damage done by you to the
+1 200 undead is increased by 1d6.

You enter every fight against the


+2 1,000 undead with 10 temporary hit points.

Any attacks against the undead now


+3 3,000 have advantage.
The Rod of Wonder
You are now immune to necrotic
+4 6,000 damage.
Rod of Wonder The undead fear you, as well they
In the year 672 AEC, a sorceress named Saleena Braum wanted should. Any undead creatures will try
to remain at least 15 ft. (4.5 m) away
to create a tool to benefit the average person: a wand that could +5 12,000 from you and feel pain when adjacent
help those with no magical aptitude to more easily complete to you. They will take 2d8 radiant
common tasks. This rod would be able to repair clothing, heat damage each round they are within 5
ft. (1.5 m) of you.
food, and do all manner of time-saving tasks. Her first attempt at
such a tool became known as the Rod of Wonder. Created from
rare gemstones and powerful magic, this prototype didn’t quite
The Splendid Superior
work as expected. While it could be used as an instrument to
channel magic, much like a common rod or wand, it would also A massive ship that was custom built for The Royals. This sea titan
spontaneously backfire and cast random spells which seemed to features reinforced side skirts, a stellar crew and more cannons
bend the very fabric of reality itself. than they know what to do with. The ship is always stocked full of
food and water along with many forms of entertainment for the
A council of mages on the east coast of Ellara decided that this men and women aboard.
rod was far too unstable and powerful to let loose upon the world.
Thus, it was locked away in a chest of forbidden artifacts and
never meant to be released. After some time though, the rod was
The Splendid Superior
Gargantuan Sailing Ship
rediscovered by a thief after the fall of the Rancor kingdom in 962
AEC and was sold off for a quick profit. Since then, the rod has Armor Class 16 (Natural Armor)
passed from owner to owner and is almost universally found to be Hit Points 339 (22d20 + 88)
more trouble than it’s worth. Speed 7 miles/11 kilometers per hour (84 miles/135 kilometers per
12 hour shift)
The Rod of Wonder is a 3 feet (1 meter) long, black-marbled tube
with a multicolored gemstone on its tip that forms a point. When STR DEX CON INT WIS CHA
the rod fires off a random spell, the gemstone glows for a few 20 (+5) 8 (-1) 19 (+4) 10 (+0) 10 (+0) 10 (+0)
moments before fading again (see Rod of Wonder Effects Table,
Saving Throws Strength +10, Constitution +9
page 296).
Skills Passive Perception 10
Challenge 16 (15,000 XP)

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Teleportation Rune
Intelligence
This small stone was carved and Destination (Arcana) DC Fail Result Fail By More Than 5 Result
blessed by an ancient dwarven Within 50 Transport to a random place within 10 miles
Transport to a random place within 10 miles
priest in 423 AEC. It is capable Miles (80.5 12 (16 kilometers) of the target location and 1d20
(16 kilometers) of the target location.
of instantly transporting several Kilometers) ft. (0.5 m) in the air.

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.

The Splendid Superior

Mechanics & Miscellany 295

Luis Yamakawa (Order #46326322)


Wreath of Souls
Found by Jadzia Grimnas-Grace after helping to defeat Kaelthorn
Rod of Wonder Effects Table
The Rod of Wonder is a tricky implement to wield. It doesn’t
in the Yemgar Swamp, this tiara-like headpiece can house the souls
matter how skilled the spellcaster is that uses it; it is virtually
of the dead to later be expended as powerful spells.
impossible to guarantee an outcome. Whenever someone uses the
Abilities. If the wearer is the last one to do damage to a creature rod to cast a spell and uses a spell slot, the caster must roll a flat d6.
before its death, they have the option of capturing the soul of that If the result is a 1 or a 2 then the caster must then roll a flat d100
creature in one of the seven gemstones in the tiara. This creature and the rod will react accordingly. The effect is in addition to the
must be a person and there must be free space in the tiara for this spell that was originally cast.
to work. While using the rod to cast spells, the caster gains a +1 to all spells
Later, the wearer may “expend” these souls for various abilities as cast along with a +1 to their spell save DC. You also gain an extra
a bonus action. The amount of souls spent equals the ability that die of damage for spells that apply damage. As long as the caster
is used. doesn’t stop using the rod, it will grant an additional +1 to attacks
every round, up to a max of +3. If the caster stops using the rod for
# of Souls Spent Result any reason then all bonuses are stripped away and start over again.
1 Soul +2 to the next attack made by the wearer. d100 Effect
2 Souls Reroll an attack of your choice this turn. Within the world a random resurrection occurs with no
1 restriction. The caster receives no indication about the identity of
3 Souls Gain inspiration. the resurrected.
10,000 butterflies (fills a 40 ft. (12 m) cube) appear, centered on
Everyone in your party gains advantage to all 2
the caster.
4 Souls attacks until the start of your next turn. 3 The caster’s mouth is filled with a minty fresh sensation.

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.

296 Mechanics & Miscellany

Luis Yamakawa (Order #46326322)


d100 Effect d100 Effect
26 Fireworks light up the sky. For one day, a random party member undergoes absolutely no change
68
27 The caster’s age is cut in half. but deeply believes that they can’t die, no matter what.

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.

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Results
GATE MECHANICS 1 Success
By only achieving one successful check, the user has established
The Gates are a very powerful tool and, if operated correctly, a very unstable connection to another Gate. Using the Gate in
can eliminate weeks of tedious, costly, and dangerous travel in this condition is quite dangerous and could result in a number
an instant. Using the Gates is somewhat complicated, however, of unfortunate things happening to anyone using the archway.
and will take large amounts of power and a great deal of skill to The first time someone or something steps through the gateway
safely open one. They are temperamental and that has led many they must roll on the table below. Anyone using the Gate after
to believe that there must be some key of focus to make the entire the first person is subject to the result of the original roll until the
ordeal of opening one much easier. Until such a key is found, this Gate powers down. There is no way for a character to know what
is the most comprehensive set of instructions on their operation. happened to someone who stepped through without also stepping
through. Any mental connections are severed and all magical
What you’ll need:
means of locating them are disabled until the Gate powers down.
A magic user of some sort
d20 Outcome
A good night’s sleep
The user spills out of the other side of the archway in a heap,
Friends (hopefully) 1–4
dead. They are missing their skin and the body is smoldering.
A bit of luck 5–6 The user has aged by 1d20 years.
7–8 The user has reduced in age by 1d20 years.

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.

298 Mechanics & Miscellany

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CAMPAIGN STARTERS
horrors. Your group hunts these shadowy beasts. Sometimes for
coin and sometimes for the good of others. It’s a very dangerous
job with a short life expectancy. No matter what though, you’ll get
plenty of good stories out of it.
Starting a new campaign can be tough. Rolling up characters,
agreeing on a schedule, and finding someone to run your game
Requirements. One or most of your party must have the
Monster Hunter background.
can be draining. That’s why we’ve taken the liberty of helping you
on your way with these campaign starters. Each one will give your Inventory. 100 Gold, Hunting Trap
new party a starting point and basic structure to follow. A Great Place to Start. Aldmoor. Zenora Fennis has been
hunting monsters for years now. Inspired greatly by Liara Bryos in
Dead and Loving It Overdale, she would have a fair bit of knowledge to impart to new
monster hunters.
In the old days, a group like yours could get along fairly easily,
maybe even thrive in most towns or cities. Nowadays, a group of
vampires must be cautious with who they trust or potentially face Making the Map
the wrath of would-be monster hunters. Still, you have to make a
living and adventuring is as good a profession as any. The world is too big and too beautiful for you to remain in one
place. Your group travels across every continent and tries to explore
Requirements. Most of, if not all of, the party must be vampires. every nook and cranny in order to see the unseen. Does this lead to
Inventory. 100 Gold, Thick Blankets adventure and sights that can hardly be explained to the common
A Great Place to Start. Fairbay. A small town is a wonderful person? Of course! Does it also lead to horrifically dangerous
place to start for your group. There will be fewer eyes on the team encounters with animals, plants, and people? That too!
and you can sneak away to snack when necessary. Requirements. A passion for cartography.
Inventory. 150 Gold, Simple map of Theria
The Other Side A Great Place to Start. Whitehedge. Your party has seen
Earning an honest day’s gold is tough. Baking, farming, and countless adventuring parties come and go through your town, and
shieldhanding never really struck your fancy. However, stealing now it is your turn to make your mark.
from those who had far too much on their hands? That’s where the
fun is. Your group travels from town to town looking for the next
big score, planning your heists out and trying to make off with as Kill 'Em Dead
much as possible so you can eventually retire in comfort.
Some people just need to die. It’s not your call when it’s time for
Requirements. At least one party member must be a rogue. someone to go. It’s just your job to carry it out. House Silverclaw
Inventory. 50 Gold, Burglar's Pack needs people who are able and willing to do what needs to be done
in a quick and quiet manner. Are you and your group up to the task?
A Great Place to Start. Brightport. The largest city on the east
coast and lovingly known as The City of Thieves for a reason. Your Requirements. At least one party member must be a rogue who
team will find many opportunities for big scores here. will take the Assassin archetype.
Inventory. 50 Gold, 1 vial of poison
Ravens A Great Place to Start. Brightport. The home city of House
Silverclaw. Your party receives their orders here, get paid here, and
The world can be a harsh place. After the fall of the Overwatch, set out from here.
Queen Bryos has been doing her best to honor the memory of her
fallen friend by re-establishing The White Ravens. Your group
travels from place to place and helps the people who need it the Yarrr
most, who have no hope or other options. It’s a damn tough job,
The dirt life was never for you. It’s the sea or nothing! Sadly,
but someone has to do it.
a person still has to eat and buy stuff. Now, if you happen to
Requirements. A strong desire to improve the lives of others. encounter others with a little too much gold on their hands or
Inventory. 100 Gold, Armbands of The White Ravens supplies on their ship, it wouldn’t be terrible to take a little of their
surplus, would it? Some may call you a pirate. Actually, almost
A Great Place to Start. Overdale. Queen Bryos, or her right
everyone will. But who’s gonna stop you?
hand Peepos Quinton, have personally given you a quest. Your job
may be in the city or in the big, wide world. Requirements. A group of seaworthy fools who are ready to sail
the open ocean; a ship would be nice.

Bump in the Night Inventory. 75 Gold, Block and Tackle


A Great Place to Start. Any dock. Whether your party is out
There are things in Theria that most people dare not speak of; on the open seas or docking at a port city for supplies, your party
monsters that lurk in the shadows and stalk the unsuspecting. should have access to a ship.
Beneath the upper crust of the world is an ocean of unseen

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Luis Yamakawa (Order #46326322)


Buried Inventory. 100 Gold, 1d8 loyal subjects
A Great Place to Start. Aldmoor. Your party comes from the
The world is terribly old. Sometimes, things get lost in the shuffle.
quintessential “small town” and now wants bigger, better lives.
Forgotten by time as people move on and forge new frontiers.
Aldmoor is great to give your party perspective on what they’re
But what about the areas of the planet that haven’t been seen
trying to overcome.
in centuries? That’s where your group comes in! There are dead
languages to read, lost treasures to find, and fabled cities to
reclaim! What could possibly go wrong? Stranded
Requirements. At least one party member who is proficient Stranded - You wake up on a small island in the middle of nowhere.
in History. Several random elements are beyond your control. Though this
Inventory. 200 Gold, 1 map of a lost location is an unfortunate circumstance, if you can get back to a major
continent, you will be stronger than ever with this experience
A Great Place to Start. Uman'Yiro. With the multitudes of
under your belt.
knowledge at your fingertips, it was only a matter of time before
one of your party came across a piece of information that had been Requirements. At least one party member trained in Survival.
lost to the ages. Inventory. 10 Gold, 2 waterskins filled with water
A Great Place to Start. The Fire Isles. There are plenty of
Taboo islands to choose from here. With the balance of being relatively
close to The Mainland and the monumental threat of werewolves,
No one gets to tell you where you can go and what you can do!
adventuring parties will either find the fame they always wanted
There are spots in the world that are “off limits.” Most of the time
here or their untimely demise.
there is no good reason for it, just people being superstitious or
cowardly. You and your crew are writing a book on these spots
and you’re sure you’re gonna be famous for it! The more taboo and Thick as Thieves
dangerous, the better!
Thick as Thieves - Making new friends can really help you out,
Requirements. A death wish. especially if you are all prisoners in the same jail. Formulate an
Inventory. 300 Gold, One Silver Weapon escape plan and start your life on the run together. If you can make
it out of custody, your adventure is just beginning.
A Great Place to Start. Lochfort. What better place to start
than just outside The Silver Glade? Deep in the forest are lost Requirements. A criminal background of some kind.
treasures and riches beyond imagination. You just have to be brave Inventory. 1 small piece of bendable metal
enough to find them.
A Great Place to Start. Winterhaven. A tough place to be a
prisoner, Winterhaven isn’t ideal for those who are incarcerated. It
Underneath features multiple guards, barred doors, and thick walls. However, if
you can escape, there are many remote places to travel where it will
A regular life is perfect, if you were born wealthy and sheltered.
be difficult for your pursuers to find you again.
But even if you were, what then? You just grow old and die. Your
group is sure that there’s a better way. Making a deal with a demon
is all well and good for the short-term but what if you freed a We Got 'Em
demon? Surely, they would be so grateful that they would grant
We Got Em - You and your team must escort a dangerous prisoner
you immense power and a longer life…right?
from one side of the continent to the other. They aren’t going
Requirements. A party member willing to communicate with to go willingly. Thankfully, they will be in shackles for most of
a demon. the journey. If you can get them to where they are expected for
Inventory. 50 Gold, A demonic ritual book execution, you will be rewarded handsomely.
A Great Place to Start. Durnhollow. You may currently be in Requirements. At least 1 prisoner.
Durnhollow, but your party actually just evacuated from Donhurst Inventory. 100 Gold, Bounty Hunting papers, Handcuffs
and saw all the horrors demons could unleash. You know you can’t
A Great Place to Start. Ebony Harbor. What better place to
fight them, so why not join them?
start than the furthermost city from the east coast. Starting here,
your party will have a long adventure before them.
My Kingdom
Things would be better if people who actually understood the Ghost Hunters
“regular” person were in power. The question is, where to start?
Ghost Hunters - It’s been written about countless times. A soul fails
You’ll need money and a place to build your manor house, castle,
to pass on to the afterlife and is somehow stuck on this plane. Your
or barracks. You need people who are loyal and before you know it,
party has decided to investigate this phenomenon and help these
you’ll have yourself an empire.
beings move on to the next phase. If you can make a few pieces of
Requirements. A plot of land outside a town or city. gold from ridding locals of unwanted spirits, then why not?

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Requirements. At least one party member who believes in ghosts.
Long-Term Madness
Inventory. 50 Gold, Salt, Holy Water
d100 Effect (lasts 1d10 × 3 Days)
A Great Place to Start. Northwest of Donhurst. Your party
grew up outside of Donhurst hearing stories of the Blacktip Forest, You don’t remember how to put on or take off clothing and
1–10 will need help with either act every time you do them. You
now it’s time to find out if they’re only stories.
seem to forget again the second you are assisted.
You believe that the end times are coming. You feel a desperate
Free at Last 11–20
need to prepare and warn everyone you know.
You suffer from extreme paranoia. You have disadvantage on
Free at Last - The Nu-Val have existed for far too long. They have 21–30
Wisdom and Charisma checks.
ruined countless lives and enslaved thousands over the years. You
You regard a random party member with intense revulsion, as if
and your party have vowed to eradicate them and ensure that not
31–40 affected by the antipathy effect of the Antipathy/Sympathy spell.
a single member is left standing. You may need to prepare before You need to let them know just how much they disgust you.
heading into Bandits’ Rest, but their days are numbered.
You experience a powerful delusion. Choose a monster. The
41–45
Requirements. A desire for retribution. character imagines that they ARE this monster.

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.

CHARTS & TABLES 76–85


You suffer from partial amnesia. The character knows who he
or she is and retains racial traits and class features, but doesn’t
recognize other people or remember anything that happened
before the madness took effect.
This section presents a compendium of tables referenced in other
portions of the book to make gameplay even more immersive for The faces of anyone not in your party are monstrous to you.
86–90
You will attack them if you can.
your campaign. From madness to critical hits and fumbles, these
should round out your Ellaran campaign from start to finish. 91–100 Your character loses the ability to speak.

Short-Term Madness Indefinite Madness


d100 Effect (lasts 1d10 × 2 Hours)
d100 Effect (lasts until cured)
You’ve gazed at something from beyond and become
1–20 “Being drunk keeps me sane.”
paralyzed. You are essentially in shock. 01–15

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.”

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Luis Yamakawa (Order #46326322)


Incurable Madness Critical Fumbles
d100 Effect (permanent) d20 Effect
Money fixes everything for you. You never feel as though you Your Time Has Come. The God of Death has decided that your
1–15 have enough. time has come. The other gods have forsaken you. This can
manifest in many ways. Once a week you will roll on a special
"I am terrified of small spaces and there’s a solid chance that I 1
16–25 table and follow its directions. This represents your character’s
will lash out if I’m in one."
“bad luck” and The God of Death’s desire to call you home.
You are now convinced that eating the hair of people You will do this every week until your character’s life ends.
26–30 will give you their best attributes. You are always looking to
better yourself. d100 'Bad Luck' Effect

“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.

71–75 You have garlic breath for the next week.


You bite your tongue and it swells up. You are now twice
76–80
as likely to bite your own tongue.
81–85 A dog steals your lunch.
During an important moment within the next week,
86–90
you will fart. Loudly. It will impact proceedings.

91–95 You accidentally call one of your friends “mom.”


You will trip and fall within the next week. It will be very
96–100
embarrassing. However, you will find a shiny gold piece.

302 Mechanics & Miscellany

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Critical Fumbles (continued)
d20 Effect
Worst Luck in Theria. Your GM will choose a major weather or
2 natural event and put it into play immediately.

Spirt Broken. Death saving throws during this combat are at a


3
disadvantage for the roller.

Exposed Flesh. The next bit of damage done to you will be


4
done every round until you are healed.

Mentally Scarred. You have seen terrible things in battle.


Things that would crush a lesser person. It will surely give
5
you nightmares tonight. At the time of the nightmares, roll a
Wisdom saving throw.

d100 Results
Your nightmares have so deeply affected you that
1–2 you can never shake them. (Roll on the Incurable
Madness Table)

The things that you’ve seen, you may never


3–6
forget. (Roll on the Indefinite Madness Table)

Your nightmares will affect you while you’re


7–9
awake. (Roll on the Long-Term Madness Table)

What a scary dream! (Roll on the Short-Term


10–14
Madness table)

15–20+ Nothing happens. You are fine.

6 Pulled Muscle. You are stunned until the end of your next turn.

Mortified. You do something truly embarrassing within view


7 of your target. You receive a -2 penalty to attack rolls against
target until you successfully hit the target with an attack.

Counterattack. The target automatically hits you with a basic


8 attack. If this action is impossible, your original target gains
advantage on their next attack.

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.

Critical Counter. The target critically hits you with a basic


10 attack, gains advantage on their next attack, and does double
damage if they hit on their next attack.
d20 Effect
I’m So Sorry. You critically hit an ally with a basic attack. If Wardrobe Malfunction. In an embarrassing move, you cut
11 this action is impossible, then you lose your weapon and fling loose part of your armor and receive a -4 penalty until armor
it at them. 16 is fixed. Fixing the armor will require 1 round of performing
Well...Crap. You critically hit yourself with the same attack no other action.
12 you fumbled with, receiving all negative conditions and effects Staggering in Pain. Your opponent parries your awkward
of the attack. attack that causes you to hit yourself in a sensitive area. You
17
Ankle Twist. You twist your ankle and have half movement have no movement speed and have disadvantage to all actions
13 for 1d4 rounds.
speed and cannot charge for 1d4+1 rounds.

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.

Mechanics & Miscellany 303

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Critical Hits
d20 Effect d20 Effect
Powerful Shove. In addition to standard critical hit damage, 12 Eviscerate. You do two standard critical hits to the target.
1 you knock the target prone.
Lucky As Hell. The stress of battle has gotten to your target. If
Simply Stunning. In addition to standard critical hit damage, humanoid and challenge rating is at your level or lower, they
2
your target is stunned until the end of its next turn. 13 suffer a massive heart attack and drop to zero hit points on
the spot. If not, then you deal terrible damage in the form of
Turn the Tide. In addition to standard critical hit damage to
half their current hit points.
3 your target, you gain combat advantage against all enemies on
the battlefield until the end of your next turn. Gut Check. Deal the maximum amount of damage possible
14
with this attack.
Go For the Eyes. In addition to standard critical hit damage,
your target is blinded until the end of its next turn. The target The Mouse Could Sue Us. The target’s hand is removed at
4
rolls a Constitution save with a DC of 11. On a failure, lose an the wrist if using a slashing weapon, broken if using a blunt
eye permanently. There is a 50% chance of it being right or left. weapon, pierced if using a piercing weapon, or if a spell was
used some effect to wrist related to the type of damage.
Hobble. In addition to standard critical damage, your target’s 15
There’s a 50% chance of either main or offhand. The wrist is
leg is sliced at the knee (slashing weapon) and falls prone, or
incapacitated no matter the result. If this action is not possible
5 knee is broken (blunt weapon) and movement reduced to 10
due to the nature of the target, then in addition to standard
ft. (3 m) speed (in combat). The target rolls a Constitution save
critical damage the target takes double damage instead.
with a DC of 12. On a failure the target will have permanent
limp and be reduced to 20 ft. (6 m) speed. Gusher. The target suffers the damage rolled for this attack/
16
spell each round until healed.
Strike Now! Any allies adjacent to you get advantage on attacks
6
against your target until the end of your next turn. Concussion. You smash your target in the head causing
massive damage. In addition to the standard critical damage,
Parry. In addition to standard critical hit damage to your
17 you give the enemy a concussion. The target is unconscious
7 target, you gain +2 to your AC against attacks from the target
and must roll a Constitution save with a DC of 12. On a failure,
until the end of your next turn.
they roll a d4 and lose that much in Intelligence permanently.
Gaping Wound. In addition to standard critical hit damage,
War Cry. All allies that can see you gain inspiration if they do
8 the target takes ongoing 5 + half your level damage (round up). 18
not already have it.
This effect ends when the target is healed.
Body Blow. In addition to standard critical damage, your target’s
Unreliable Armor. In addition to standard critical hit damage,
19 lungs are injured. They move at half speed for the next 1d4
the target’s AC is reduced by 2 for the remainder of the
9 rounds and receive a -2 penalty to all attacks for that duration.
encounter. If the target has no armor, you and all allies have a +2
to attack for the remainder of the encounter against this target. Fatal Blow. You deal a terrible blow to your target. They
20 instantly drop to 0 hit points and must roll a flat d20. On a 15 or
Opportunity. In addition to standard critical hit damage to
10 higher, they cling to life but with 2 failed death saving throws.
your target, you may take an extra standard action this turn.
On a 14 or lower their wounds were too great and they perish.
Knockout Blow. In addition to standard critical hit damage,
you knock the target unconscious. A Constitution save with a
11
DC of 10 ends this effect. If the target takes damage, this also
ends this effect.

304 Mechanics & Miscellany

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Mechanics & Miscellany 305

Luis Yamakawa (Order #46326322)


Ellaran Characters
There have been hundreds of characters to appear on Dungeons and Randomness since 2012. With so many towns, cities, and settlements it can
be hard to keep track of them all. In this section, we took an assortment of the characters on the show and did our best to document them here.

306 Ellaran Characters

Luis Yamakawa (Order #46326322)


The Royals
GUILDS & GROUPS “No one is ever going to recognize how great you are until
you inform them.”
The Fang The Royals are an adventuring group that likes
to put on a show. They are good at what they do
“If you can take it, it’s yours.” and they know it. They travel from town to town
In a very short time, The Fang has built up a considerable and spread the word of their own triumphs.
membership. Mostly comprised of bandits, They have amassed fame and fortune but don’t
highwaymen, and thugs, they have quite feel like they have left their true mark on
become a force to be reckoned with in the history yet. Only time will tell if they ever do.
underground. It wasn’t long before their Benefits Instant recognition. Members of The
ambition exceeded their ability, however. Royals enjoy a myriad of perks, not least of which being a
Taking a job for The Black Hand in order complimentary drink or two.
to gain a foothold in Brightport, they were
tasked with stealing The Bell of Undeath from Drawbacks They don’t often take on new members. Many have
Donhurst, only to find the city abandoned tossed their hats into the ring in an attempt to join but almost all
by everyone except The Countess. The Fang’s are declined. If you do join, there are a lot of jealous people who
leader, Ripley, sold out his crew in order to become a vampire, would love to take you out.
handing over a large portion of them for The Countess to feed
on. The rest were turned and now live in the city following
orders from the mysterious woman.
The Watch
“The world has lost its way. Time to shepherd them
Benefits Strength in numbers. There are still many members
of The Fang remaining. While most operate within Donhurst, back on track.”
they are tasked with jobs outside the city walls from time to After the fall of Overwatch, many of its surviving supporters left
time. the city in disgust. A large contingent of former Overwatch soldiers
Drawbacks You have to be dead to join. Well, undead really. still harbor a deep hatred for anyone who isn’t human.
Being a vampire is now a requirement of becoming a member. They see themselves as robbed of a perfect future. By
Beyond that, your social standing might drop a few pegs in gathering like-minded members, they plan on starting a
many towns and cities. new society under a new watchful eye.
Benefits The Watch is very well-outfitted for the
The White Ravens modest size of the group. Many members have been
prepping for a resurgence and constantly stockpile
“It’s when things are at their bleakest weapons and armor.
that we need hope the most.” Drawbacks Humans only. Even then, unless you have
Formed during the worst part of the intensely strong and negative feelings about most of
Overwatch regime, The White Ravens the races on the planet, you will most likely not get
served as a light in the darkness by taking along with the Watch. On the other hand, if you do
in refugees from the city and launching get along with them, most of the world will not get along with you.
risky guerilla attacks against the nearby
troops in The Evergreen. A few members
remain from the wartime Ravens, but there
The Gray Cloaks
are still people willing to take on the mantle in “Life is nothing without balance.”
the name of making the world a better place by facing down
Striving to keep the balance in towns and cities, The Gray
injustice wherever they find it.
Cloaks remain in the shadows until they suddenly strike back
Benefits The remaining members of the Ravens value against injustice occurring, however vaguely they may define it.
partnership and trust above all else. It’s important to know A crime lord gains too much power, an oppressive town guard
that the person next to you will follow through with the takes things a step too far, or even common
mission and watch their fellow Ravens’ backs. The White townspeople planning a riot, all are examples
Ravens are comrades for life. of events The Gray Cloaks have intervened
in. They will manipulate and remain hidden
Drawbacks The missions they take on are often unless they have no other recourse but to
overwhelming and dangerous. It’s not easy to change the intervene directly.
world and the odds often seem overwhelming. The world is
filled with the corpses of those who had good intentions. Benefits Anonymity. The Gray Cloaks are
skilled at blending in with society and most
cities have dozens of secret members.
Drawbacks They are a hive mind and do not
act until the group decides that it’s time. Many find it difficult to
watch wrongdoing and stand by until the time is “right.”

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Luis Yamakawa (Order #46326322)


Agents of The Hand Benefits A network of strong, diligent, and honorable fighters,
paladins, and other skilled hands ready to protect each other
“The world bends to those willing to change it.” with their lives. Honor-bound and diligent are the only two
words that could describe them.
The Black Hand has had one of the most meteoric rises of anyone
in the criminal underworld. She operates a sizable portion of the Drawbacks It’s a hard life with Hammerhand, as you’ll be on the
docks in Brightport and has a long roster of agents willing to risk road often protecting cargo and travelers from the worst of the worst.
their own lives in order to complete missions for her. Whether
they are motivated by loyalty or fear depends on who you ask. The Order of the Scale
Benefits Having a friend in a very high place. The Black Hand has
been known to grant massive favors to those who serve her well.
“The true gods have been in the skies this entire time.”
Holding the lives of dragons above all
Drawbacks Serving The Black Hand is not always easy. While
others, this group all but openly worships
there are many agents at her disposal, their loyalty lies with her, not
the creatures. They see the death and
one another.
destruction they cause as a mild price to
pay for living on the same plane as them.
House Silverclaw Preserving these winged beings is their sole
priority. In a perfect world, the Scale would
“Honor among thieves.” happily give up their lives to see Theria
A collection of assassins and thieves working under a common “taken back” by dragons in every corner.
banner, House Silverclaw specializes in collecting the best talent Benefits You may someday get to interact
and guaranteeing mission success. It’s this dedication, along with with the most majestic and storied creatures in
their discretion that has made them the number one choice to the world.
carry out shady work. However, they do have their own code of
honor. Contracts are binding and can only be signed once both Drawbacks You may not survive interacting with
the house and the client agree on terms, and no job gets taken the most majestic and storied creatures in the world.
without approval from the house leader. Many see the Scale as nothing more than a cult and see their dragon
preaching as distasteful in the wake of recent tragedies.
Benefits You have access to the best training and equipment for
murder and burglary. After your training is complete, you will
become a virtual shadow. The Collectors
Drawbacks You don’t get to choose your assignments. Sometimes “ . . .”
you’ll disagree with targets and have no choice but to carry out
The Collectors are so secretive that many
the assignment.
believe they don’t exist at all. No member
has ever been seen without their iconic
House Dragonkeep featureless wooden mask. They have been
rumored to study disease by experimenting
“Everyone deserves a second chance.” on live subjects. Some even say that they have
Brightport is full of people who have hit rock bottom. House kidnapped people in the middle of the night
Dragonkeep, in recent years, has made it a point to give these to drag them away to their hidden lair.
people a second chance. It is Tessia’s belief that many of the Benefits Learning about diseases and their
thugs and criminals in the city just need honest work in order to direct effects on the body could be very valuable
turn their lives around. This House has been reaching out to the information.
community and working to improve their lives day by day.
Drawbacks No one can say. Bodies have been discovered of
Benefits A workplace that genuinely wants to better the city. supposed collectors. They have wooden masks fused to their
Members of House Dragonkeep are supportive and helped people faces, rendering them unrecognizable.
recover from drug abuse, debt and more.
Drawbacks There are those who don’t want a more honest
approach to day to day life and will do what they can to hurt this
initiative. There has already been an attempt on Tessia’s life. PLAYER GROUPS
House Hammerhand Group 1
“Protecting you and yours from them and theirs.” “For the greater good.”
In the business of shieldhanding, there’s no one better than
This group’s contribution to both the Overwatch war and its
House Hammerhand. With the best success rate in the field,
conclusion cannot be denied. Though its members changed
thousands have hired them to escort caravans through the most
frequently, the team’s impact was often fast, memorable, and
dangerous environments. There is no doubt that countless
almost always devastating.
travelers and merchants are alive today because of their efforts.
Benefits Group 1 saw most of Ellara in their travels and rubbed
elbows with some of the continent’s most influential and
powerful members.

308 Ellaran Characters

Luis Yamakawa (Order #46326322)


Drawbacks For as many people as they helped in their time
together, they also hurt a great deal too—often blowing into town, Group A
causing havoc and leaving just as quickly as they arrived. This “Diplomats, for lack of a better term.”
garnered them a not unwarranted reputation with the public.
A group of potential diplomats and problem solvers. In recent

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.

Ellaran Characters 309

Luis Yamakawa (Order #46326322)


Adro Sylren
CHARACTERS Race Elf
Age 48
Occupation Druid
Armor Class 15

Acteronis Idwal Athanasius Height 6’0” (183 cm) Hit Points 63

STR DEX CON INT WIS CHA


Race Human Occupation Knight / Cleric 12 (+1) 11 (+0) 13 (+1) 16 (+3) 17 (+3) 12 (+1)
Age 39 Armor Class 20
Height 5’10” (178 cm) Hit Points 65 Adro Sylren is a druid who leads a team dedicated to undoing the
damage done by the dragon Straad and regrowing the lower third
STR DEX CON INT WIS CHA of The Evergreen. A bit unorthodox by elven standards, Adro is
20 (+5) 11 (+0) 10 (+0) 8 (-1) 16 (+3) 13 (+1) a wild-eyed eccentric who will only live outdoors in the wildest
of places. He is prone to loud fits where he lectures visitors about
“I’ve had enough of all this tampering the dangers of throwing the ecosystem out of balance. He is easily
with life and death. You’ve been very kind identified by his massive bushy eyebrows and overly-baggy robes.
to me, Khoury. At first I thought you
gave me a gift when I learned that you brought Agnus Joyce
me back, but I’m starting to realize that
Race Halfling Occupation Leader / Sheriff
it was more of a curse—waking up with the
walking corpses of the ones I loved.” Age 56 Armor Class 16
Height 4’4” (132 cm) Hit Points 68
– Acteronis Idwal Athanasius (Arc 1, Episode 70)
STR DEX CON INT WIS CHA
Born and raised in Onak-Al, tutored and trained by his friend
14 (+2) 13 (+1) 15 (+2) 13 (+1) 14 (+2) 14 (+2)
and mentor Mr. Edmund Paige, Acteronis Idwal Athanasius
joined the Rashabar Knights when he came of age. It was a family
Agnus Joyce is the halfling woman who runs Camp Icebreaker
tradition, and one Acteronis held in quite high regard. His family
and keeps its people in line. She is an older woman who is very
was one of the richest and most respected in Onak-Al. His father
tough and takes no nonsense from outsiders. Originally born
Idwal Baradur Athanasius was a hero to the people and served
in Esterholt, she moved further and further north before finally
as commander of the Rashabar Knights. Then came a night that
settling in the camp. She enjoys the cold climate and the smaller
Acteronis could barely remember afterward, even at his most lucid.
community that the camp affords her.
He went to the arena with his family, and shortly after they all fell
ill. Not just the Athanasius family, but all of Onak-Al. He collapsed
but some time later woke up dazed and surrounded by monsters Aida “Addy” Rhiawen
that wore his friends’ faces. Somehow the city had been ravaged by
Race Human Occupation Paladin
a plague, and the populace had risen as the undead.
Age 25 Armor Class 16
He fought his way out, escaping the zombie-infested city through
a tunnel. He went by foot into the desert and managed to reach Height 5’7” (170 cm) Hit Points 55
Whitehedge. He knew something was wrong. He did not know of the
STR DEX CON INT WIS CHA
word “revenant,” but he did not feel like he used to. These changes 16 (+3) 12 (+1) 12 (+1) 13 (+1) 11 (+0) 13 (+1)
chipped away at his mind, and he forgot the names of his mother,
wife, daughter, and cousins. His father’s name had been inscribed The first child of three born to Yelena Rhiawen, Aida “Addy”
into his armor, along with those of the other Rashabar Knights, but Rhiawen needed to be strong for her younger siblings, and
the rest lived on as flashes in his memory and nothing more. stronger still after the youngest died and their mother sold the
Shortly after, Acteronis joined a small adventuring party. Despite two surviving daughters into slavery. Even after Addy and her
his circumstance, Acteronis managed to bond with them over sister Madailein were saved by the Temple of The God of the Sun
time, viewing them as a family of sorts. So much so that when in Aubrey, Addy never accepted the same pacifistic and loving
he fell in battle, his loss activated an innate power in his friend messages that her sister preached. She became a paladin, hungry
Khoury Forestkeeper, who was later to be revealed as The God for retribution against her mother and anyone that caused harm
of Death trapped in mortal flesh. Her desire to see him again to the innocent. After fighting in the war against Overwatch, Addy
reanimated his body a second time. grew restless—even more so after the constant vampire attacks she
Upon this revelation, Acteronis did everything he could to help his would regularly defend Aubrey from ended.
friend, believing in the will of the gods even as they were locked She left her sister and the city when she could no longer stand
away and wanting for a better world. His loyalty to her and his the peace. She swore vengeance on her mother, who had been the
party was what lead to his final death. When The God of Death source of so much of her pain. This path led her back to Bandits’
was freed from their mortal prison in Ki’an, Acteronis’ bond with Rest, where she was born, and into the territory of the Nu-Val.
Khoury was broken and his undead body finally crumbled for the Despite its dangers, there is nowhere else she would rather be.
last time. Later, his close friend Daegon Arcanscape had a statue
built in Onak-Al to honor his time on Theria.

310 Ellaran Characters

Luis Yamakawa (Order #46326322)


Alexandra Holden Allison “Allie” Frey
Race Human Occupation Adventurer
Age 23 Armor Class 13
Height 5’7” (170 cm) Hit Points 23

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 12 (+1) 11 (+0) 9 (-1) 11 (+0)

Born in Brightport, Allison “Allie” Frey’s father was a deckhand


who wasn’t around much, and her mother was a maid for rich
families in the city. After her mother passed, her father was gone
for long stretches of time and Allie was left to raise herself on the
streets. She fell in with a group of street kids where she learned the
ins and outs of the city, and started taking odd jobs in her teens for
various groups until she met a treasure hunter named Owen. He
hired her as muscle for his excursions and eventually she became
part of his inner circle, even dating him for a while. Recently, she
was helping him gather finances for his latest expedition, as he
wanted to go off the main continent; Allison was helping him get
Race Human Occupation Guard Captain the necessities. He left ahead of schedule, and that was the last she
Age 33 Armor Class 19 heard from him. Almost a year passed and there had been no word
Height 5’11” (180 cm) Hit Points 74 from Owen or his crew, so the people who financed the trip went
after Allison for the debt. For a time, she had to dress as a beggar,
STR DEX CON INT WIS CHA bleaching and chopping off her hair to evade them. She has since
17 (+3) 12 (+1) 14 (+2) 11 (+0) 12 (+1) 12 (+1) fled the city and joined a group of adventurers who are not afraid
of getting their hands dirty.
“I am one of the only people standing between
that town and complete annihilation.” Alma Price
– Alexandra Holden (Arc 1, Episode 105) Race Halfling Occupation Ranger
Age 26 Armor Class 17
Alexandra Holden is the human captain of the guard and was for
Height 4’2” (127 cm) Hit Points 43
a time the only guard in Aubrey. She almost single-handedly kept
the city safe for the past several years from vampires and beasts
STR DEX CON INT WIS CHA
alike. While she takes her position seriously and is under a great 9 (-1) 16 (+3) 14 (+2) 11 (+0) 13 (+1) 14 (+2)
deal of pressure, she does her best not to snap at those around her.
She is now the main confidant of Aubrey’s resident vampires, as Living in Brightport for most of her life, Alma Price had a tough
it was on her word that they were welcomed into the town in the childhood. Her mother died when she was only ten and her
first place. She finally has guards working under her and still keeps father was very distant. She left home as a teenager and ended
watch over Aubrey. While her significant other, Clarissa Edmon, up joining a gang. After a few more poor life choices, Alma found
would rather have Alex retire, that doesn’t seem to be in the cards herself alone and addicted to oranash. She then discovered The
for this tireless defender of Aubrey. Black Hand and ended up getting help for her addiction. She is
now working as a member of the Hand’s organization and has
Alfie completely kicked the habit.

Race Orraka Occupation Circus Worker


Age 32 Armor Class 14
Height 6’6” (198 cm) Hit Points 13

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 10 (+0) 13 (+1) 9 (-1)

The orraka simply known as Alfie came to Ellara alone trying to


escape the horrors of war in his homeland of Ta’lor. Unable to land
a job, he turned to a circus in order to keep his belly full, relying on
his masterful acrobatics skills. He is now a veteran member of Dr.
Thrask’s Requiem Circus, performing as an acrobat.

Ellaran Characters 311

Luis Yamakawa (Order #46326322)


Alona Hoss Amvin Yamil
Race Half-Elf Occupation Negotiator / Broker
Age 28 Armor Class 16
Height 5’9” (175 cm) Hit Points 51

STR DEX CON INT WIS CHA


8 (-1) 17 (+3) 11 (+0) 14 (+2) 14 (+2) 17 (+3)

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.

Althea Arcanscape, née Len’Arrn


Race High Elf Occupation Magical Educator / Wizard
Race Half-Elf Occupation Adventurer / Wizard
Age 51 Armor Class 11
Age 26 Armor Class 14
Height 5’7” (170 cm) Hit Points 23
Height 5’2” (157 cm) Hit Points 18
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
9 (-1) 8 (-1) 8 (-1) 15 (+2) 14 (+2) 14 (+2)
7 (-2) 12 (+1) 10 (+0) 17 (+3) 15 (+2) 9 (-1)

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

312 Ellaran Characters

Luis Yamakawa (Order #46326322)


to one another. However, Amvin eventually realized the life of an Aralove Grimnas
adventurer took his full attention more often than not, and after
some other members decided to retire, he took two years off as Race Tiefling Occupation Diplomat / Necromancer
well. He spent that time studying and working on his thesis, and Age 40 Armor Class 11
when his old friend Maddy Rhiawen came to him and told him she Height 5’6” (168 cm) Hit Points 61
was going on an adventure, he found himself excited to make the
leap back into that life. STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 13 (+1) 20 (+5) 17 (+3) 16 (+3)
Since starting his new adventure, Amvin has had a host of new
experiences, including a fiery death from which he was resurrected.
As the youngest member of the Grimnas family, Aralove spent
His world has shifted and changed, but his focus will always
her early life under the protection of her mother Tessia and her
remain the same. He wants to understand magic, truly understand
older brothers, though they showed their love for her in different
it, and he believes that it all focuses around connections.
ways. Her brother Vallus protected her physically while Malchus
used magic and stories to allow Aralove a mental escape from the
Angus White dark realities of Brightport. When Malchus left for adventure, he
inspired her to dream of adventures she may one day have.
Though they did not hear from Malchus for 17 years, Aralove
never lost her desire to find him again, so much so that her first
adventure was in search of him. Along the way, she learned some
harsh lessons about both Malchus
and the real world she had been
sheltered from by Vallus and
Tessia back home. It was
after one particularly vicious
encounter that she met Patrick
Grace, who saved her from her
attackers and asked her to join
Overwatch.
He told her that Overwatch needed
to bring non-humans under their
banner if they had any hope of
Race Human Occupation Cleric winning their war, and Aralove
took him at his word. After
Age 67 Armor Class 11
assigning her to the same
Height 5’11” (180 cm) Hit Points 33 battalion as his daughter
Jadzia, things quickly
STR DEX CON INT WIS CHA
8 (-1) 6 (-2) 6 (-2) 17 (+3) 17 (+3) 16 (+3)
unraveled. Aralove fled
Overwatch shortly after
Patrick Grace was hanged
“He’s sick, but it might not have been natural, ya for treason, defecting to
know? Someone might have done that to him.” The White Ravens.

– Ezhno Masoka (Arc 2, Episode 51) As a Raven, she was


reunited with both of
her brothers before the
Father Angus White has run the Temple of The God of the Sun in
Battle of White Wolf
Aubrey for many decades as a shepherd to the flock, in that he is
Valley, after which
kind, generous, and protective. A figurehead of stability within the
she had had enough
community, his current main concern is what will become of the
of war. She left The
city and temple after his passing. He is growing old and it has been
White Ravens and
decided that his protégé Clarissa Edmon will ascend to the role of
joined a group of
leadership after his death. Angus is a human who has always put
adventurers led by
the safety of the town first, even in its darkest days. The choice to
Daegon Arcanscape.
finally integrate vampires into Aubrey was not popular but Father
With them she went
White has done his best to make the transition as smooth as possi-
on a long journey
ble. Currently, Father White is incredibly sick, and many suggest he
involving several
may be on his deathbed.

Aralove
Grimnas

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Luis Yamakawa (Order #46326322)


close encounters with death. She one day learned that death Arina Stonebreaker
was even closer than she had believed, as her dear friend Khoury
Forestkeeper was revealed to be, unknowingly even to her, The Race Half-Dwarf Occupation Paladin
God of Death. Aralove helped free the god’s essence from her Age 24 Armor Class 19
mortal body. These experiences hardened Aralove, and after that Height 6’1” (185 cm) Hit Points 58
final quest she returned to her mother in Brightport.
With a new outlook on the world, Aralove turned to darker, more STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 8 (-1) 14 (+2) 18 (+4)
forbidden magic. She is no longer the innocent younger sister her
brothers once knew, but it is without question that any of the Grimnas
children would lay down their lives for each other in a heartbeat. “We just like to know what we’re getting into
before we make any agreements.”
Ardos “The Red” Arehala – Arina Stonebreaker (Arc 1, Episode 155)
Race Tiefling Occupation Guard Captain Born into slavery under the Nu-Val, Arina Stonebreaker never
Age 41 Armor Class 19 knew her parents. As a half-dwarf, she was bred and raised to
Height 6’4” (193 cm) Hit Points 73 be sold as a warrior. She grew up in the camps around Bandits’
Rest and as soon as she was old enough to handle a weapon, she
STR DEX CON INT WIS CHA was forced to fight. Seeing how disobedient slaves were treated,
17 (+3) 11 (+0) 16 (+3) 12 (+1) 13 (+1) 8 (-1) Arina was loyal to her handlers and did what they asked without
hesitation. Her handlers had seen the effects of Yaro and wanted
With his daughter taken captive during the height of The to test its usefulness in battle. Arina was one of their earliest
Overwatch, Ardos “The Red” Arehala was given no choice but subjects, and the drug forced her to keep attacking no matter what.
to guard King Zannon Carter with his life. He found her lifeless Eventually she developed an addiction.
form shortly after the walls fell and the king was removed. He now
spends his life making sure no one has to feel the pain he went The Nu-Val had taken her to raid travelers and a fight ensued
where Arina was badly hurt. The slavers decided to leave her for
through by keeping the peace as captain of the guard of Overdale.
dead, rage-blind on Yaro and bleeding out with her right arm
nearly severed. She was saved by a group of paladins of The God
Aria L’theya of Courage. Upon seeing the slave brand on her neck, they gave
her the option to leave and have no affiliations or stay and become
Race Dark Elf Occupation Diplomat a member of the temple, helping others as she had been helped.
Age 24 Armor Class 11 Arina gratefully decided to stay and train to be a paladin. She
worked for the many orphanages in Esterholt, feeling a special
Height 5’7”(170 cm) Hit Points 24
bond with the children there. When the White Raven leader
STR DEX CON INT WIS CHA Briahna Ebelmare came to the temple and asked for volunteers to
7 (-2) 8 (-1) 8 (-1) 16 (+3) 16 (+3) 13 (+1) drive out the werewolves in Lochfort, Arina stepped up.
During that mission, Arina met a group of Ravens that seemed
to need her help more than the other paladins back home, and
“You’ve fought for and with me. I’m not going to
she made it her mission to assist them. After The White Ravens
let you die—any of you, if I can.” disbanded, she returned to her temple, having had her fill of the
– Aria L’theya (Arc 1, Episode 175) adventuring life for the time being.

A former adventurer, Aria L’theya recognized her endurant power Arkin


and honed it to protect those she cared for. However, one day she
found herself unable to tap into the power she had once seen as Race Minotaur Occupation Bodyguard
a curse. This made her life easier in some ways, and she settled Age 41 Armor Class 16
down within the walls of Winterhaven with a young man named Height 7’1” (216 cm) Hit Points 71
Theo Poxx. She still longs to make the world a better place,
and now works toward bridging the gap between the Moz’zogg STR DEX CON INT WIS CHA
Encampment of orcs and Winterhaven. 17 (+3) 7 (-2) 15 (+2) 12 (+1) 9 (-1) 7 (-2)

When a pack of minotaur started moving into Ebony Harbor,


many were concerned with things like shelter and jobs. Not Arkin.
He strode into town with purpose, picked a building at random,
and walked inside. At first, Uulyn Tanaka, the owner of A Touch
of Class, thought Arkin was there to browse or perhaps purchase

314 Ellaran Characters

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something. It was only after Arkin took a seat behind the counter potential customers that he has the best wares within miles of
and said nothing that Uulyn realized he wasn’t going to leave. Aubrey. This claim could be considered dubious by many though,
Arkin now acts as a bodyguard of sorts and protects the shop from as he has sold faulty merchandise before and earned a lackluster
the occasional scoundrel. reputation as a result.

Arsus Valaini Asher Ames


Race Tiefling Occupation Cleric Race Human Occupation Slaver
Age 57 Armor Class 11 Age 42 Armor Class 16
Height 6’1” (185 cm) Hit Points 43 Height 6’2” (188 cm) Hit Points 79

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

STR DEX CON INT WIS CHA


12 (+1) 7 (-2) 12 (+1) 11 (+0) 14 (+2) 17 (+3)

The ever-jovial proprietor of The Thin Bear in Winterhaven


welcomes guests with a loud welcome upon entering his bar. It’s
become something of a trademark for the establishment that new
guests adjust to quickly. Assora Kinkaid was born for this line
of work as he adores seeing the smiling faces of his patrons and
cheering up those who are sullen. He’s friends with many of the
town guard, which is good because they might otherwise have a
problem with the underground fighting ring in his basement…if
they knew about it.

Race Halfling Occupation Clerk / Blacksmith


Age 36 Armor Class 11
Height 4’3” (130 cm) Hit Points 32

STR DEX CON INT WIS CHA


8 (-1) 9 (-1) 10 (+0) 15 (+2) 15 (+2) 14 (+2)

“My name is Artimus Peck darlin’ and I am the


greatest armorsmith you will ever meet.”
– Artimus Peck (Arc 1, Episode 140)
Artimus Peck is the silver-tongued halfling shopkeep of Aubrey. He
runs The Trusty Blade, which sells wares he’s created along with
items he’s bartered or traded for. Always looking for “love,” Artimus
will hit on pretty much any female that comes into his field of
vision. With a slow drawl and laid-back manner, he often promises

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Luis Yamakawa (Order #46326322)


Aster Fae’nriel the mission, Aster was holding Mari’s dead body in their arms,
listening to their sister in a too-calm voice claim that it was a
“calculated risk.” Ishara had directly caused Mari’s death, insisting
she had done it for Aster’s sake. Aster raised their bow, but could
not fire, and Ishara walked out of their life.
Aster burned Mari’s body and took some of her ashes, thinking
that when they found a new home, they’d place her there.
Somewhere better than Brightport, like she had always dreamt.
They eventually found themselves in The Evergreen and buried
Mari’s remains there.
It took years for Aster to feel safe enough to leave the forest and
find their sister, but they finally decided to go forward with it when
their nightmares became too much for them. They joined up with
a party in Winterhaven, deciding that the more connections they
make, the better the chance that one of those connections will lead
them back to Ishara—though they have no idea what they would
do if they did find her.

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)

The local cleric of Baylow, Athana Eylphire is a half-elf who may be


“The whole ‘handing someone over to be off-putting to some. Though she is willing to help anyone in need
tortured’ thing—are we really discussing that? (for the glory of The God of Death) she is also constantly talking
Don’t get me wrong, he’s obviously not a great about the fact that everyone in camp needs to prepare for death
guy, and he probably does deserve to be jailed as it closes in around them. She genuinely believes she is readying
people for the best possible outcome. When not speaking about
and hanged, but…torture?” the town’s demise, she is quite nurturing and supportive of the
– Aster Fae’nriel (Arc 2, Episode 6) remaining people in Baylow and will often prepare meals or tend
to the wounded.
Aster Fae’nriel and their twin sister Ishara had been survivors
of a shipwreck just outside of Brightport, and though they were
too young to form memories from before the horrible accident, Atticol
they had been just old enough to survive. Aster took the more
Race Human Occupation Druid
protective role of the two, making the harder choices that are
required of orphans in the city to survive despite their sister’s Age 28 Armor Class 12
judgement. Through the years, Aster and Ishara managed to form Height 5’9” (175 cm) Hit Points 21
something of a street gang in the city, even finding a base camp in
an abandoned, rundown building. STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 13 (+1) 11 (+0) 9 (-1)
The little family of thieves grew closer and more successful.
Nothing that would catch the eye of anyone important and
nothing too dangerous, though they would occasionally take “And then there was Atticol, and let’s face it,
the small odd job from one of the Houses or others if offered. that druid wasn’t cut out to hang with
They looked out for each other, and other young children when the big boys in the dungeon.”
possible—teaching them skills or giving them shelter if they
needed it. During this time, Aster fell for one of the others in their
– Trias Draverson (Arc 1, Episode 10)
group named Mari. The two formed a relationship, truly caring for A druid by trade, Atticol enjoyed an extremely brief stint as an
one another more than Aster ever believed possible. adventurer. After doing battle with Rayling Graystark, a vampire
Not long after, Ishara started acting strangely. She went out and lord who hid away in the caves under Overdale, he decided that
found a new job—something from a secret benefactor. It would this life wasn’t for him. He retired and found work off-continent
be a challenge, but the prize would be worth it, she said. Because on Ta’lor. He now works odd jobs in the town of Westport.
the group trusted her, they went through with it. By the end of

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Luis Yamakawa (Order #46326322)


Augy Cornwall unruly, eventually escaping both his father’s unloving grasp and
the city of Overwatch.
Race Halfling Occupation Scout / Lookout
Out in the world on his own, he struggled heavily with social
Age 27 Armor Class 11 interaction. He survived by guarding traveling merchants on
Height 3’11” (119 cm) Hit Points 18 reasonably-safe roads until he was able to manage traveling alone.
Av-Alan’s strong curiosity and natural optimism carried him
STR DEX CON INT WIS CHA through the cold nights and lonely travels. He eventually wandered
6 (-2) 9 (-1) 9 (-1) 11 (+0) 16 (+3) 14 (+2)
his way to Esterholt, completely ignorant of the city’s notorious
crime rate and was almost immediately knocked out, robbed, and
There aren’t a ton of jobs for a nearsighted halfling in the world.
left for dead in the woods. After this experience he realized that
Luckily, Augy Cornwall fell in with some dock workers early in life
there is no right and wrong in nature, but there is in society. He
and was able to afford a brand-new pair of glasses and a spot in the
survived a day and a half before he was discovered by a group of
crow’s nest of a ship. He spent almost eight years bouncing from
dark elves called the Moon-flower Hunting Party. After joining, he
crew to crew before landing a spot on The Glittering Prize, a ship
learned how to track animals, how to hunt as a part of a cohesive
leaving from Uman’Yiro. Augy is optimistic about this new ship
team, and most importantly, how to kill.
and hopes to see them reach their goal in Co’Dai.
Eventually, some bandits came together seemingly out of pure racism
Av-Alan Bates and spite for the dark elves. A shameless merchant tricked Kayden,
their leader, to guide the company into a vicious ambush. Most of the
hunting party was massacred, but Kayden managed to escape. Av-
Alan was captured and tortured until a small group of paladins of The
God of Courage came from Esterholt to deal with the bandits.
After saving him, they informed Av-Alan that they only knew
where to go because an extremely disheveled young dark elf
woman begged them for help before disappearing into the night.
Av-Alan spent the next two years looking for Kayden. He reasoned
that if he successfully revitalized her old hunting company, she just
might be drawn to him. He expanded the hunting party to more
professions with hopes of one day transforming it into a real guild.
Eventually he and his closest friend Ephany Skelly broke off and
joined a group of White Ravens on the road to Brightport. When
the Ravens disbanded, they went on with their new friend Eliwrath
Beestinger to found a new adventuring party.
Since forming the party, however, Av-Alan has been swept up in
the momentum of it all. He still aspires to become the leader of a
skilled hunting group, but the adventurers he travels with are not
even informed of that goal as of yet. Currently, they plan to travel
off-continent to find information about the Gates—a goal that is
rather agreeable at the moment, as Av-Alan had lost his temper
Race Human Occupation Adventurer / Fighter / Barbarian after being kidnapped and experimented on by an old man in
Age 26 Armor Class 21 Uman’Yiro, who he ended up killing in his resulting frenzy.
Height 5’10” (178 cm) Hit Points 44
Azio Marroway
STR DEX CON INT WIS CHA
Race Human Occupation Researcher / Storyteller
13 (+1) 12 (+1) 12 (+1) 11 (+0) 12 (+1) 11 (+0)
Age 72 Armor Class 10
Height 5’8” (173 cm) Hit Points 16
“You are…a people person.”
– Klara U’rath-Dale (Arc 3, Episode 5) STR DEX CON INT WIS CHA
5 (-3) 6 (-2) 6 (-2) 20 (+5) 17 (+3) 12 (+1)
Av-Alan Bates was an only child of a mercantile family from the
city of Overwatch. His mother passed away during childbirth, Azio Marroway was a researcher for many decades in Uman’Yiro,
leaving him to his father Leon, who constantly blamed Av-Alan for enjoying books and firmly believing that one should learn at least
the death of his wife. Stricken by unshakable grief and misplaced one new thing a day—it was the natural choice for such a person.
resentment, Leon spent most of his days ensuring his wife’s death He eventually worked his way up to a head researcher position in
was not in vain. He isolated Av-Alan from other children at a his later years. Younger members of the research team, eager to take
very early age in order to teach him of the world through his own his position, spread rumors of his deteriorating mental faculties. It
misguided opinions. He would give him physically and mentally became too much for him and he left Uman’Yiro to start a new life
exhausting daily tasks and showed no positive attention to him in shame. He currently spends his days in Brightport sharing stories
whatsoever. Av-Alan grew tired of this treatment and became more with an eclectic group of travelers.

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Balsk Bartholomew “Goose” Larew
Race Dragonborn Occupation Leader / Fighter Race Gnome Occupation Bartender
Age 36 Armor Class 20 Age 33 Armor Class 10
Height 6’11” (211 cm) Hit Points 93 Height 3’2” (97 cm) Hit Points 22

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


17 (+3) 10 (+0) 14 (+2) 9 (-1) 11 (+0) 10 (+0)

Finding work as a half-dwarf can be tough, as many see them


as less intelligent than other races. Richard rarely speaks, which
does little to dispel this myth. His current employer, Sleazy Pete
Hornsdale, found him in a cage outside of Bandits’ Rest. After
bartering with the Nu-Val, Pete acquired Richard and immediately
granted him his freedom. Richard, feeling a sense of debt, offered
to work for Pete. Big Richard now works in Pete’s brothel and gives
massages that are to die for.
Those seeking Big Richard’s services must ask for “The Big Rub”—a
deep tissue massage that causes 2d4 bludgeoning damage, then
heals for 4d4 and the client gains advantage to all Dexterity checks
and saves for the rest of the day.

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Bill Freeman Braylon Gallbuck
Race Human Occupation Strongman / Blacksmith Race Halfling Occupation Adventurer / Bard
Age 31 Armor Class 13 Age 29 Armor Class 14
Height 6’0” (183 cm) Hit Points 45 Height 3’4” (102 cm) Hit Points 48

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.

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Brekthal Broadforge Brennan Thunderfist
Race Dwarf Occupation Blacksmith Race Minotaur Occupation Adventurer / Thug
Age 66 Armor Class 14 Age 23 Armor Class 13
Height 4’4” (132 cm) Hit Points 32 Height 7’9” (236 cm) Hit Points 31

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

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 13 (+1) 17 (+3) 19 (+4) 15 (+2)

High Maiden to the elves of The Evergreen, Brettana Moonshadow


has made it her mission to lead her people into a new age of
prosperity while atoning for past sins. She has extended an olive
branch to the dark elves in the area, but they are slow to trust her
or her people. Since the burning of the lower third of the forest,
Brettana has been receiving extra pressure from a vocal minority
of the elves to “push back” against any outsider that could harm
their home any further. However, Brettana knows what can
happen if one rushes into decisions. Her former friend and the
terror who currently calls herself “The Countess” is proof of that.
Brettana blames herself for Venistrasa Lararath being pushed out
of elven society, even though Brettana did what she could to help
her deal with her newly-acquired vampirism. Moonshadow now
helps the elves adjust to the outside world without losing hold on
their way of life.

Briahna Ebelmare
Race Human Occupation White Raven / Endurant
Age 26 Armor Class 14
Height 5’5” (165 cm) Hit Points 32

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 10 (+0) 11 (+0) 15 (+2) 18 (+4)

Once part of a happy and whole family, Briahna Ebelmare lived


a normal life until the day she found herself lost in Yemgar
Swamp. She was found by a group of adventurers and quickly grew
Braylon attached to the tiefling Malchus Grimnas, who protected her from
Gallbuck the Witch of Yemgar Swamp, who wanted to take her in exchange
for a favor to the group. He kept her from harm and delivered her
back to her loving father Martin, but something had sparked in
her that day. The Witch had activated Briahna’s latent endurant
powers, which in turn enabled Briahna’s nightmares to come to
life in the real world. It drove her mother Valerie to take her sisters
away. Martin went with Briahna to Winterhaven and tried to raise
her to be an upstanding member of society. He tried to help her

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the two grew very close. Over time, they fell in love, though the
relationship was as tumultuous as the battles they fought.
After the war ended, Briahna traveled alongside Una to Ki’an with
the promise that the gods who had been trapped away would be
Brettana set free. Though the young endurant was not as convinced as her
Moonshadow zealous partner, when the time came to free them, she was the one
who offered her power to break The Seal and unleash the gods back
into Theria. Her soul was forfeited in the process, and her body
disappeared from this realm. In the end, Briahna died for love and
hope, which was more than fitting given the life she had lived.

Brock Banfield & Krista Donlock


Race Human / Vampire Occupation Thugs
Age 34 Armor Class 15
Height 6’1” (185 cm) Hit Points 51

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 8 (-1) 11 (+0) 10 (+0)

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

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Caileb Besson Clarissa Edmon
Race Human Occupation Chef Race Human Occupation Researcher / Cleric
Age 23 Armor Class 11 Age 26 Armor Class 11
Height 5’6” (168 cm) Hit Points 12 Height 5’6” (168 cm) Hit Points 33

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.

Clarissa Clive Larsman


Edmon
Race Elf Occupation Shopkeeper
Age 45 Armor Class 11
Height 6’1” (185 cm) Hit Points 15

STR DEX CON INT WIS CHA


9 (-1) 9 (-1) 12 (+1) 14 (+2) 14 (+2) 12 (+1)

Being an elf in Onak-Al can be difficult. Many high elves in the


city have made it clear that Clive Larsman is unwelcome and will
never have a true say in most matters, no matter how well he keeps
his general goods store stocked. His rent has been raised several
times and all attempts to smooth over the situation have been shut
down. While a mild-mannered and quiet man, Clive may reach his
limit soon. He can often be seen taking deep breaths at the counter
of his establishment, trying to retain his composure.

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Cooper the Mad
Race Tiefling Occupation None
Age 31 Armor Class 13
Height 5’10” (178 cm) Hit Points 21

STR DEX CON INT WIS CHA


11 (+0) 15 (+2) 12 (+1) 8 (-1) 8 (-1) 6 (-2)

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

STR DEX CON INT WIS CHA


18 (+4) 22 (+6) 18 (+4) 16 (+3) 18 (+4) 14 (+2)

“I must say, this is becoming frustrating. I’m


attempting to be diplomatic with you, but rest
assured—this is happening.”
– The Countess (Arc 3, Episode 1)

Venistrasa Lararath was originally an elven healer working


closely with Brettana Moonshadow; she was forcibly turned into
a vampire more than 150 years ago. She was driven out of The
Evergreen shortly after. She is said to be inconceivably beautiful
by the few people who claimed to have looked upon her and lived.
Her beauty is matched only by her cruelty. She takes great joy in
torturing her victims for days, sometimes weeks before finally
killing them and draining them dry. Unlike most vampires,
she doesn’t really hide. Venistrasa lives in a castle atop a hill
overlooking the town of Donhurst. Recently, she has taken control
of a gang called The Fang and turned many of them in thrall to
her. She has also all but taken over the city of Donhurst and wants
to charge people blood in exchange for residence.

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


16 (+3) 10 (+0) 13 (+1) 12 (+1) 13 (+1) 16 (+3)

Craig Mason had been a follower of The God of Courage for as


long as he could remember. Something about the tenets struck a
chord in him. He trained in the city of Esterholt and became a full-

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fledged paladin when he was 23. Craig’s outside life was minimal. an ominous black shadow billowing up over the city walls. Daegon
He never married or had children, but he considered everyone at rushed down to the streets and tried desperately to warn the
the temple his family. As he became older, the time came for a new others, but they were all engulfed in darkness.
leader of the temple to be elected. It was obvious that Craig was He woke up back in the library and soon learned that he was
the man for the job. the only high elf in the city. His family, servants, and even the
He poured himself into this new role and did his best to teach his children outside had all disappeared. As the weeks passed, Daegon
students what it truly meant to uphold the teachings of their god. concluded that someone or something had taken his people from
He had many incredible trainees but there were a few standouts him and he vowed to do everything he could to either find his
such as Julie Fairway and Una Anhelada, who were each fantastic people or punish those responsible. He gathered all that he could
examples to the rest of the temple for different reasons. He grew to carry and set out.
love them both as if they were his daughters. Fifteen years passed with no sign of another high elf on the
In 1263, Craig learned that he might have the soul of his own god continent. Daegon learned of a witch that lived in Yemgar Swamp.
trapped within him. Though he was reluctant to believe this, when She was said to be clairvoyant, so he hoped she could give him the
the opportunity for Julie and Una to travel to Ki’an and help release answers he sought. The Witch dismissed him with a glance, and
the trapped gods came up, he wished them luck on their quest. Daegon’s emotions got the better of him. His eyes glowed a deep
It was shortly after their successful mission that Craig disappeared black, revealing his endurant abilities, and he lunged at her. The
in a bright flash of light. His students were baffled. Witch offered a slight grin and decimated him with a flick of her
wrist. She knelt down to him as he writhed in pain and told him
Daegon Arcanscape he had much patience to learn. She said his rage was the key to his
abilities, and those abilities were his answer.
She left Daegon, weak and injured, outside her cabin. A half-elf
named Olorin found him there and saved him from the dangers of
the swamp. A fellow endurant, Olorin helped Daegon understand
his power and trained him to control it by keeping his temper in
check. Daegon trained diligently, and once he felt ready, he took off
once more in search of answers. Years later, Daegon was identified
near Brightport as both an endurant and a high elf. He was
captured by House Darksbane and subjected to cruel experiments
until he was freed by a group of adventurers. He joined them,
learning to trust and lead over time. After Daegon and the goliath
Khoury Forestkeeper narrowly survived a werewolf attack that
saw the rest of their party slaughtered, they recruited new group
members and returned to the Witch in the swamp.
This time, the Witch revealed that she was in fact The God of
Justice, trapped in mortal flesh, and that she had used Daegon’s
latent endurant power to trap the high elves all those years before.
Daegon and his party traveled to Ta’lor to find the high elves
trapped in time, suspended in stone. He learned that if he freed
the gods, the spell that imprisoned them might end, and so he
did, losing his endurant powers and watching his friends die in
Race High Elf Occupation Adventurer the process. He became the leader of the re-awakened high elves
Age 113 Armor Class 13 for a short time, but he was not like them anymore. He had spent
Height 6’2” Hit Points 56 his entire life humbled by the world, and he had seen more of it
than even the wisest high elf. His arranged bride was a child. His
STR DEX CON INT WIS CHA parents were younger than him. He did not belong.
8 (-1) 17 (+3) 15 (+2) 15 (+2) 13 (+1) 16 (+3)
Desperate to regain what he lost, Daegon sold his soul to a demon
for the power to use the Gates, and with that ability he was able to
“Have you ever lost something that meant so gather information on a lost artifact called the Yuri’on. He would
much to you, that you would do anything to use this artifact to bring the high elves back to their former glory,
at any cost. The artifact could turn a specific area back in time
have that back in some shape or form?” when used, recreating everything—and everyone—who had once
– Daegon Arcanscape (Arc 2, Episode 21) been there.
After recovering the Yuri’on, he returned with a party of high elves
As a high elf born and raised in the illustrious city of Odysia, to the ruins of Odysia and switched it on. As the high elven city
Daegon Arcanscape’s life was filled with great wealth and shimmered back into reality, Daegon’s mother fatally stabbed him.
opportunity—until his fifteenth year. He was in the library when Now the only living Daegon Arcanscape is the young boy living
he heard the sound of branches snapping, a low rumbling, and a happily, with no knowledge of his own previous life.
faint crackling sound in the air. He rushed to the window to see

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Damerai Nessbet Dealin Blackpelt
Race Tiefling Occupation Restauranteur Race Minotaur Occupation Shaman
Age 27 Armor Class 10 Age 31 Armor Class 14
Height 6’0” (183 cm) Hit Points 13 Height 6’4” (193 cm) Hit Points 43

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

STR DEX CON INT WIS CHA


12 (+1) 13 (+1) 14 (+2) 15 (+2) 13 (+1) 14 (+2)

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.

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Luis Yamakawa (Order #46326322)


Desmond Edric Archibald Dawnstar from because she did not know herself, she found her way to the
doorstep of Tessia Grimnas of House Dragonkeep. The matronly
Race Human Occupation Adventurer tiefling leader offered her solace and understanding, which earned
Age 19 Armor Class 15 Diana’s eternal loyalty. She still serves the woman to this day.
Height 5’10” (178 cm) Hit Points 35

STR DEX CON INT WIS CHA


Donovan Weiss
14 (+2) 15 (+2) 13 (+1) 14 (+2) 13 (+1) 15 (+2)

A handsome young human man with dark features that compliment


his dusky skin. Bookish, but not delicate, Desmond is well-equipped
with both the occult knowledge and physical training needed for
a monster hunter in the lands of Theria. The noble and extensive
Dawnstar clan is in the business of monster hunting, and what they
lack in talent they make up for in boldness, numbers, and strategic
branding. Desmond desires to bring glory and innovation to his
family’s name wherever fate may take him.
His eager, outgoing attitude and generally positive outlook is
inspiring to some and grating to others. He is dedicated to his
family, making the world a safer place, and protecting the people
around him, even if his youthful bravado betrays his naivety. He
speaks the code of the Dawnstar family, “We’re your guiding light
whether it’s bright or night!” loudly and often, in a voice that many
would describe as unforgettable.

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.

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In 1263 AEC, Donovan and Hilas were on a rooftop when they people until he gets to know them and will often give short answers
witnessed the pillar of light emerging from the far north. This while still remaining helpful. He is generally fearful of being treated
incredible event sparked the flame of adventure in Hilas, and he poorly due to being an arazar.
made up his mind to join a ship crew. He invited Donovan to join,
but the human could not bring himself to leave behind his favorite Drak
earthly pleasures on The Mainland. He made a promise to Hilas.
He would travel The Mainland and he too would seek the wonders Race Essai Occupation Innkeeper
of the world outside Brightport. He would seek the pleasures of the Age 75 Armor Class 16
land until the day when, finally, and by chance, the two of them Height 6’3” (191 cm) Hit Points 45
would meet again. This would be the day when they finally settle,
and spend the rest of their lives together. STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 16 (+3) 13 (+1) 14 (+2) 6 (-2)
Sometime in 1264, seeking coin and a way to travel out of the
city, Donovan came across an opening for the postal service. He
brought along his friend Ezhno Masoka and the two of them set Another of the essai in Aldmoor, and one of the first ever built, Drak
out to see the world. Since then they have joined up with a group inherited The Lantern from the previous owner and has made it his
of (mostly) like-minded adventurers, and despite a few deaths and pride and joy, keeping it in shape and running it single-handedly,
resurrections, Donovan believes things are going quite well. which most likely has more to do with his distaste for others than
his love of the work. He has a particular dislike of children, though
Dorn not many passersby come through with little ones on their heels. He
does enjoy brewing potions and is intrigued by the challenge of a
Race Half-Orc Occupation Endurant new recipe.
Age 24 Armor Class 14
Height 6’1” (185 cm) Hit Points 45

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 16 (+3)

Born in the Bru’Gal Encampment, Dorn was protected until he


came of age, and then trained as all of the other orc children were.
He was on track to become a powerful warrior like his father despite
only being half-orc. That is until the day his aunt, Mark-Al, brought
Dorn’s father down with a blow of an axe during a feast. Until this
point, Dorn had only seen death in small bursts—during hunts.
He’d thought his father was one of the strongest orcs in the world,
and to see him so easily eliminated shook him to his core. The
nightmares began that night and his endurant powers manifested.
The orcs reacted with horror and cast the young orc out of the clan.
Dorn was only barely fifteen, and terrified. He managed to survive
on his own long enough for a passing troop of paladins to find him
and was brought to Aubrey. Over the years Dorn adapted to living in
the city. The fear others felt towards him, due to his heritage and his
Drak
powers, gave him an insight on the world which helped him hone
his abilities.

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


11 (+0) 14 (+2) 13 (+1) 17 (+3) 16 (+3) 15 (+2)

Draid Gammer is a transplant from Ta’lor, which is not shocking


for most folks to hear after seeing the characteristic green tint of an
arazar in his skin. He left his home a few years ago and now resides
in Lochfort to run the local tavern. Always presenting himself as
dignified and quiet, Draid keeps watch over his patrons and ensures
they enjoy themselves and get home safely. He is wary of most

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Drakonis Drock
Race Dragonborn Occupation Adventurer Race Human Occupation Warrior King
Age 72 Armor Class 9 Age 340 Armor Class 22
Height 6’8” (203 cm) Hit Points 18 Height 6’6” (198 cm) Hit Points 134

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

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troops. Even today, Duncan is still searching for the man who
murdered his mother. When he bade farewell to his friends, he told
them his plan was to return to Bandits’ Rest in disguise and join
the man’s criminal ring to get closer to him. He would then kill the
man, meaning that both of Duncan’s fathers would die by his hand.

Dutch Freeman
Race Human Occupation Council Member
Age 53 Armor Class 11
Height 5’8” (173 cm) Hit Points 34

STR DEX CON INT WIS CHA Drock


8 (-1) 10 (+0) 10 (+0) 16 (+3) 12 (+1) 11 (+0)

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

STR DEX CON INT WIS CHA


13 (+1) 19 (+4) 13 (+1) 14 (+2) 16 (+3) 11 (+0)

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)

Ebbin Kintor always felt as though he was destined for greatness.


He quickly found out that he would never truly carve out a place for
himself within Stonesunder Mountain, though he realized life on
the road was more rewarding anyway. He did odd shieldhanding
jobs and eventually fell in with The Royals. Mav saw that Ebbin was
excellent at protecting his teammates and was a pretty experienced
scout. It wasn’t long before Ebbin became part of the team
permanently. He is gruff and blunt, even for a dwarf, and sees every
minute standing around as a minute that he isn’t building his legacy.

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The Ebelmare Family Currently Edmund is the assistant to the director of the Esterholt
Shelter for Children. Recently he did right by the town that he cares
Race Human Occupation Shopkeeper (Valerie) for by signing on to a dangerous mission to Odysia, where he and a
Age 47 Armor Class 10 group of adventurers brought together by circumstance were able to
Height 5’3” (160 cm) Hit Points 13 stop a resurrection of the red dragon Straad.

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

STR DEX CON INT WIS CHA


19 (+4) 16 (+3) 15 (+2) 14 (+2) 12 (+1) 13 (+1)

“Someone is winning and someone is losing.”


– Elena Fischer (Arc 2, Episode 2)
Elena Fischer was raised in a culture of fear and hate. Born under
the eye of The Overwatch, she was taught to believe horrible things
Edmund Paige of all non-humans. Instilled with such a deep fear of them, her
parents Leon and Moira enrolled her in rigorous combat training for
Race Elf Occupation Traveler defense against the “heathen races.” Elena found joy in her training,
Age 115 Armor Class 18
advancing far past what was needed for just self-defense. After the
fall of King Carter, everything changed. She watched as the city
Height 5’7” (170 cm) Hit Points 56
welcomed the races she’d been taught to fear and mistrust. She met
tieflings, elves, and dwarves that were perfectly pleasant and kind.
STR DEX CON INT WIS CHA
7 (-2) 20 (+5) 12 (+1) 10 (+0) 16 (+3) 14 (+2) She realized that her understanding of the world was wrong and
made up her mind to learn the truth. For two years, she studied
Hailing from The Fire Isles, Edmund Paige spent his youth traveling and read books on the world outside of Overwatch. Once there was
the world with a nomadic sect of worshipers of The God of Luck. nothing left in the city to learn, she decided to explore it all herself.
While in their company, he traded exotic goods across the continent During the first leg of her journey she met Kallie Irmak, an elf from
and spread the word of their god. 40 years ago, traveled to Onak- The Evergreen, and together they joined up with an adventuring
Al and was framed for smuggling dangerous goods into the city. party during a festival in Fairbay. Life on the road was different from
Sentenced to fight in the arena, he was helped by the leader of the what Elena expected. Elena was exposed to monsters she never
Rashabar Knights, Idwal Baradur Athanasius, who believed in could have imagined were real. She witnessed werewolves, vampires,
his innocence. He fought alongside the elf and won his freedom. and demonic creatures beyond her worst nightmares. After losing
Edmund pledged to serve the Athanasius family, to whom he owed two party members simultaneously, Elena decided this was not the
his life, acting as the steward of the estate, and the caretaker, tutor, life she was looking for. She wanted to go home.
and father figure of their youngest heir, Acteronis. The two grew
However, Elena still cared for her friends and stayed long enough to
very close, as Acteronis’ own father had little time to raise his own
help with a ritual that was meant to resurrect her fallen comrades.
child. Edmund was outside of town on official business for the
During the encounter, she stood toe-to-toe with the demon
estate when the Onak-Al tragedy struck.
lord Sogoth. She impaled it on her sword, but it only smiled and
whispered, “Now I have to take something from you.”

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Eliwrath Beestinger massive mistake. He once attempted to eradicate them by handing
an artifact called the Diara’seeai to Malchus Grimnas during the
Race Halfling Occupation Adventurer / Barbarian Battle of Winterhaven.
Age 25 Armor Class 15
Height 3’8” (112 cm) Hit Points 49 Elli Adams
STR DEX CON INT WIS CHA Race Human Occupation Tattoo Artist
14 (+2) 13 (+1) 19 (+4) 6 (-2) 10 (+0) 10 (+0)
Age 33 Armor Class 11
Height 5’8” (173 cm) Hit Points 21
“I’m gonna fight ’em, I don’t even care!”
STR DEX CON INT WIS CHA
– Eliwrath Beestinger (Arc 3, Episode 5) 11 (+0) 16 (+3) 11 (+0) 13 (+1) 15 (+2) 15 (+2)

Born in the relatively peaceful town of Ebony Harbor, Eliwrath


Beestinger had once been content working alongside her mother Eli Adams is a free spirit and very laid-back human who runs The
and sister in a small sewing shop. She did not have a knack for the Crouching Tiger tattoo shop on the west end of Esterholt. She is
craft, so she was often asked to do coarse patchwork with rougher known to frequently undercharge or gift tattoos to people for special
fabrics while the other two worked on more delicate pieces. It was occasions, though she will never do the same tattoo twice, as she
the only life she’d ever known, and one she would have been happy believes that each piece is special to the person receiving it.
to continue if it hadn’t been for the fire. Having made quite a name for herself in Esterholt, patrons come from
Eliwrath had been sent out on errands when flames engulfed the many miles away to get work done by her specifically. She has honed
shop. As she tried desperately to break down the door, a large pair her ability to cast lasting magic on the ink she uses, giving her tattoos
of hands halted her. They belonged to a minotaur named Jahk, who the ability to move on the client’s skin. For an extra fee, she can even
was far wiser than the young halfling—wise enough to recognize enchant these works of art to give added benefit to the patron.
that Eliwrath would only die if she tried to save her family, who had
most likely already perished. He took the child into his own home.
At first, Eliwrath tried to use what little about domesticity she’d been
taught to cook and clean for the man who kept a roof over her head,
but Jahk was able to see the anger in her, and with it, her potential.
He became her mentor, teaching her to fight. When he felt she was
ready, he gave her his flail and proudly sent her out into the world.
Before long, she had joined The White Ravens to help fight against Elliwrath
Overwatch, afterward becoming a traveling adventurer. She has Beestinger
seen much hardship in her time away from home, but Eliwrath is
as stubborn as an ox. One of the only things that has changed her
simple outlook on life was a brush with death; she had contracted
slough fever and almost certainly would have died if she had not
been cured by a cleric of The God of Luck. Because of that, along
with some stories from her new friends, she has begun to re-
evaluate what effect the gods of Theria may have on her life.

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


11 (+0) 10 (+0) 11 (+0) 20 (+5) 18 (+4) 9 (-1)

As the current leader of the Uman’Yiro Council of Archmages,


Ellanan Duskwalker has many responsibilities. He is a cutthroat
politician who will do anything to retain his spot as head of council.
While he can be very terse with outsiders and fellow council
members alike, he has a soft spot for beautiful women. While he has
been very successful in his political and professional pursuits, he has
always been a lonely man with no one to share his success with.
Before his time in politics, Ellanan had a large hand in developing
and creating the essai, though he now sees the entire affair as a

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Ellie Ridley Elrow Quidae
Race Half-Elf Occupation Innkeeper Race Half-Elf Occupation Archmage
Age 30 Armor Class 11 Age 47 Armor Class 13
Height 5’9” (175 cm) Hit Points 23 Height 6’1” (185 cm) Hit Points 32

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.

Race Human Occupation Mayor Elyn Sable


Age 57 Armor Class 14
Race Human Occupation Cleric
Height 5’8” (173 cm) Hit Points 34
Age 38 Armor Class 18
STR DEX CON INT WIS CHA Height 5’7” (170 cm) Hit Points 45
13 (+1) 13 (+1) 14 (+2) 13 (+1) 12 (+1) 12 (+1)
STR DEX CON INT WIS CHA
The human in charge of the makeshift town of Baylow. Well into 16 (+3) 11 (+0) 13 (+1) 14 (+2) 14 (+2) 14 (+2)
his 50’s, Ellis Rigby is trying to find a way off The Fire Isles without
getting everyone killed. He has salt and pepper hair that is about Elyn Sable lived her entire life in service to the Temple of The God
shoulder length with a trimmed beard. He worries day and night for of Civilization in Donhurst. Trained as a cleric from a young age, she
the safety of everyone in town but doesn’t see an immediate way out split her attention and devotion evenly between civic responsibility
of their current situation. and a divine mission to prosthelytize in the name of The God of
In his younger days, Ellis was the captain of a large fishing vessel Civilization. The only times she ever left Donhurst were in service to
in Ebony Harbor. He retired and moved south to the islands as a her city and temple on diplomatic missions to other towns. It was on
reward for his hard work. one such mission that her caravan was attacked by bandits and she
saved the life of a young half-orc named Larg, eventually sponsoring
him for training as a paladin. When the Bell of Undeath summoned
Elrek Soronine a demon in the mines under Donhurst, it was Elyn who led the
survivors safely through The Divide. She later gave her life in order
Race Half-Elf Occupation Trader
to save Larg’s a second time.
Age 37 Armor Class 11
Height 5’10” (178 cm) Hit Points 17
Ember Baharat
STR DEX CON INT WIS CHA
Race Tiefling Occupation Paladin
11 (+0) 13 (+1) 12 (+1) 14 (+2) 14 (+2) 17 (+3)
Age 32 Armor Class 20
The half-elf Elrek Soronine is responsible for all bartering between Height 6’0” (183 cm) Hit Points 78
Thunderspire and the surrounding settlements, but mainly Ebony
Harbor. He is especially adept at striking deals for money and STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 11 (+0) 8 (-1) 9 (-1) 14 (+2)
weapons in exchange for protection from wildlife. Elrek is only
partially trusted by most of the minotaur in Thunderspire. He has
a way with words and will often try to charm his way out of most A paladin of The God of Courage who lives in the large temple in
dangerous situations. Esterholt, Ember Baharat spent her formative years in Overdale.
Her family was one of many who fled the wrath of King Carter. It
took many years of training for Ember to feel safe again, largely
thanks to another paladin named Marco. They met as teenagers and
fell in love quickly, the way only young people can. They stayed in
love until the day Marco rode out to Odysia to fight the red dragon
Straad, where he lost his life. As Ember sorted through his few
possessions, she found a ring and a note. He’d intended to propose
after he helped defeat the dragon to prove he was worthy of her.
Ember steeled herself after his death and has since been able to give

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his death some meaning by making sure the dragon stayed dead at he returned to Aubrey on a new diplomatic mission where he
the behest of Esterholt’s mayor, killing the cultists who had planned encountered Maya again. He drank, made love to her, and left.
to revive him. Because of the success of his mission, he was made an advisor
to Brettana Moonshadow, High Maiden of the elves. He learned
Embrin Stoneblade through a letter that Maya had borne him a son, Amvin. He kept his
distance from the child. He wanted to demonstrate how emotion
Race Dwarf Occupation Blacksmith and sentiment only brought trouble, but all he did was push his son
Age 78 Armor Class 14 away. To this day their relationship is cold.
Height 4’4” (132 cm) Hit Points 56

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 15 (+2) 11 (+0) 8 (-1) 12 (+1)

Embrin Stoneblade is the dwarf who runs Stoneblade’s Repairs in


Durnhollow. He is extremely proud of his goods and crafting ability.
He has a personal distaste for Artimus Peck, a shopkeep one town
over, for his claims of being “better than a dwarf” at crafting armor.

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.

Race Elf Occupation Advisor


Ephany Skelly
Age 54 Armor Class 10
Height 6’1” (185 cm) Hit Points 22 Race Gnome Occupation Writer
Age 25 Armor Class 14
STR DEX CON INT WIS CHA
Height 2’11” (89 cm) Hit Points 26
9 (-1) 8 (-1) 10 (+0) 16 (+3) 15 (+2) 9 (-1)

STR DEX CON INT WIS CHA


The oldest of his many brothers, Enra Yeslee was pressured by his 9 (-1) 16 (+3) 13 (+1) 15 (+2) 12 (+1) 15 (+2)
family to set an example. Their expectations fell on deaf ears, as
Enra had a mischievous streak in him that was hard to stamp out. A young and very shy gnome with the gift of storytelling, Ephany
He was talented and very bright, but focused on his own whims. Skelly had dreams of writing a traveler’s guide to Ellara one day.
While escorting his siblings and several notable officials of The She did not have to travel alone for very long, as she met a fighter
Evergreen to Aubrey, he met a beautiful human woman named named Av-Alan Bates. At first, she attempted to dissuade him from
Maya, and his mind was captivated enough that he found himself becoming traveling partners because she preferred to be on her
lost on the journey home. own, but he insisted that she was very small and needed protection.
He only later found his siblings when he heard their screams. They Over time, Ephany grew to understand Av-Alan like no one else
were being attacked and Enra tried to intervene. He was the only could. They formed a very close bond and traveled together on many
survivor, and his parents were not quiet about who they believed adventures until the day she received word that her family needed
should take the blame for the deaths. Enra became a stone. He her. She was forced to say goodbye to her old friend and delay her
did not allow his own whims to overshadow the greater good. dreams of authorship to return home.
He focused only on the wellbeing of his people until, years later,

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Eva Tenny made easier by the bullying from the other orphans who often
teased him for being half-elven. He took to wearing a hood to hide
Race Human Occupation Shopkeeper his ears, which consequently also helped him hide in the shadows
Age 28 Armor Class 11 when he felt the need to “acquire” something.
Height 5’5” (178 cm) Hit Points 17 Once Ezhno was old enough to wander Brightport on his own, he
often would head down to the docks to watch the ships come and
STR DEX CON INT WIS CHA go, dreaming of one day escaping on a high seas adventure. One
7 (-2) 11 (+0) 11 (+0) 13 (+1) 15 (+2) 16 (+3)
day he was confronted by a huge beast of a man, clearly drunk and
reeking of cigars, who called him out on his “obvious” thievery.
A companion at The Honest Harlot in Durnhollow for over 6 years,
Rather than turning him in, the man recruited him. His name
Eva Tenny was very good at her job. However, after a small slip-up
was Varken Darebak, and he not only gave Ezhno his surname of
a couple of years back, she now has a two-year-old daughter that
Masoka, but also many of his present-day vices.
would stay with Hazel Stanhope while Eva was working at The
Honest Harlot. Eva has since decided to retire from companionship He improved over time with the help of one of the more skilled
and has opened a small general store in town called Better Than thieves in the corporation and was given more important tasks.
Goods. Her daughter, Thena, spends her days in the shop with her Most recently, he was given the job to steal the golden dragon
mother and gets to interact with many of the locals. statuette from House Dragonkeep, which would transfer political
power to Masoka’s thieves guild. Just as Ezhno was questioning
whether he wanted to continue his life of crime, his good friend
Ezhno Masoka Donovan Weiss pulled him out of the city with promises of
adventure. So far, he’s been involved in bar room brawls and
underground fighting rings, beheaded a wolf, and become smitten
with one of his other party members—Maddy Rhiawen. Since
realizing these feelings, he’s done his best to start making the
“right” choices, knowing she is genuinely a good person and he
wants to be one as well.

Farros Nessbet
Race Gnome Occupation Restaurateur
Age 31 Armor Class 11
Height 3’6” (107 cm) Hit Points 28

STR DEX CON INT WIS CHA


11 (+0) 11 (+0) 12 (+1) 13 (+1) 13 (+1) 12 (+1)

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.

“I buy it now, or at some point tonight that ring Fay Dunlocke


goes missing. You can tell the guards, you can set
up traps, you can do whatever the hell you want Race Human Occupation Adventurer

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

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was killed while trying to convince him that it was safe. Since then
Fenriic has been even more protective of the only family he has
left: his son Variis. However, Variis recently ran away to become an
adventurer despite his father’s multiple warnings.

Finway Dawnharp
Race Elf Occupation Researcher
Age 23 Armor Class 11
Height 5’9” (175 cm) Hit Points 23

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 13 (+1) 16 (+3) 15 (+2) 13 (+1)
Fay
Dunlocke Finway Dawnharp grew up in The Evergreen but didn’t quite fit
in with his more traditional brethren. He always had a lust for
knowledge and wanted more than anything to discover the secrets
of the world. He eventually fell in with The White Ravens and
did his best to reverse engineer Overwatch magics and find a way
to power the Gates. He got his wish after the war when Daegon
Arcanscape took him on a short adventure around the world looking
for an artifact to bring back the real high elves.

Fraida Ironjaw

reading stories about adventurers exploring ruins in far off lands.


On her sixteenth birthday, her parents sat down to have lunch with
her. This was a rarity as she seldom saw her parents at this point.
They told her that they had made a deal with a man in Esterholt that
would allow them to expand their trade in the region. As a result,
they had sold Fay to him and she would be leaving in the morning.
While Fay was devastated by this news, she had no knowledge of the
outside world and was all but forced to go to Esterholt and live with
this person. While the man was kind to her, there was something off
putting about him. Over the next ten years, she learned more about
magic from him and became quite an accomplished spell wielder.
Eventually, a young man named Mav was travelling through town
and he caught her eye. She had always wanted to see the world and
be in charge of her own destiny. Mav offered Fay a place by his side.
She decided to leave right then and there. She never even bothered
to pack a bag or say goodbye.
Race Dwarf Occupation Brewmaster

Fenriic Allder Age 39 Armor Class 13


Height 4’2” (127 cm) Hit Points 39
Race Human Occupation Dock Worker
Age 51 Armor Class 10 STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 17 (+3) 13 (+1) 14 (+2) 16 (+3)
Height 5’4” (163 cm) Hit Points 23
While most dwarves fret over battle and honor, others are left to
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 9 (-1) 11 (+0) 10 (+0)
ponder the important things. Fraida Ironjaw has spent decades
honing her craft in the art of distilling. Leaving the mountain
Known in his own small circle as a hard worker and a family man, for long stretches of time to gather new ingredients, she is always
Fenriic Allder decided long ago to face the challenging life as a searching for new ways to make her drinks more potent. Her
Brightport citizen with dignity. After learning his parents had died latest concoction temporarily blinded 8 dwarves before she boldly
during travel to Aldmoor, he developed a general distrust for the declared that it “needed something.”
world outside of Brightport, which was reinforced when his wife

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Gabby Blaggard Glendra
Race Halfling Occupation Innkeeper Race Dark Elf Occupation Assassin
Age 28 Armor Class 10 Age 34 Armor Class 16
Height 4’8” (142 cm) Hit Points 17 Height 6’0” (183 cm) Hit Points 47

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.

Gaileth Gallar Glory Sharphoof


Race Dark Elf Occupation ?? Race Minotaur Occupation Adventurer / Royal
Age 33 Armor Class 13 Age 36 Armor Class 23
Height 5’7” (170 cm) Hit Points 45 Height 7’4” (224 cm) Hit Points 123

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

STR DEX CON INT WIS CHA


13 (+1) 19 (+4) 13 (+1) 14 (+2) 14 (+2) 13 (+1)

An expert hunter always seeking a challenge, Gesa Groz is a


halfling who primarily focuses her hunting to Bandits’ Rest for a
considerable profit. Her group nets a tidy sum after nearly every
excursion as most wouldn’t go after beasts such as drakes and trolls
willingly. As much as Gesa appreciates the money, she appreciates
the challenge even more.

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Gork-Al Graddik the Wanted

Race Gnome Occupation Man About Town


Age 42 Armor Class 10
Height 3’2” (97 cm) Hit Points 23
Race Orc Occupation Clan Leader
Age 38 Armor Class 17 STR DEX CON INT WIS CHA
Height 6’6” (198 cm) Hit Points 87 7 (-2) 10 (+0) 11 (+0) 15 (+2) 17 (+3) 14 (+2)

STR DEX CON INT WIS CHA


17 (+3) 12 (+1) 15 (+2) 13 (+1) 14 (+2) 12 (+1) “Yeah, you were dumb enough to let me cheat
you. That’s how it works in Brightport!”
The leader of the Moz’zogg clan of orcs Gork-Al has tried to
balance traditional orcish behavior with diplomacy since splitting
– Graddik (Arc 1, Episode 102)
off from the Bru’Gal tribe. Understanding that his new clan is still
A gnome who lives up to every negative stereotype. Graddik the
far too small to take on the entire continent, he has made an effort
Wanted is conniving and greedy, always looking for the upper
to have his people start to learn the common language as well as
hand. Though he is willing to rip most people off, he has a soft
sign several local treaties.
spot for Tessia Grimnas. He grew up in Brightport and embodies
the city in almost every way. He has owned several shops and
establishments, including The Filigreed Fawn and The Rusty
Grace Donovan Nipple. While these places always made money for Graddik, his
business practices also earned him some powerful enemies, such as
Race Human Occupation Adventurer House Silverclaw.
Age 23 Armor Class 17
He has since aligned with House Dragonkeep, though his motives
Height 5’10” (178 cm) Hit Points 31 are yet unclear. Perhaps it’s for protection, or perhaps this is part of
a larger power play.
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 14 (+2) 12 (+1) 14 (+2)
Grayson White
A human paladin from Esterholt, Grace Donovan’s parents were Race Human/Vampire Occupation Cleric
Laura and Eugene, and she had two younger siblings, Francis and
Age 27 Armor Class 16
Dean. She had a very sheltered upbringing and ventured out into the
world as a naïve 20-year-old. To this day she is still very pleased with Height 6’1” (185 cm) Hit Points 45
her ability to wield two whips at once, though she always has her
STR DEX CON INT WIS CHA
trusty quarterstaff if things go poorly.
15 (+2) 15 (+2) 13 (+1) 13 (+1) 12 (+1) 12 (+1)

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

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Luis Yamakawa (Order #46326322)


had been acclimating to vampires living in town, no one would want
a werewolf to live in their town. After fleeing, the two had a run-in
with a group in The Divide. The group made them both promise
to return to Aubrey and confess to everyone about their afflictions,
accepting the town’s judgement. He and Tamera instead continued
their life on the run.

Gregory Levy
Race Human Occupation Waiter
Age 34 Armor Class 10
Height 5’8” (173 cm) Hit Points 14

STR DEX CON INT WIS CHA


8 (-1) 8 (-1) 11 (+0) 14 (+2) 13 (+1) 9 (-1)

Stuck up and judgmental, Gregory Levy is a human who greets


everyone walking in The Pounce and Claw as if he were better than
them. Feeling as though he were meant for better things, he dreams
of one day moving to a larger city and working for a massively popular
restaurant so that he might show off his skills on a grander stage.

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.

Halie “The Peg” Scalarri Hamlin Lushstone


Race Goliath Occupation Pirate / Thug Race Half-Elf Occupation Magician
Age 36 Armor Class 15 Age 26 Armor Class 11
Height 6’9” (206 cm) Hit Points 67 Height 5’11” (180 cm) Hit Points 23

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.

338 Ellaran Characters

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Hans “Bulky” Bulcado Hilni Zorrin
Race Human Occupation Paladin / Fitness Trainer Race Dwarf Occupation Archmage / Rune Master
Age 29 Armor Class 17 Age 47 Armor Class 12
Height 6’3” (191 cm) Hit Points 45 Height 4’7” (140 cm) Hit Points 34

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

Harley Kirk Age 62 Armor Class 11


Height 6’3” (191 cm) Hit Points 26
Race Human Occupation Caretaker / Teacher
Age 47 Armor Class 10 STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 14 (+2) 14 (+2) 15 (+2)
Height 5’5” (165 cm) Hit Points 14
Of the high elves in Odysia, Horval Gallaris might be the most
STR DEX CON INT WIS CHA
8 (-1) 7 (-2) 9 (-1) 15 (+2) 14 (+2) 16 (+3)
outgoing to other races. Pleasant and well-mannered, he can be
found pouring drinks at The Silver Square. While there is also a
The human who runs the Esterholt Shelter for Children and Horval Gallaris doppelganger in Onak-Al, he has yet to make a
ceaseless do-gooder, Harley Kirk is incredibly kind and soft name for himself in the city.
spoken, though she is constantly fighting for more funding and
opportunities for the children in her care. She is also a leader in Ian Serverus
community outreach and will often donate much of her own funds
towards good causes. Race Human Occupation Lord of Winterhaven
Age 45 Armor Class 18

Hazel Stanhope Height 6’3” (191 cm) Hit Points 89

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.

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Iris Hawker Jadzia Grimnas-Grace
Race Human Occupation Adventurer / Cleric Race Human Occupation Mayor
Age 23 Armor Class 14 Age 29 Armor Class 12
Height 5’5” (165 cm) Hit Points 35 Height 5’4” (163 cm) Hit Points 46

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)

Jadzia had the same start as many in Durnhollow: as one of the


“I know The God of Undeath has been three children to a companion named Helen. Of all of Helen’s
with me my whole life. I felt him. I know children she was the only one to know her father: Patrick Grace.
he’s been there for me and my people As a double-agent of the Overwatch army and a spy for The White
Ravens, he was not able to be the father he knew she deserved,
and been a part of my faith.”
and so he left her in the care of her loving mother. Jadzia was
– Iris Hawker (Arc 2, Episode 63) the youngest of three children who varied in color and race, but
who all inherited their mother’s features in ways that made them
Iris Hawker is a human cleric of The God of Undeath. Driven by her unmistakably siblings. Of them, Jadzia was the smallest and quite
deep commitment to her faith and aided by her naturally outgoing sickly. At a young age she contracted an illness that she was too
personality, Iris is always looking to meet new people and introduce weak to fight, and it became clear it would take her soon if nothing
them to her god. were done. Unable to turn to the temple due to her own experiences,
Iris was born to a small merchant family consisting of her mother, Helen heard tales of a warlock named Darmock who would be able
father, and younger sister Lily. When Iris was young, a tragic to cure her daughter.
incident introduced her and her family to the kindness of The Darmock was willing to cure the girl and sent her home healthy.
God of Undeath’s followers and the power of the god. And so, Iris However, on Jadzia’s fifteenth birthday the tiefling rode into
and her family gave up their previous life and joined Durnhollow and took her. Because he had saved her life, Darmock
the acolytes in their small, tight-knit believed that she belonged to him. The next years were filled with
community. Here Iris found her torture, both physical and mental. Darmock was a madman, and he
purpose, and she enthusiastically would suspect her of plotting to kill him and punish her as often as
embraced her new lifestyle and he expected her to play the role of bride or plaything. She learned to
her new faith. be obedient to keep herself safe, but she never lost her hope to free
Iris has devoted her life to herself. One night during one of Darmock’s hellish experiments,
praising her god’s name and a demon appeared in Jadzia’s room. It called itself Valnor, and as
spreading her faith to as many Darmock toiled away it made a deal with Jadzia. A soul in exchange
people as possible. This is what for her to gain power. With use of the magic gained in the bargain,
led her to become an adventurer; Jadzia was able to drive a dagger into Darmock’s neck and escape.
she knows that there is no better Only she was still not free—her soul was pledged to the demon
way to see new lands, meet new Valnor, and she later learned that Darmock had survived.
people, and spread her god’s She found her father as she escaped the mansion; he had come to
teachings. She is also eager to save her that very night. If only she had known, she might not have
test her skills and acquire new had to bargain her soul. He folded her into the Overwatch army
knowledge that could be beneficial to keep her safe but could not confess his true nature as a White
to The God of Undeath. Ravens spy. She did horrible things in the name of following orders
and eventually defected from the Overwatch. Patrick Grace was
hanged before he could tell her how proud he was of her.
After the war, she made lifelong friends with her adventuring
companions and even fell in love with and eventually married Vallus
Grimnas. He and her friends helped Jadzia regain her soul from
Valnor, who accepted Darmock’s soul instead.

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.

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Jaina Mun Jim Dale
Race Human Occupation Chef / Co-Owner Race Human Occupation Carpenter
Age 31 Armor Class 11 Age 36 Armor Class 10
Height 5’6” (168 cm) Hit Points 22 Height 6’0” (183 cm) Hit Points 14

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

STR DEX CON INT WIS CHA


13 (+1) 15 (+2) 14 (+2) 15 (+2) 14 (+2) 12 (+1)

While a saleswoman by trade, Jaris Beneth is more of a collector.


Ever since waking from the sleep that all the high elves were trapped
in, she can be found often traveling out into The Wastes to try and
locate curious artifacts and lost treasures. She will sell these items
in her shop for a high price. She is quick to cut to the chase and will
abruptly end a deal if she feels someone is wasting her time.

Jeremy Kavens Jadzia


Grace
Race Human Occupation Host
Age 33 Armor Class 10
Height 5’11” (180 cm) Hit Points 19

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 12 (+1) 11 (+0) 12 (+1) 7 (-2)

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

STR DEX CON INT WIS CHA


8 (-1) 13 (+1) 11 (+0) 9 (-1) 7 (-2) 11 (+0)

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.

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him, and it was her first-time above ground. They spent a romantic Johnathon Orville
summer together, and four months later Jim received a letter
from her with the news that she was pregnant with his child. She Race Half-Elf / Vampire Occupation Innkeeper
expected nothing of him, but she was going to keep it. Age 35 Armor Class 13
Jim, being a responsible young man even at that age, wrote back that Height 5’11” (180 cm) Hit Points 34
he wished to marry Vinthras, but she refused. When their daughter,
Klara, was finally born Jim and Vinthras took turns with her, though STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) 12 (+1) 11 (+0) 13 (+1)
Vinthras did the majority of the child rearing in The Underworld
until Jim was eighteen years old. He would see her every two weeks,
Having lived on a farm for most of his life, half-elf Johnathon Orville
and he loved her with all of his heart.
led a quiet life until the night he was attacked and murdered by a
Klara grew up well with this arrangement, and Jim has always been vampire. He was turned into a being of the night and, like many, had
proud of his little ’Clair Bear’. For a few years after a terrifying a hard time adjusting. He eventually came to live in Aubrey after
incident below ground, she lived almost exclusively with Jim and meeting Saleena. She taught him that just because his old life was
her grandfather in Aubrey, and Jim believes those were the happiest over, he could still lead a meaningful existence.
years of his life. Now that she is off adventuring, he almost doesn’t
know what to do with himself. Jordona “The Blind” Keergan
Jiro Todemi
Race Half-Elf Occupation Performer
Age 45 Armor Class 13
Height 6’0” (183 cm) Hit Points 20

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 19 (+4)

Raised in a fairly typical household, Jiro Todemi realized at a


young age that he had magic in his blood. As a young man he was
essentially given to a traveling bard to train in the magic of glamour
and subterfuge until the day his teacher died. Before he passed on,
he gave Jiro instructions to travel to Uman’Yiro and have the city
recognize him for his work. Jiro is currently working in a traveling
circus to raise the money to make the trip, unable to travel alone
with his specific set of skills.

Jodie Wriling Race Human Occupation Shopkeeper / Herbalist


Race Half-Elf Occupation Head Researcher Age 37 Armor Class 10
Age 34 Armor Class 11 Height 5’6” (168 cm) Hit Points 17
Height 6’0” (183 cm) Hit Points 21
STR DEX CON INT WIS CHA
11 (+0) 5 (-3) 11 (+0) 15 (+2) 16 (+3) 11 (+0)
STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 11 (+0) 17 (+3) 16 (+3) 14 (+2)

“Look, if you’re looking for drugs,


While very good at her job as the leading reference assistant in
Uman’Yiro, Jodie Wriling isn’t content just looking up information
I’m not going to give you drugs. I don’t sell drugs
for others. She desperately wants to be tied to some sort of major here. You’re the fourth person to come in and ask
discovery so that she can be published alongside the names she has that today and I don’t sell them!
been reading about her entire life. She even went so far as to hand Can I make it more clear for you?”
over her life savings to a group that promised to research a way to
– Jordona Keergan (Arc 2, Episode 15)
open all of the Gates simultaneously. While she waits patiently for
them to return, she is diligent in making sure travelers and scholars Jordona Keergan, a human woman, had a love for herbalism since
obtain the information they crave for the tens of thousands of books she was very young. She would often explore deep into the Ellaran
she watches over. wilderness until she lost her sight. Her milky white eyes now greet
travelers as they visit her shop in town. She knows her store like the
back of her hand and can tell most herbs by touch. Her knowledge
of remedies and potions is unrivaled. While kind and sympathetic
to those who have fallen on hard times, she is no pushover.

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Joy Spenan Judith Combs
Race Halfling Occupation Endurant Race Half-Elf Occupation Council Member
Age 33 Armor Class 14 Age 39 Armor Class 10
Height 4’7” (140 cm) Hit Points 41 Height 5’6” (168 cm) Hit Points 18

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)

A half-elf who leads the Temple of The God of Courage in Esterholt,


Julie was one of Craig’s favorite paladins before he disappeared two
years ago. She has a reputation for being firm but fair, and has done
her best to follow in her former leaders footsteps and create brave
soldiers for the temple. Some argue that she is too logical to be truly
courageous in honor of The God of Courage, but Craig taught her
that mind and might are brothers, not enemies. Recently she was
reunited with both her father Sarrif and her half-sister Una, and
though her relationships with both are rocky, she has grown closer
to Una over time.

Kaagan
Race Dragonborn Occupation Blacksmith
Age 35 Armor Class 14
Height 6’5” (196 cm) Hit Points 48

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 13 (+1) 9 (-1) 10 (+0) 10 (+0)

A rash weaponsmith for Or’Rash, Kaagan has made it his personal


mission to replace the sacred horn for his people with something
that will garner the same respect. He feels that the dragonborn
no longer carry the respect that they once did and is currently
working on a show of force to bring the dragonborn into a new age
Julie of dominance. He often keeps to himself in his workshop near the
Fairway northern edge of the city. If not for his previous accomplishments
with weapons and tools, he most likely would have been driven
out of Or’Rash by this point. He has been more than vocal with his
doubts about dragonborn leadership.

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Luis Yamakawa (Order #46326322)


Kalden Halek to revere dragons and the forces of nature but he was also regarded
cautiously by the village for his inherent magic. This judgment
Race Half-Elf Occupation Adventurer / Sorcerer proved to be self-sustaining, and after being bullied by children in
Age 27 Armor Class 17 the village his powers manifested violently, and he and his mother
Height 5’7” (170 cm) Hit Points 71 fled high into The Ivory Peaks to avoid further incidents.
During his time in the mountains. Kalden sighted a white dragon
STR DEX CON INT WIS CHA and decided to follow it. He was caught in a storm and almost died,
10 (+0) 18 (+4) 16 (+3) 15 (+2) 14 (+2) 20 (+5)
but his mother saved him. After the incident, he began to feel the
call of the clan and spoke with his mother about their connection to
“In the mountains when there is one that is dragons. She encouraged him to follow this calling, even if it led him
away from her and towards The Silver Glade.
sick in the pack it froths at the mouth and is
On his journey Kalden met a scholar named Jodic and with his help,
afraid of the taste of water. The rest of the pack
researched all he could about the Tiri’Val clan of high elves. He
turns on this one and ends its suffering. heard rumors of great Ellaran dragons like Straad and Amarah, and
If they did not do this then the entire pack learned that more knowledge of the Tiri’Val could be discovered in
would be sick and all would be lost.” the libraries of Ta’lor.
– Kalden Halek (Arc 2, Episode 34) However, his pursuit became much harder to carry out once he
realized, through a near-death experience, that he could not travel
Kalden Halek was born during the dead of winter in a small village alone. He met a halfling named Braylon, who he quickly became good
at the base of The Ivory Peaks to Maïwen Halek, a descendant of the friends with after joining his adventuring party. Together they traveled
Tiri’Val clan of high elves. Kalden was told his father was a human through The Mainland on many adventures, even sailing to Ta’lor,
adventurer, but he’d never met the man and paid him little mind, although Kalden had no time for research, as they discovered the high
as his mother provided enough love for two parents. He was raised elves cursed into an unending sleep and were given a date they needed
to reach Ki’an to free them, as well as free the trapped gods.
After that adventure proved more or less successful, Kalden and
Braylon decided to take some time away from adventuring to
recuperate, and also stay hidden as their interference with the gods
had upset The Black Hand in Brightport. To this day both are still
on the run from her and her agents.
Kalden Kalden still hopes to discover the source of his powers, an
Halek explanation for his connection to dragons, information about the
fall of the Tiri’Val clan, and the location and meaning behind the
calling from The Silver Glade.

Kale Orilla
Race Half-Elf Occupation Council Member
Age 42 Armor Class 11
Height 5’11” (180 cm) Hit Points 23

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 13 (+1) 14 (+2) 13 (+1) 13 (+1)

As one of the three council members in the city of Winterhaven,


Kale Orilla takes his responsibilities very seriously. He is normally
the more moderate position between Judith Combs and Dutch
Freeman and will often listen to the two of them lay their
arguments out before weighing in. Some mistake his thoughtfulness
for a lack of care but those who know him are quick to point out that
he is deeply invested in seeing the city grow and thrive.

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Luis Yamakawa (Order #46326322)


Kallie Irmak This prompted Kallie to start seeking out information about the
supposed curse. However, she soon went through all the books that
she could get her hands on in The Evergreen and still did not have
an answer. Lacking any other option, she set off from The Evergreen
to find answers. Shortly after, she met Elena and an adventuring
group that accepted her—curse and all. They swore to her that they
would help her solve the mysterious circumstances that she was
born under, though they had many other problems to sort out first.
All Kallie knows for certain is that she only has a year to save her
brother, and, failing that, only three to save herself and her sister.

Kalras Grimnas
Race Tiefling / Vampire Occupation Thief
Age 58 Armor Class 17
Height 6’3” (191 cm) Hit Points 102

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 16 (+3) 15 (+2) 15 (+2) 18 (+4)

Race Elf Occupation Adventurer / Druid


Born and raised in Brightport, Kalras Grimnas decided very early
Age 27 Armor Class 12
on that earning an honest living on the docks was not the life for
Height 5’7” (170 cm) Hit Points 60 him. He wanted money and power, but mostly notoriety. He became
a thief. He was so skilled that he could have made a good life for
STR DEX CON INT WIS CHA
himself if he could have set aside his pride
7 (-2) 11 (+0) 13 (+1) 11 (+0) 20 (+5) 7 (-2)
and greed. He would often hit the
same target multiple times in a
“If I can’t believe there’s a cure for werewolves row, or even go out of his way
then I can’t believe there’s a cure for me.” to steal in the same area to
build a reputation.
– Kallie Irmak (Arc 2, Episode 34)
During this time, he
The youngest of three children, Kallie Irmak grew up in The began an on-again-
Evergreen with her brother Flynt and her identical twin sister Ela. off-again relationship
Their mother died when they were all quite young, and they were with another tiefling,
raised for a few more years by their uncle until he died not long Tessia. She was a beautiful
after. By then, Flynt was old enough to take care of the girls and they woman, and Kalras had
maintained a home in the northern parts of The Evergreen earning genuine feelings for her.
their keep by hunting and foraging. Not long after their uncle’s Such feelings, in fact, that
death Kallie and Ela noticed an affinity for nature-based magic. he made a go at an honest
Kallie pursued druidic magic while Ela actively suppressed her gifts. living. They had a set of
Many of the elves stayed away from the family because they believed twins, Vallus and
them to be cursed, and Ela did not wish to draw further ire. Malchus, while Kalras
worked odd jobs and
As she continued to explore her magic, Kallie found a den of foxes Tessia started her own
near her home being terrorized by a hawk. Not wanting to kill the store. They barely scraped
hawk or have any more of the pups harmed, Kallie caught the hawk by, and after their third
and relocated it, keeping one of its feathers as a reminder of how child Aralove was born,
beautiful and dangerous nature could be. In her studies she kept Kalras decided that he
going back to check on the foxes. She spent so much time with them could not live this way
that when it came time for her to shift for the first time, it was a fox anymore. He needed one
shape that she chose. last score.
Shortly after training in these druidic powers, Kallie started to go
through some of her mother’s belongings that she had found stashed
away in their home. The three children had never truly believed that Kalras
their family was cursed, but her mother’s journal seemed to suggest Grimnas
that there may actually be something to it—all the family members
before her had died on their 30th birthday. Their hearts had simply
stopped beating. As soon as she read this Kallie traced back the dates
and knew both her uncle and mother had died on their 30th birthdays.

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Luis Yamakawa (Order #46326322)


His target was a noble, and the plans quickly fell apart. Not only was
he caught, but he was certainly doomed to death. Unless, of course,
he found a way out of his trouble. In the end, Kalras loved himself
more than his wife and family.
He was not willing to sell his own soul to make a pact with a
demon, so he picked Malchus at random from among his children
and sold his soul instead. In return, Kalras became enchanting.
Every word he spoke became convincing, and he could talk his way Kava
out of any situation. Truvor
He fled Brightport after the deal, and never returned. In his travels
he used his silver tongue to get out of many situations, but also any
real connections with others. Kalras knows what he is. He knows
what he’s done, and he is well aware that he should not inflict
himself on someone he cares about. Currently he is a member of
The Fang, but he is about as loyal to them as he was to his life in
Brightport and is ready to leave at any moment—especially if he
finds himself growing close to any of the group. He is not willing to
change, which only serves to fuel his shame. It is a self-perpetuating
cycle of which Kalras has complete control, but not enough
conviction to end.

Katha
Race Human Occupation Innkeeper
Age 34 Armor Class 10
Height 5’5” (165 cm) Hit Points 18

STR DEX CON INT WIS CHA


Kazz
8 (-1) 9 (-1) 8 (-1) 13 (+1) 12 (+1) 15 (+2)
Race Orc Occupation Clan Leader

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

346 Ellaran Characters

Luis Yamakawa (Order #46326322)


he does take great pleasure in any assignment that helps to hone his Kie’ri Amamaul
techniques and gives him a chance to boast. The most recent feather
in his cap was a mission that took him to Odysia with a party from Race Half-Dwarf Occupation Protector
Esterholt at the behest of the Council of Grace to stop a group of Age 26 Armor Class 16
cultists from reviving the great red dragon Straad. It was a task he Height 5’10” (178 cm) Hit Points 58
knows he excelled at, slitting many of the cultists throats before
he was ever seen, and he takes great pride, and solo credit, in the STR DEX CON INT WIS CHA
accomplishment. 19 (+4) 15 (+2) 14 (+2) 11 (+0) 13 (+1) 11 (+0)

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.

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Luis Yamakawa (Order #46326322)


Klara U’rath-Dale The experience left Klara shaken. Unsure of her place anymore, and
certain that the other dark elves must despise her for her human
heritage, she moved above ground with her father until she was
able to decide for herself that she needed to start over. She did not
belong above or below. She needed to carve a new spot for herself in
the world. When her feelings towards her best friend Pepper boiled
over into love and lust, Klara felt so unsure of herself that she left her
father’s town to become an adventurer.
She met a brilliant fighter named Eliwrath who fought with such
compulsion that Klara, as a logical and often hesitant fighter, knew
she could learn from her. She joined Eliwrath’s small party and has
since been doing all she can to be a proper adventurer. Her greatest
wish is to return to each of her parents with accomplishments that
will make them proud of her, though as time marches forward, she
has started to learn more and more about herself. Some things bring
her peace, and others keep her up at night.

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 15 (+2) 11 (+0) 12 (+1) 7 (-2)
18 (+4) 14 (+2) 15 (+2) 12 (+1) 10 (+0) 11 (+0)

As surly as dwarves come, Kurras runs a bar in Overdale that has


“My mother always taught me that if seen better days. There is still very much a divide in the city and
someone tries to kill you, you try to Kurras has felt that in spades. Running afoul of The Old Watch,
his tavern has been vandalized and robbed multiple times. This
kill them back, ma’am.” has made Kurras wary of humans and he will often be curt when
– Klara U’rath-Dale (Arc 2, Episode 50) speaking to them.

Klara U’rath-Dale was a child born of passion and out of wedlock.


She spent equal parts of her life above ground with her human Laah’rin Ka’ether
father, and below ground with her dark elven mother. Because of Race Elf Occupation Guard
this, she steeled herself to the racism she often faces for her mixed
Age 35 Armor Class 16
race, her resolve solidified by the love of both of her parents.
Height 6’2” (188 cm) Hit Points 87
Below ground, she was called Klara—destined to be a fighter like
her mother, one of the most skilled hunters in her community. She STR DEX CON INT WIS CHA
trained with blunted sickles and daggers. She studied intently about 20 (+5) 15 (+2) 16 (+3) 14 (+2) 13 (+1) 8 (-1)
battle strategies and had few friends. Her mother was stern and
distant, but Klara never doubted she wanted what was best for her. Born in The Evergreen, Laah’rin Ka’ether began training to join The
Meanwhile, topside she usually went by Claire—the nickname her Wardens as soon as they were allowed to hold a weapon. They quickly
father gave her when she was a baby. She practiced with her dulled found bows and arrows were too tedious to their liking, preferring
sword, but that was really the only connection to her below-ground to fight their enemies up-close. Despite what many would see as a
warrior self. She would go fishing with her father, and swim in detriment, Laah’rin was strong and capable enough to ascend up the
the lake near the logging camp for hours, often at night due to her chain of Wardens at an impressively young age. They were so devoted
sensitive skin. to the forest that, when it had burned, they felt as though a part of
their own soul had burned away with it. Laah’rin was one of the elves
At seventeen, she volunteered to help care for the dark elf children who pushed hardest for Thoril’s execution, and even expressed that
to make herself useful. When the nursery was moved to help lower the human’s entire party was responsible for the destruction. They
mortality rates, Klara was more than happy to follow and continue were furious when things were not carried out as tradition dictated,
that work. One day, she had gone off to give one of the older dark and remain bitter and angry to this day. Since then, they have
elves a message when the explosion occurred. Klara dug with such doubled down on protecting their people and their forest, and the
disregard for herself that she cut herself on a sharp stone trying to other elves regard Laah’rin as a cold but protective figure.
save one of the babies from the rubble, leaving her with a scar she
carries to this day. They could not save many children, but they at
least found most of the bodies.

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Larg & Hoog Hoog
Race Half-Orc Occupation Adventurer / Paladin
Age 20 Armor Class 18
Height 6’6” (198 cm) Hit Points 84

STR DEX CON INT WIS CHA


17 (+3) 12 (+1) 19 (+4) 9 (-1) 14 (+2) 15 (+2)

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

STR DEX CON INT WIS CHA


17 (+3) 12 (+1) 19 (+4) 9 (-1) 14 (+2) 15 (+2)

“Maybe I can’t… Maybe I shouldn’t tell them


what to do, but... maybe I can just show them
how to do it the right way, right?”
– Larg (Arc 2, Episode 42)
The orc raid on Mary’s farm left her home destroyed, her husband Larg & Hoog
dead, and her pregnant. It’s dangerous enough for a human mother
to give birth to a half-orc child, so when it became obvious that
she was carrying twins many believed she would not survive. The Lariss Darkhoof
Temple of The God of Civilization in nearby Donhurst dispatched a Race Minotaur Occupation Leader
healer and midwife to assist with the delivery; on only the grace of
that cleric’s healing did Mary and her twins survive. Age 72 Armor Class 14
Height 7’3” (221 cm) Hit Points 57
She did not keep them—she could hardly bear to look at them. But
she did not want the babies killed, as some others had suggested.
STR DEX CON INT WIS CHA
She gave them up to the midwife, who brought them to the Esterholt 14 (+2) 8 (-1) 12 (+1) 12 (+1) 15 (+2) 12 (+1)
Shelter for Children where they would grow up. They were never
given names; for years they were simply referred to as The Twins as
The current leader of the Thunderspire clan, Lariss Darkhoof is a
they were inseparable and identical save for a slight difference in size
stern, elder minotaur that was supposed to have stepped down as
and the blue eyes of the smaller brother. Eventually, the bigger brother
leader years ago. He has yet to find someone that he would trust
called himself Hoog. He was confident and strong, a natural leader.
to guide the clan in the years ahead. Lariss wants the best for his
He named his brother Larg. Larg idolized Hoog. He followed him
wherever he went and did everything he did. Together they developed people and would like nothing more than to take back their previous
a gang of rebels, troublemakers, and bullies within the orphanage. home in Stonesunder Mountain. While he has the respect of almost
all the minotaur, their patience is waning and if a replacement isn’t
When the twins were 15, they escaped discipline for a brawl they’d found soon, they might revolt.
started by running away from the orphanage, something Hoog
had wanted to do for years. He wanted to join a clan of orcs but
quickly settled for a small-time bandit crew. Larg followed his
brother despite his conscience, which had been getting to him
more and more. During their first caravan raid, he had finally had
enough. He stood between Hoog and his target, a priestess of The
God of Civilization named Elyn Sable. Larg would not move and
so gave Hoog no choice but to strike him down, burying an axe in Lariss
his brother’s chest and retreating with the bandits. Elyn saved Larg Darkhoof
from death’s door and thanked him. Recognizing how difficult it
was to stand up to his brother, she offered him a place in the Temple
of The God of Civilization back in Esterholt.

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Larren Grace �

Race Half-Tiefling Occupation Sheriff


Age 30 Armor Class 15
Height 5’8” (173 cm) Hit Points 42

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 13 (+1) 14 (+2) 13 (+1) 11 (+0)

Daughter of Helen and a tiefling customer who had partaken her


services, Larren Grace joined up with The White Ravens shortly
after her half-sister Jadzia was stolen in the night. She was taken in
by Patrick Grace, Jadzia’s father, and even gifted with his surname.
After being posted back in her childhood hometown of Durnhollow
while they were rebuilding, The White Ravens began to dwindle
and Larren took up position as the sheriff. Having grown up in The
Honest Harlot, she has a unique view of her town, and a very firm
hand with those who might wish to harm it.


Lauren Graves, ‘The Black Hand’

Race Human / Occupation



Age Armor Class
Height Hit Points

STR DEX CON INT WIS CHA


19(+4)

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Leeroy Garvey
Race Human Occupation Actor / Director
Age 51 Armor Class 10

Layton Consworth Height 5’11” (180 cm) Hit Points 34

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)

STR DEX CON INT WIS CHA


8 (-1) 9 (-1) 9 (-1) 16 (+3) 17 (+3) 13 (+1)
“I know about ten thousand ways to hurt you. If
Having left Ta’lor in his early 20’s, Lazin Talg has done his best to
you ever talk to me that way in front of
separate himself from the politics of his old home. This has proven these people again, I’ll start by cutting off one of
difficult as Yoros, another member of the Council of Archmages, your fingers randomly. Okay?”
rarely lets him forget that Ta’lor exists in a constant state of war. – Liara Bryos (Arc 1, Episode 55)
Often letting his temper get the best of him, Lazin finds himself
raging against the bureaucracy of the council of Uman’Yiro, even Liara Bryos was born in Aldmoor in 1218 AEC. Her mother Chelsie
though he is an active member of it. He has found an ally in Zao, who died during Liara’s birth. Her father Lawrence did his best to raise
has always treated him as an equal. They have bonded over many Liara in the safety of town. He owned a general goods shop in
discussions about druidism and the affairs of the natural world. Aldmoor where travelers and adventurers from the east coast would
stop in and resupply. From a young age, Liara would run the counter
and listen to the tall tales from customers, some true, some vastly
embellished, and some completely fabricated. Their embellishments
didn’t matter to Liara; she desperately wanted to see the world and
create her own thrilling tales.

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Luis Yamakawa (Order #46326322)


Lawrence could see that his daughter had no interest in staying in In 1239 AEC, Liara was hired to clear out a nearby nest of vampires
Aldmoor. She very much took after her mother that way. Chelsie had near Aubrey. Thinking she had the drop on the entire nest, she
loved to explore the area around Bandits’ Rest. She eventually came entered and soon found that not all of the creatures were asleep.
to understand that it was only a matter of time before something One of them leaped onto her back and in the ensuing battle her right
got the drop on her, so she settled down with Lawrence. He saw the eye was gouged out. She barely managed to slay the fiend and escape
same adventurous spark in his daughter and could tell that it was with her life.
inevitable that she would follow in her mother’s footsteps. Over time, Liara gained a reputation as someone who would always
The east coast of Ellara suffered through a terrible winter in take the dangerous jobs that others wouldn’t. In 1246 AEC, the
1237 AEC, just after Liara turned eighteen. Food was scarce and mayor of Overdale, Zannon Carter, sent for someone to take care
illness ran rampant. It wasn’t long before Lawrence fell to the of a single vampire near the city that Carter feared would try to
same sickness and cold that claimed so many that year. Liara was attack him. Though this vampire didn’t turn out to be a threat, Liara
devastated. Though the people of Aldmoor had always been kind to stayed in the city where she met Trias Draverson, a cleric and one
her, she felt that she no longer belonged there. She packed her few of Carter’s most trusted advisors. Liara and Trias became very close
possessions and left that spring. over the next few years.
Liara took odd jobs for meager pay in order to fund her life on When the city’s name was changed to Overwatch in 1250 AEC,
the road. Her inexperience nearly got her killed early on, as she neither Liara nor Trias would support the new policies that called
stumbled into orc territory just north of Donhurst. A band of for the death or exile of non-humans. They fled the city and started
monster hunters called “The Unwanted” were in the area and the militia known as The White Ravens. They did what they could
assisted her. They took a liking to her right away and she traveled to cut off supplies or hinder the Overwatch’s expansion into White
with them for almost a year. When she finally struck out on her Wolf Valley. They gradually gathered supporters as they kept out of
own, their leader, Ossie Uto, gifted her with a rune-covered silver sight in the caves of The Evergreen.
sword, which she still carries to this day. While Trias and Liara were out in the forest looking for supplies
one day, they came across a young woman alone and injured in the
woods. Her name was Briahna Ebelmare, and it seemed as though
she had somehow battered all of the trees in the area with her bare
fists. Trias saw something in her right away and offered to take her
back to The White Raven camp for food and medical treatment.
Liara wasn’t as fond of the young lady at first, but over time, she
grew to like and even love Brie like a daughter. When Trias was
killed in an Overwatch ambush, Liara thought that Briahna should
take his place as leader and the experienced monster hunter would
remain her advisor and right hand.
After the fall of King Carter in 1263 AEC, Liara was chosen to become
the new queen of Overwatch. She reluctantly accepted the throne.

Lilta Brög
Race Elf Occupation Circus Worker
Age 137 Armor Class 13
Height 5’10” (178 cm) Hit Points 14

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 13 (+1) 15 (+2) 15 (+2) 14 (+2)

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

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Luis Yamakawa (Order #46326322)


Luna Salvatore fits of rage, where she would accuse them of holding her back but
she would dote on Charlie as her “little prince,” whom she favored
Race Elf Occupation Adventurer / Warlock more than either daughter. When Maddy was but nine years old,
Age ?? Armor Class 13 they were playing in the nearby river when Charlie was pulled
Height 5’7” (170 cm) Hit Points 23 into a strong current and drowned. Yelena beat both girls into
unconsciousness and when they awoke, they were in a slaver’s cart
STR DEX CON INT WIS CHA being hauled off to a slaver’s auction.
8 (-1) 11 (+0) 12 (+1) 15 (+2) 14 (+2) 12 (+1)
The next few months of their lives were hell until a priest of The
God of the Sun purchased the two girls to save them. Once they
Originally from The Evergreen where she performed with her
were nursed back to health, the temple offered them permanent
family, Luna Salvatore specializes in dance and minor illusions. In
residence. Maddy was grateful to be shown kindness and trained
the family’s travels across Ellara, their name became more and more
as a cleric. She quickly became skilled as a healer and helped
recognizable. One night, Luna was grabbed by an unknown group,
soldiers during the war with Overwatch. After the war ended, a rift
and though she never spoke of what occurred to anyone she soon
started to form between Addy and Maddy, as Addy wanted to seek
left The Evergreen and her family. She still wishes to reconnect with
vengeance on their mother. Addy eventually left Aubrey and her
the daughter that she left behind.
sister. By this point, Maddy finally understood Addy’s restlessness
and anger, and gave her blessing on Addy’s pilgrimage.
Madailein “Maddy” Rhiawen As time passed, Maddy became restless without her sister. She
needed a purpose. After setting off to use her powers to help others
she came upon a half-orc named Uboh, whom she saved by fighting
off his attackers and using her healing abilities. After nursing him
back to health, she learned of his desire to fit into society and his
lack of social skills. Maddy saw this as a test from The God of the
Sun and dedicated herself to helping and teaching Uboh. Maddy
and Uboh soon developed an odd friendship. The two soon joined
a group of adventurers from all walks of life, and they are still
traveling now—with Maddy’s only purpose being helping others.

Maïwen Halek
Race Elf Occupation Retired
Age 67 Armor Class 10
Height 5’9” (175 cm) Hit Points 15

STR DEX CON INT WIS CHA


7 (-2) 7 (-2) 10 (+0) 14 (+2) 14 (+2) 13 (+1)

Race Human Occupation Adventurer / Cleric


One of the last of the Tiri’Val bloodline, Maïwen Halek has often
Age 24 Armor Class 16
felt the same calling as her son, Kalden. However, she has spent most
Height 5’9” (175 cm) Hit Points 52 of her life resisting it. She still holds a high regard for dragons and
has passed down what she had learned from her family to her son:
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 12 (+1) 18 (+4) 16 (+3)
traditions and stories, beliefs, and culture.
Maïwen spent her youth adventuring across Theria, traveling and
making money as a mercenary or bodyguard. Unlike Kalden, she was
“You see for yourself. She drinks Skullsplitter and strong, athletic, and skilled with a weapon. After a short tryst with a
stands unaffected. She is tough. She has strong fellow adventurer, she got pregnant. The young man she’d been with
magic to heal. She does her best for everyone.” had no interest in fatherhood, and she had no interest in an unwilling
husband. She raised Kalden on her own. She was a kind mother and
– Uboh (Arc 2, Episode 10) particularly protective of her son. When he was old enough to feel the
same pull as Maïwen, she encouraged his journey off the mountain.
Maddy was born in Bandits’ Rest to Yelena Rhiawen. She was so
She remained in her home, her youth and adventuring behind her
cruel that she once professed to Maddy that she was likely a result
and her son chasing his history and wanderlust.
of Yelena “using” one of the slaves. She also informed the child that
while she had been pregnant, she attempted to abort her, but was
unsuccessful and was stuck with another mouth to feed.
The middle sibling of older sister Addy and younger brother Charlie,
all three suffered as Yelena constantly wavered between trying to
be a mother and upholding her vicious, cutthroat status within
the Nu-Val. Addy and Maddy were constantly subjected to Yelena’s

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Luis Yamakawa (Order #46326322)


Malchus Grimnas Their reunion was short-lived. There was much to do to keep
Overwatch’s army from marching. Malchus and his party gathered
armies from all over Ellara to storm Overwatch’s gates. Malchus
was forced to make one of the most difficult decisions of his life—to
use a magical artifact called the Diara’seeai to wipe out nearly all
the essai and give the allied forces a better chance at defeating the
Overwatch. Activating the weapon, Malchus condemned over 90%
of the essai to painful deaths. The Overwatch’s defense crumbled,
but so did many allies.
After the fall of Overwatch, he went on to mend fences with his
loved ones. His mother, his brother, his little sister, and more.
However, Briahna perished before they could meet again. There
were some who wanted him to face judgment for his actions during
the war. He was eventually tried and found not guilty.
He settled in Winterhaven as a politician, using his well-honed
silver tongue and first-hand experience with many of the races and
cultures of Ellara as a stepping stone. Through his actions Malchus
Grimnas has become one of the most controversial figures on the
western coast of Ellara.
Race Tiefling Occupation Diplomat
Age 30 Armor Class 13 Maldrin Shale
Height 5’10” (178 cm) Hit Points 69
Race High Elf Occupation Head of Development /
Age 148 Council Member
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 15 (+2) 8 (-1) 20 (+5) Height 5’7” (170 cm) Armor Class 10 Hit Points 33

STR DEX CON INT WIS CHA


“If I don’t kill my allies, I think we’re 7 (-2) 5 (-3) 7 (-2) 18 (+4) 19 (+4) 11 (+0)
about to save the damned world.”
– Malchus Grimnas (Arc 1, Episode 22) The current head of development for the city of Onak-Al. Maldrin
Shale was one of the key high elves to speak with Brightport and
The smaller of the Grimnas twins, Malchus had always been known gain funding for the casino project. He is also one of the highest-
as the slighter and more diplomatic of the two. He was ‘gifted’ with ranking members of the council, and as such Maldrin has a large
magic at a young age, but only he and his father Kalras Grimnas stake in Onak-Al’s future. He sees the city becoming an economic
know the truth; that Kalras sold his son’s soul. Thanks to the power powerhouse and placing the high elves back on top.
gained from that bargain, Malchus was able to leave Brightport
Elderly, even by high elf standards, Maldrin has a droning voice and
behind once he was old enough. Trusting the safety of his younger
loves to tell long-winded stories about what things were like decades
sister and mother to his stronger brother, Malchus set out to the
or even centuries ago. While he isn’t a huge fan of the desert, he does
west to make his fortune and return a hero.
realize that there are very few options for the high elves currently.
He met up with a party of semi like-minded adventurers and together
The Maldrin Shale in Odysia is also a high-ranking council member,
they were knighted in Winterhaven after rescuing Lord Padraig’s
and as a result the two will likely have to meet one day to settle the
daughter, Talia. Soon after, Malchus made enemies in Overdale and
affairs between the two cities.
rescued a small girl named Briahna Ebelmare in the Yemgar Swamp.
He helped negotiate a treaty between Winterhaven and Overdale
that was signed in 1246 AEC and is often called “Malchus’ Folly” due Mard’Ak
to his signature on the page and the resulting actions of Overdale.
Race Orc Occupation Barbarian
Then during his adventure to Drock’s Tomb, a time dilation artifact
called Ki’varus was shattered while in combat with Drock himself. As Age 28 Armor Class 17
a result of this legendary artifact being shattered, he and his fellows Height 6’5” (196 cm) Hit Points 142
became stuck in time for seventeen years.
STR DEX CON INT WIS CHA
When he returned to civilization after being frozen in time for 19 (+4) 17 (+3) 17 (+3) 8 (-1) 8 (-1) 6 (-2)
seventeen years, Malchus learned what had become of his home.
Winterhaven was locked in a state of perpetual war with what was An ambitious female is not a rarity within orcish circles, Mard’Ak,
now known as Overwatch (formerly Overdale) and Overwatch was however, has been slightly more than that in her bid for dominance
run by a tyrannical madman. He learned of The White Ravens, a among her people. When her brother had shown signs of greatness
group led by the very girl he’d carried on his shoulders seventeen years in combat, she plunged an axe into his back during a feast, in
prior. Now a young woman, scarred and broken from war, Briahna plain view of her peers to send a message. She has not hidden her
Ebelmare was furious with him for leaving her. He told her what had intentions of one day becoming the leader of the Bru’Gal clan.
happened, that he’d never meant to leave her, and the two embraced.

354 Ellaran Characters

Luis Yamakawa (Order #46326322)


Marla Binlain themselves. Through all of this, Marrek has remained steadfast and
loyal to his adopted family.
Race Dwarf Occupation Innkeeper
Marrek took a break from life on the road to open a restaurant in
Age 68 Armor Class 11 Fairbay called The Pounce and Claw. While the eatery is a success,
Height 4’4” (132 cm) Hit Points 21 his staff and customers view him as temperamental. It was difficult
for him to reconcile his old life with the new, and he took a chance
STR DEX CON INT WIS CHA with a new group of adventurers as soon as it was offered. He is
12 (+1) 12 (+1) 14 (+2) 13 (+1) 15 (+2) 13 (+1)
currently back to his old life of traveling the world with a closely-knit
group of friends, involving himself in apocalyptic troubles no man
A stern but loving dwarf, Marla Binlain does her best to ensure
should toy with.
that everyone who stays at The Velvet Pillow in Esterholt has the
best possible experience. At times, she can be overbearing but is
always well meaning. A mother of eight, Marla is no stranger to
Marshall De’Lorne
petty squabbles, arguments, and fist fights. She is always ready to Race Human Occupation Shieldhand / Paladin
reprimand a patron if she needs to. Adventurers who are able to get
Age 22 Armor Class 18
on her good side will find that they return to the road clean, well-
rested, and with full bellies. Height 6’2” (188 cm) Hit Points 28

Marrek Aethelred STR


18 (+4)
DEX
11 (+0)
CON
15 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
16 (+3)

Race Human / Werewolf Occupation Adventurer / Cleric


The son of Vincent De’Lorne, of the Brightport De’Lorne’s, Marshall
Age 41 Armor Class 18 was raised in the lap of luxury and wanted for very few things in
Height 5’8” (172 cm) Hit Points 46 life. Feeling as though he was missing out on something, he took to
going to the local temple and trained to become a Paladin of The
STR DEX CON INT WIS CHA God of Justice. Vincent was furious about this choice as he saw it
16 (+3) 14 (+2) 17 (+3) 14 (+2) 17 (+3) 11 (+0)

Marrek Aethelred hails from the volcanic archipelago known as


The Fire Isles. He spent the beginning of his adult life as an acolyte
worshipping The God of the Sun. Tasked with helping those on
the island looking for hope and sanctuary, he trained under his
Archpriest mentor for years. Eventually, she decided that it was time Marrek
for Marrek to lead his own flock out into the world and spread the Aethelred
word of light.
He did not take this responsibility lightly. Working harder than
ever, he led his flock as they built homes for themselves in the
hostile land. When their new village was attacked by giants, Marrek
rallied his people to defend their new home. Several villagers were
killed in the battle, and many more were wounded, including
Marrek himself. In his pain and shame, he lost control of himself.
His back arched as his muscles stretched and his bones changed
shape, revealing his true nature as a lycanthrope. Until that very
moment, Marrek had no idea that he was cursed. To this day,
he is still unsure how this could have happened. He slaughtered
the remaining giants, and once he was done, turned on his own
followers.
When Marrek woke up, he found himself drenched in blood, and
surrounded by what was left of his friends. He fled The Fire Isles in
shame and spent many years alone, in self-imposed exile. Though
he still didn’t completely trust himself around others, he did
eventually join an adventuring group. It took time and effort,
but he grew to love them like they were his own family.
With the threat of lycanthropy ever looming over his
head, Marrek traveled Ellara with his group and became
embroiled in conflicts that would affect lives around
the world. Together, they stood against the tyranny
of Overwatch, helped slay an ancient red dragon that
imperiled Esterholt, and played a role in releasing the gods

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Luis Yamakawa (Order #46326322)


as unnecessarily dangerous in a place like Brightport. After a very Mayla
lengthy argument, Vincent demanded that his son renounce his vows
and give up this ridiculous new life. Marshall refused and instead Race Dark Elf Occupation Messenger / Scout
decided to leave his childhood home without a gold piece to his name. Age 29 Armor Class 16
Height 5’10” (178 cm) Hit Points 49
Mav Oxus
STR DEX CON INT WIS CHA
Race Tiefling Occupation Adventurer / Royal / 14 (+2) 19 (+4) 16 (+3) 15 (+2) 13 (+1) 15 (+2)
Swashbuckler
Age 34
Height 6’1” (185 cm) Armor Class 16 Hit Points 78 This mischievous dark elf is a close associate and bodyguard of Ora
Klad. Both wily and mischievous, she has the ability to often get
STR DEX CON INT WIS CHA under the skin of those on the other side of her sharp tongue. At
16 (+3) 19 (+4) 13 (+1) 12 (+1) 14 (+2) 20 (+5) only 34 years old, she has proven herself to be extremely dependable
when the need arises. A skilled tracker and handy with a sharp blade,
The cocksure and flamboyant leader of The Royals. In less than 10 Mayla delights in humiliating her enemies before finishing them off.
years, this adventuring party has built an incredible reputation for
themselves. Largely, this is due to Mav Oxus realizing his limitations
and hiring those who can fill in the gaps. He has a very close
relationship with Fay who helps to limit his ambition just a tad. She
also assists in research and planning. These two are the founding
members of the group and have been friends for many years.
Though Mav may seem self-absorbed on the surface, he cares very
deeply for his party and will do almost anything to protect them.

Me’gile
Race Essai Occupation Council Member /
Age 75 Essai Advocate / Cleric

Height 5’11” (180 cm) Armor Class 15 Hit Points 36

STR DEX CON INT WIS CHA


12 (+1) 8 (-1) 11 (+0) 14 (+2) 14 (+2) 11 (+0)

The only essai on the council of Aldmoor, Me’gile’s primary interests


are in essai-related rights and finding her people a cure. She can be
harsh but is still less rough around the edges than most of her people
and usually handles things diplomatically. She can be quite preachy
and will often stop travelers and townspeople to speak with them at
length about the plight of the essai.

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


14 (+2) 19 (+4) 13 (+1) 15 (+2) 19 (+4) 11 (+0)

Melanie Estus is an excellent tracker who uses her skill to follow


escaped slaves into the forest to retrieve them. Under her four-year
tenure, no slave has gotten away from the Nu-Val camp.

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Mildred “Millie” Martin Morgan Osgood
Race Human Occupation Performer Race Human Occupation Conspiracy Theorist
Age 48 Armor Class 11 Age 38 Armor Class 15
Height 5’7” (170 cm) Hit Points 24 Height 6’1” (185 cm) Hit Points 52

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.

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Nathaniel Serverus
Race Human Occupation Lord of Winterhaven
Age 20 Armor Class 16
Height 6’2” (188 cm) Hit Points 45

STR DEX CON INT WIS CHA


15 (+2) 11 (+0) 14 (+2) 11 (+0) 12 (+1) 13 (+1)

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

Race Tiefling Occupation Bartender


Age 24 Armor Class 11
Height 5’8” (173 cm) Hit Points 29

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 20 (+5)

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)

In a past life, Nemeru “Nem” J’nai was a religious sort. She


worshipped The God of the Sun and devoted her life to them as a
cleric. She was bitten by a vampire while trying to save one of the
townsfolk, and changed into a vampire. She has not seen much
of the sun since. Life was hard on Nem the decades following her
change, and she eventually found herself working in a brothel. Even
so, she is still technically a virgin, as she specialized in “other” forms
of excitement for her guests. Since leaving that line of work she has
started working nights at the local pubs of Brightport, as both a
waitress and a bouncer, depending on what is needed at the time.

358 Ellaran Characters

Luis Yamakawa (Order #46326322)


Netti Dekan Nymira Alderthien
Race Gnome Occupation Bartender Race High Elf Occupation Shopkeeper / Avid Reader
Age 34 Armor Class 10 Age 51 Armor Class 10
Height 2’9” (84 cm) Hit Points 14 Height 5’9” (175 cm) Hit Points 21

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.

Ellaran Characters 359

Luis Yamakawa (Order #46326322)


Oolanda the Blade Ora Klad
Race Dark Elf Occupation Leader of House Silverclaw Race Dark Elf Occupation Leader of the Dark Elves
Age 46 Armor Class 16 Age 50 Armor Class 17
Height 6’2” (188 cm) Hit Points 78 Height 6’1” (185 cm) Hit Points 89

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.

360 Ellaran Characters

Luis Yamakawa (Order #46326322)


Patty Anderson herself in building custom ordered shields and armor for people
of all sizes at a reasonable price. She is a firm believer that you can
Race Human Occupation Stable Owner stand up to just about anything as long as you are properly equipped
Age 42 Armor Class 11 for the challenge.
Height 5’9” (175 cm) Hit Points 17
Pepper Kalihan
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 14 (+2) 13 (+1) 16 (+3) Race Human Occupation Waitress / Bard
Age 21 Armor Class 10
After her husband died, the human Patty Anderson took over the Height 5’0” (152 cm) Hit Points 15
Anderson Stables and continued the proud tradition of breeding and
raising fine horses in Aubrey. She is older and slightly harsh with her STR DEX CON INT WIS CHA
tone, but she means well and tends to her horses lovingly. Her horses 8 (-1) 9 (-1) 11 (+0) 13 (+1) 12 (+1) 17 (+3)
are widely considered to be the best in Theria and are priced as such.
Known locally as “Peppy Pepper,” the young human Pepper
Peaches Kalihan is a bouncy, hyperactive young lady who can be slightly
scatterbrained, but altogether charming and captivating. She has a
Race Half-Elf Occupation Companion wonderful way of telling stories, and dances about “like a fairy” when
Age 26 Armor Class 10 she plays her violin. She has been best friends with the half-elf Klara
Height 5’6” (168 cm) Hit Points 22 since they were very, very young, and is rather cross that Klara has
gone off on adventures while Pepper is still living in Aubrey helping
STR DEX CON INT WIS CHA her parents with their restaurant. She waits with bated breath for
12 (+1) 18 (+4) 12 (+1) 14 (+2) 14 (+2) 20 (+5) each letter from her friend, hoping to hear of grand adventures.

Peaches is a companion from Brightport and part-time painter.


Her boss Sleazy Pete has been a very good influence on her and has
helped to foster a nice work environment. Before working in her
current industry, Peaches was a petty thief and would often lull
victims into a false sense of security before robbing them. She is
now saving up for a small home in Aldmoor. She plans on leaving
the city within the next 5 years

Peepos Quinton
Race Halfling Occupation Assistant
Age 29 Armor Class 10
Height 3’11” (119 cm) Hit Points 14

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 12 (+1) 15 (+2) 16 (+3) 12 (+1)

An excellent assistant and pancake enthusiast, halfling Peepos


Quinton carries out administrative tasks and schedules for Queen
Liara. While he often must remind her of some of the more
unpleasant tasks (like speaking to people), he does so with a smile.
Always chipper and lighthearted, he is often faced with slamming
doors and angry people who vent their problems to him. He is the
last face they see before reaching the Queen.

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


15 (+2) 11 (+0) 13 (+1) 13 (+1) 16 (+3) 14 (+2)

A gnome in the defense industry of Winterhaven, Penny Witherton


has been a smithy and shopkeeper for over 10 years. She prides

Ellaran Characters 361

Luis Yamakawa (Order #46326322)


Peter “Sleazy Pete” Hornsdale Puunan Hax
Race Halfling Occupation Brothel Owner Race Goliath Occupation Shopkeeper
Age 38 Armor Class 11 Age 45 Armor Class 11
Height 4’5” (135 cm) Hit Points 18 Height 6’9” (206 cm) Hit Points 33

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

STR DEX CON INT WIS CHA


8 (-1) 9 (-1) 11 (+0) 15 (+2) 16 (+3) 16 (+3)

One cannot enjoy any aspect of life if one uses accouterments of


lesser quality. This is the motto of Qubert Danning, who sells only
the finest in researching goods and apparel at his shop. He will
often wax poetic about the thread count and quality of a particular
“reading robe” or the feel of his finest leather-bound journals. He has
a bit of fear regarding germs and will often lock items away under
glass to prevent them from being touched by customers.

Rama Hadley
Race Human Occupation Shopkeeper
Age 60 Armor Class 10
Height 5’4” (163 cm) Hit Points 14

STR DEX CON INT WIS CHA


Race Human Occupation Spy / White Raven 7 (-2) 6 (-2) 10 (+0) 15 (+2) 15 (+2) 11 (+0)

Age 32 Armor Class 15


One of the few humans in Onak-Al, Rama Hadley firmly believes
Height 6’0” (183 cm) Hit Points 77
that everyone is in too much of a rush these days. She works at the
STR DEX CON INT WIS CHA
local bookstore with Nymira and will often go on long-winded rants
15 (+2) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 15 (+2) about the pace of modern city living. She will lecture most folks who
venture into the shop as well.

“The rumors of my bitchliness Razlin Heavyhoof


have been greatly exaggerated.”
Race Minotaur Occupation Warrior
– Poe Tutillo (Arc 1, Episode 60) Age 34 Armor Class 19
A former White Raven and spy, Poe Tutillo is a man of many talents. Height 6’8” (203 cm) Hit Points 143
After the death of Briahna Ebelmare, one of his best friends, he tried
to escape by fleeing to Onak-Al and drowning his problems in liquor. STR DEX CON INT WIS CHA
Thankfully, some old acquaintances talked sense into him, and Poe 20 (+5) 14 (+2) 18 (+4) 9 (-1) 6 (-2) 8 (-1)

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.

362 Ellaran Characters

Luis Yamakawa (Order #46326322)


Reed Willingsly Remy
Race High Elf Occupation Chef Race Dark Elf Occupation Adventurer / Druid
Age 45 Armor Class 10 Age 21 Armor Class 14
Height 6’1” (185 cm) Hit Points 22 Height 6’1” (185 cm) Hit Points 21

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

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 12 (+1) 14 (+2) 12 (+1) 17 (+3)

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

STR DEX CON INT WIS CHA


9 (-1) 11 (+0) 12 (+1) 16 (+3) 17 (+3) 15 (+2)

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


12 (+1) 18 (+4) 14 (+2) 13 (+1) 14 (+2) 13 (+1)

After being a convict for 16 years, Rilia Quarth found a home in


Aldmoor that was accepting of her despite being a tiefling and a
Razlin Heavyhoof criminal. Having served her time, she is trying to leave her past
behind her and focus on serving the city. She now works on the
council to drive new business to the town and build commerce.

Ellaran Characters 363

Luis Yamakawa (Order #46326322)


Ripley Noonan Rodswell Joybottom
Race Human / Vampire Occupation “Mayor” of Donhurst Race Human Occupation Adventurer / Cleric
Age 34 Armor Class 15 Age 46 Armor Class 17
Height 5’11” (180 cm) Hit Points 67 Height 5’10” (178 cm) Hit Points 45

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)

A human cleric who took in a young dwarf by the name of Duncan


“We’re supposed to catch a couple of in his hour of need, Rodswell Joybottom always imagined himself to
schmucks comin’ up north. They escaped from be a good man. When he found his adopted son had died during a
Brightport. So, we bring ‘em back up north, routine adventure delving into caves, he took it upon himself to finish
what Duncan had started and joined the group of adventures—that
they get their throats slit, and someone very
included the soon-to-be-infamous Malchus Grimnas. Unfortunately,
powerful owes The Fang a favor. And that’s Rodswell soon came to realize that his son had fallen in with some
how you get ahead in the world, Tati.” unsavory types, and they went on to commit horrible acts which
– Ripley Noonan (Arc 2, Episode 11) Rodswell wanted no part in. So much was his disgust towards
Malchus and the others that he defected to the Overwatch,
Human-turned-vampire leader of The Fang, Ripley Noonan is the convinced there must be some truth to the racist preaching because
embodiment of ambition. With confidence that most will never the group his son had joined were all non-humans.
know, he dictates his plans to his gang as though they were handed With his help Overwatch was able to learn quite a lot about
down from the gods themselves. This trust in his own ability the army Malchus and his gang were gathering, and Rodswell
has gotten him in trouble in the past. Ripley remains unshaken, became an honored ally. Unbeknownst to Rodswell, his son had
however, as not everything can go according to plan. For instance, been resurrected and reunited with his old friends, and it was by
a recent plan to settle down in the abandoned town of Donhurst Duncan’s sword that the cleric was felled.
required some finessing, as he soon discovered The Countess living
high above the empty city.
In exchange for a few of The Fang’s members, he was able to barter
himself into becoming a vampire and The Countess’s errand boy,
though she holds him to such a low position that he is not allowed
to enter her castle. It is no bother to him, as he knows he now has
eternity to find the next opportunity for riches and power.

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


13 (+1) 8 (-1) 11 (+0) 9 (-1) 9 (-1) 7 (-2)

An older, traditional man. Rodrick Dale was a logger and had


brought his son, Jim, to many camps with him. When the dark-elf
girl that his son had been seeing got herself pregnant, he wanted
nothing to do with it, but nothing he did or said kept Jim away
Ripley
from the baby Klara, even though Rodrick often made his feelings Noonan
towards dark-elves very clear. When his son was eighteen, the old
man was socked in the jaw for that behavior, and though he still
regards his granddaughter with disdain, he had not said an ill word
about her kind to her or her father since.

364 Ellaran Characters

Luis Yamakawa (Order #46326322)


Rue Traxthericus Ryneth Copperbelly
Race Gnome Occupation Adventurer / Rogue Race Dwarf Occupation Fighter
Age 20 Armor Class 14 Age 58 Armor Class 21
Height 3’4” (102 cm) Hit Points 18 Height 4’5” (135 cm) Hit Points 69

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.

Ellaran Characters 365

Luis Yamakawa (Order #46326322)


Saleena Morric
Race Half-Elf / Vampire Occupation Innkeeper
Age 30 Armor Class 13
Height 6’1” (185 cm) Hit Points 56

STR DEX CON INT WIS CHA


16 (+3) 19 (+4) 15 (+2) 13 (+1) 12 (+1) 14 (+2)

Originally from the town of Aldmoor, Saleena Morric was a half-elf


hunter until her death at the hands of a vampire outside of Aubrey.
She awakened as part of the vampire brood and lived in the caverns
near Aubrey for about four years. After a group of adventurers slayed
most of the other vampires, she went to live in Aubrey and opened
an all-hours inn with her friend Johnathon. She treats most people
with a surprising level of kindness, given all she has been through.
She is a strong believer in the power of The God of Undeath.

Sarrif
Race Dark Elf Occupation Consultant / Assassin
Age 45 Armor Class 17
Height 6’3” (191 cm) Hit Points 109

STR DEX CON INT WIS CHA


15 (+2) 20 (+5) 14 (+2) 11 (+0) 13 (+1) 13 (+1)

“I can see by the look in half of your party’s


eyes that you don’t trust us before you know a
thing about us. You heard that we were dark
elves...how did you react to that?”
– Sarrif (Arc 1, Episode 139)
A former member of House Silverclaw, Sarrif is something of a
mystery even to those closest to him. He is a very goal-oriented dark
elf. He left House Silverclaw after a disagreement with Oolanda,
Sarrif
and eventually found himself with an opportunity to create a better
world for men like him—and he took it. He now serves as an advisor
to mayor Jadzia in Esterholt.
His mannerisms still echo a man who is rather underhanded in
his methods, but more often than not he’s only being playful,
and he has a moral code of his own that he follows. He may not
take the same violent, direct route as he has in the past, but he is
always listening and makes himself aware of nearly everything that
Sazller Bane
happens in the city. Sarrif is father to both Julie and Una, paladins Race Tiefling Occupation Shopkeeper
at the Temple of The God of Courage, though his relationship with
Age 34 Armor Class 10
each is strained.
Height 5’8” (173 cm) Hit Points 22

STR DEX CON INT WIS CHA


11 (+0) 9 (-1) 11 (+0) 14 (+2) 13 (+1) 12 (+1)

This tiefling is a crooked merchant eager to take advantage of


anyone. Having come to The Fire Isles nearly a decade ago, Sazller
Bane thought for sure that he could corner a few general trade
markets there and make some coin off the locals. He was unable
to leave before the community was almost totally destroyed by
werewolves. He has full confidence in Ellis to get them out of their
situation, but until then he might as well make some gold.

366 Ellaran Characters

Luis Yamakawa (Order #46326322)


Sespa Shela Sellis
Race Human Occupation Town Guard
Age 24 Armor Class 16
Height 5’6” (168 cm) Hit Points 37

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 14 (+2) 12 (+1) 12 (+1) 11 (+0)

Terry Sellis’ daughter, Shela is only twenty years of age and


currently learning the ropes of law enforcement as a town guard in
Whitehedge. She works closely with her father who is the sheriff and
acts as his right hand in most affairs. Quick to side-eye newcomers
and possessing a slight temper, Shela has used her position as an
excuse to injure lawbreakers.

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

Shaleth Halill Height 6’0” (183 cm) Hit Points 44

STR DEX CON INT WIS CHA


Race Elf Occupation Potion Maker
14 (+2) 7 (-2) 12 (+1) 9 (-1) 11 (+0) 7 (-2)
Age 25 Armor Class 11
Height 6’3” (191 cm) Hit Points 21 Local essai and owner of Sillik’s Stable, Sillik is one of the many essai
victims who found solace in Aldmoor. He seems to be particularly
STR DEX CON INT WIS CHA crotchety, even for an essai, and is very easy to set into a rage.
9 (-1) 11 (+0) 8 (-1) 16 (+3) 12 (+1) 12 (+1)

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

STR DEX CON INT WIS CHA


7 (-2) 9 (-1) 9 (-1) 16 (+3) 16 (+3) 17 (+3)

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.

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Luis Yamakawa (Order #46326322)


Skylar Neddie to danger. She loved her family. She enjoyed sitting quietly and
watching her mother work, and she loved training with her father.
Race Half-Elf Occupation Shopkeeper / Archmage They were all very close and had a strong bond, but Sora was slowly
Age 44 Armor Class 10 reaching an age where the small village felt too small.
Height 5’8” (173 cm) Hit Points 18 When The White Ravens came through seeking recruits, Sora saw
her chance to see the outside world and took it. She felt an almost
STR DEX CON INT WIS CHA immediate rush of homesickness, but she had been raised to believe
7 (-2) 9 (-1) 10 (+0) 16 (+3) 16 (+3) 14 (+2)
that it was everyone’s job to help others, and that’s what The White
Ravens were doing.
A half-elf with a background in high-level magic, so much so
that she was granted the title of Archmage back in Uman’Yiro. Her first mission was meant to be a simple one: scout Lochfort and
Skylar Neddie has been the proud owner of Mystical Marketables, report back. Instead, she and her group stumbled upon a massacre,
which houses a collection of curious baubles, for over eight years. to which quite a few of her own party soon fell victim to as well.
She is jubilant about learning new things and eager to share that Sora’s deep-seated desire to do the right thing clashed with other
excitement with others. members of her party, but Sora never lost her faith in her moralistic
upbringing.
Sonia Bine During the week that her group was hiding in Lochfort waiting for
The White Ravens to send backup, Sora and her group were able to
Race Gnome Occupation Grifter save two children named Shaw and Lucia. She made sure they ended
Age 20 Armor Class 12 up in the care of a good woman in Whitehedge, and shortly after
Height 3’2” (97 cm) Hit Points 34 returned home to her own family for a time.
Now back in Overdale, Sora still does her best to follow her heart
STR DEX CON INT WIS CHA
and do what is right at all costs. In the spirit of that, and inspired by
9 (-1) 9 (-1) 10 (+0) 15 (+2) 15 (+2) 14 (+2)
Shaw and Lucia, she works with the children in Overdale, teaching
them archery and telling tales about her time as an adventurer.
Sonia Bine was born the fifth of eight children across three different
fathers. Her mother worked three jobs to ensure all her children had
food, clothing, and a roof above their heads. As a result, the children Steven Warrik
lacked supervision and guidance for the majority of their childhood.
Being the fifth of eight gave Sonia much more leeway to chase
her own pursuits, as her four older siblings and mother worked to
provide for the family. At a young age, she would take apart devices
to see how they worked. It took many years until she was able to put
them back together again.
At the age of sixteen, her skills with knick-knacks eventually led her
to working for Graddik, alongside her partner at the time, Rodolfo.
After failing at several jobs for Graddik, he had Rodolfo killed in
front of Sonia and the dragonborn, Kava, whom Sonia immediately
latched onto. Sonia began working for Kava at The Rusty Nipple as
the handywoman. She made improvements to the establishment
and its official vehicle before the shop was usurped during one of
their adventures.
Sonia’s current whereabouts are unknown.

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 13 (+1) 14 (+2) 11 (+0)
10 (+0) 20 (+5) 13 (+1) 11 (+0) 15 (+2) 8 (-1)

Captain of the guard in Brightport, Steven Warrik is often referred


Born just a little southeast of Ebony Harbor in a village where both
to as the last honest man in the city. He is doing everything he can
the sea and the forest were close by, Sora Greywing was raised by
to try and clean things up. He has lived in the city all his life and has
her halfling artist of a mother and her human father, who was a
watched this gem of the east slowly become depraved and corrupt.
practiced swordsman and would often take Sora along on hunting
After his wife was murdered in cold blood in 1247 AEC, Steven
trips. Because she was a halfling and rather small, her father also
decided to enter law enforcement. A stern individual normally, he
trained her with a bow, that way she would never be too close
addresses his fellow guards in a curt but respectful manner.

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Luis Yamakawa (Order #46326322)


Sydney Kilimor
Race Half-Elf Occupation Bard
Age 26 Armor Class 11 Takard
Height 5’9” (175 cm) Hit Points 32 Stonesunder

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 13 (+1)

Sydney Kilimor has always been a regular working-class guy. At 31


years old, he had spent most of his life at the same job repairing the
roads for travelers. He never saw himself as more than a commoner
and had no real aspirations to do anything else. That is, until the
night he heard Braylon Gallbuck play at his local tavern. He was
transported to a place where there were no limits and anything was
possible. He wanted to be just like Braylon and follow him to the
ends of the planet. He is currently honing his skills and studying to
become a bard just like his idol.

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)

food when absolutely necessary. Tabi Koplin is a gnome who has


done some pretty unthinkable things to keep the town fed. As long The Sellers family was never what one would call “lucky.” Most of
as they never find out, everything will be just fine. the family had died due to various illnesses over the years. Still, it
takes a real terrible streak of bad luck to be bitten by a werewolf in
Takard Stonesunder a city filled with vampires. On a trip to Whitehedge, Tamara was
attacked and left for dead by one of the deadly beasts. She managed
Race Dwarf Occupation King to recover and return home with Grayson White, her significant
Age 184 Armor Class 19 other. They lived together in Aubrey for a while but the strain of
keeping their secret was too much for them and they are now on the
Height 4’3” (130 cm) Hit Points 118
run from the Aubrey locals.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 9 (-1) 11 (+0) 14 (+2) Tamlin Craykill
Race Human Occupation Greeter / Tour Guide
“You said you had minotaurs with you? Age 64 Armor Class 10
How many of the fleabags are left?” Height 5’9” (175 cm) Hit Points 17
– King Takard Stonesunder (Arc 1, Episode 42)
STR DEX CON INT WIS CHA
The king of the largest city of dwarves on Ellara. Takard 7 (-2) 8 (-1) 10 (+0) 16 (+3) 17 (+3) 13 (+1)
Stonesunder is brash and hot-headed; quick to anger and slow to
cool. While he has the respect of his fellow dwarves, he normally One of the first faces one will see upon entering Uman’Yiro, Tamlin
needs assistance in taking a step back and not charging headlong Craykill has been a greeter for many years. With a thinning head
into a situation. One of his loftiest goals is to eradicate the Bru’Gal of gray hair and a polite demeanor, he has a way of defusing most
orc clan to the south of his mountain. A polarizing figure to many, situations and enforcing the city’s rules without being forceful. He
Takard has been involved in some terrible events in Ellara’s history. is almost overly mannerly and expects a certain level of refinement
From nearly wiping out the minotaur and chasing them away from from visitors as well.
their home, to tunneling down into his mountain stronghold until
he invaded the main city of the dark elves, Na’lue, and claimed that
as well. There are several powerful people that would like nothing
more than to see King Takard fall.

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Luis Yamakawa (Order #46326322)


Tark Taryyn Damir
Race Goliath Occupation Adventurer / Royal Race Tiefling Occupation Mayor
Age ?? Armor Class 19 Age 33 Armor Class 15
Height 7’1” (216 cm) Hit Points 89 Height 6’0” (183 cm) Hit Points 43

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

STR DEX CON INT WIS CHA


13 (+1) 20 (+5) 14 (+2) 15 (+2) 13 (+1) 15 (+2)

“After all we’ve been through, I just had to say


goodbye... but if you come after me, my family,
or my friends ever again, I will castrate you.
And I will kill you.”
– Tatiyana Stanton (Arc 2, Episode 18)
Tatiyana “Tati” Stanton lost both of her parents to The Great Hunt
in Lochfort as a very young girl, but she was never without love and
acceptance thanks to her large adoptive family in Fairbay. For the
better part of her life, she was perfectly content spending her days
tending the farm and helping her adoptive mother sell bread in
town- until she met Ripley Noonan at the age of seventeen. Ripley
was an adventurer like her older brother William, and came to
Fairbay in passing on a journey taking him to Brightport. From the
moment they met at The Tipsy Pig, they were inseparable.
Ripley was charming, funny, handsome and had so much knowledge
of The Mainland, which mesmerized Tati. As the summer drew
to a close Ripley extended an invitation to Tati: come with him to
Brightport, and he’d teach her all she needed to know to survive and
thrive. She agreed, with her family’s tentative, but loving support.
Ripley’s training was not what Tati had expected; she had
anticipated mainly combat skills, but the vast majority of her
training dealt with thievery and deceit. But she was young,
Tark ambitious, and in love. Before long she was picking Ripley’s pockets
just to prove to him she could. Years passed and her skills magnified
with each “job” they had. Each month she would find some way to
send money back home. Across The Mainland they began to get a
name for themselves: The Fang.
Three years into their relationship, Ripley and Tati took a lucrative
yet risky job, but things went terribly wrong. When it came to it,
Ripley left her there to die. Tati then spent the next eight months

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Luis Yamakawa (Order #46326322)


in a prison cell in Brightport until she was able to trade in her
heartache for the idea of revenge. After this she joined up with a
group of adventurers to scrape by while turning her life around,
though the thieving skills Ripley had taught her never completely
vanished. Despite her anger, Tatiyana still has feelings for Ripley in
her heart. She knows this because she was once given the chance
to kill him, or let him rot in jail, but instead she gave him the
opportunity to save himself.
Currently her group’s main focus is The Black Hand, as the crime
lord has a personal vendetta against two of Tati’s companions.
However, the young rogue’s mind is never far from Ripley, unsure if
she wants love or revenge.

Ted Martel
Race Human Occupation Hired Goon / Management
Age 29 Armor Class 18
Height 6’4” (193 cm) Hit Points 56

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 11 (+0) 12 (+1) 17 (+3)

Those who aren’t skilled enough to shieldhand nor experienced


enough for guild work, might venture to create a troop of hired
goons, which is precisely what Ted Martel did. His band of travelers
will take pretty much any job as long as it pays. Often being assigned
to tasks like guarding establishments or blocking the path of others,
Ted does his best to keep his people fed and stay friendly to those he
encounters, including people that his goons have been sent to beat
up or inconvenience. Tatiyana
Stanton
Teefa Wolfbreaker
Race Minotaur Occupation Warrior
Age 40 Armor Class 19
Height 6’8” (203 cm) Hit Points 66

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.

“I’m going to go help people. If She takes me, it


means it is time. I won’t run to Her or from Her.
Let Her find me when She wills it. You made my
life better than it should have been. You took care
of me. I saw it. Take care of yourselves.
Please. I love you.”
– Tempest, in a letter to his family

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.

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His parents had assured him there was nothing he could have Tepin Tamlin Zale
done, but they were both clerics, and Tempest knew that wasn’t
true. If they were there, they could have saved the boy. The guilt led Race Gnome Occupation Farmer
Tempest to become a cleric himself. They were both followers of Age 27 Armor Class 10
The God of the Sun, but Tempest had seen the other side too early. Height 2’7” (79 cm) Hit Points 14
He enjoyed life, but he was infatuated with death.
Because Tempest was “touched,” his parents sheltered him. He STR DEX CON INT WIS CHA
7 (-2) 8 (-1) 9 (-1) 13 (+1) 15 (+2) 13 (+1)
was a young adult, but the thought of leaving home had never
once occurred to him. Until one day, Tempest heard something
Tepin Tamlin Zale the gnome is instantly recognizable to the locals
he should not have. His younger brother, Zenith, was expressing
in Fairbay because of his salt-and-pepper beard and horrendous
to his parents that he wanted to become an adventurer and travel
allergies. Every breath he takes is normally accompanied with a deep
the world helping people, but they told him he couldn’t. He had to
sniffle and nasally snort. He operates a farm just outside of town and
watch over his brother, they said. Tempest was his younger brother’s
can often be seen riding atop his karmoline dog companion, Duke.
burden. If they were ever to come to harm, Tempest was Zenith’s
responsibility, since he could not take care of himself.
Tempest stole his father’s chainmail and left that night, leaving
Terry Sellis
behind a letter so they would know what happened to him. Race Human Occupation Sheriff
Age 51 Armor Class 17
Height 5’11” (180 cm) Hit Points 32

STR DEX CON INT WIS CHA


14 (+2) 11 (+0) 13 (+1) 13 (+1) 12 (+1) 12 (+1)

An aging human and the current sheriff of Whitehedge, Terry Sellis


is normally fairly friendly to outsiders but firm with his stance on
the law. The town sees many travelers and as a result things have
gotten out of hand in the past. Terry can often be found patrolling
the town and checking in with travelers to make sure that things are
going smoothly, specifically visiting shops along the main road to
keep the peace

Tessia Grimnas
Race Tiefling Occupation Leader of House Dragonkeep
Age 57 Armor Class 11
Height 5’8” (173 cm) Hit Points 23

STR DEX CON INT WIS CHA


Tessia 7 (-2) 8 (-1) 9 (-1) 14 (+2) 20 (+5) 17 (+3)

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

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Luis Yamakawa (Order #46326322)


on honest work. He tried, and she saw him try, but as their family Theo Poxx
grew their modest, honest budget wasn’t enough. Tessia knew she
would be better off starting her own shop, but she did not have the
money. One day, the mage she worked for surprised her. He gave her
a parting gift—enough money to start her own shop and make her
own way in life. Tessia named it The Filigreed Fawn.
Shortly after the shop opened, her husband left and Tessia was
devastated, but she carried on. With only half of the income from
before, the family was in more dire straits than ever. Because of her
tiefling heritage the shop was often stolen from, broken into, and
vandalized. After a decade of barely scraping by she partnered with
Graddik the Wanted. It was mutually beneficial, as much as Tessia
hated it at first. He helped populate her shop and gave her a cut of
any sales that took place, so long as Tessia provided a good cover for
some of his less than honest sales.
Her son Vallus had grown up to be strong and imposing, and he Race Human Occupation Diplomat
became the guardian of the shop. Because of this, the shop got a Age 29 Armor Class 15
new reputation as a place that was not to be trifled with. Tessia did Height 5’9” (175 cm) Hit Points 38
not condone it but accepted the argument from Graddik that it kept
Vallus off the street. Eventually Malchus left Brightport, followed STR DEX CON INT WIS CHA
years later by Vallus and finally her daughter Aralove—Tessia was 13 (+1) 11 (+0) 14 (+2) 12 (+1) 14 (+2) 13 (+1)
left with an empty nest.
She continued to run The Filigreed Fawn alongside Graddik, though
“See? This always happens, man!
his various misdeeds had him out and about quite often. After
defeating Emon Thermack of House Darksbane and renaming it to People find out about the magic thing and then
House Dragonkeep, a party of adventurers, which included Vallus, that’s all they want me to use. I mean, it’s cool, I
grew restless and entrusted the House to her instead. Overnight, like it, it’s just that’s not all I’m about.”
Tessia went from living in one of the poorest, most violent areas of
– Theodore Poxx (Arc 1, Episode 117)
the city to being one of the three most powerful humanoids to exist
within its walls. Theo Poxx was raised by his thuggish father after escaping from
Her reign of House Dragonkeep has brought a host of changes. She his mystical mother in Esterholt. Theo and his mother often found
hired many of the lowest in Brightport to staff the house, themselves at odds, as Theo was a gifted magic user like his mother,
vouching for all of them despite Graddik’s misgivings. She has
used her power for the good of her House and for Brightport as a
whole, including helping the high elves when they had nothing by
clearing out Onak-Al and renting it to their people. Recently, there
was a nearly successful assassination attempt on her by The Black
Hand that drove her into hiding.
Despite the trials stacked against her, Tessia has always done her
best to do what is right. Including changing the minds and hearts of
others. Currently, she has sparked quite a change in Graddik’s heart,
and the two are romantically entwined.

Tharn
Race Orc Occupation Right Hand to the Clan Leader
Age 26 Armor Class 19
Height 6’4” (193 cm) Hit Points 139

STR DEX CON INT WIS CHA


20 (+5) 20 (+5) 17 (+3) 6 (-2) 6 (-2) 6 (-2)

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.

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Luis Yamakawa (Order #46326322)


and she wished for him to take after her. However, both her child- During the final battle, it was Thoril who gave the order to
rearing and her teaching methods were cruel, and she would often summon the great red dragon Straad. In so doing, it was
berate and abuse Theo until he finally left in his late teens. After determined that he was the one responsible for the loss of miles of
trying to follow in his father’s footsteps as a rogue, he quickly found The Evergreen, and while the High Maiden deliberated whether he
out that he wasn’t cutthroat enough. He fell into adventuring should be put to death, he was stabbed from behind by one of his
entirely by accident, as he was kidnapped by an adventuring party own party members.
and eventually decided to stick with them. He met Aria through this
group and the two have been together ever since. Thorine Opal Dawnstar
Thollin Race Human Occupation Adventurer / Monster Hunter
Age 27 Armor Class 14
Race Human / Vampire Occupation Shopkeeper
Height 5’6” (168 cm) Hit Points 24
Age 34 Armor Class 13
Height 5’11” (180 cm) Hit Points 35 STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 13 (+1) 15 (+2) 13 (+1) 12 (+1)
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 12 (+1) 12 (+1) 11 (+0) As a member of the prestigious Dawnstar clan, hunting monsters is
in Thorine’s blood, though she isn’t always convinced of the danger
This vampire has been living in Aubrey since the year 1263 AEC. most of those monsters present. Often getting into arguments
Opening a general store called Moonlit Bargains, Thollin works with anyone who will listen, she is positive that many of the grim
exclusively at night and mostly keeps to himself. Of the vampires creatures of the night are simply misunderstood and just need to be
that moved into town, he has had the toughest time adjusting, shown affection in order to present a softer side. This may be why
feeling as though he doesn’t quite belong around regular people. the Dawnstar clan has thinned out a bit over recent years.

Thoril Songsteel Tia Neree


Race Human Occupation Ranger
Age 21 Armor Class 15
Height 6’2” (188 cm) Hit Points 54

STR DEX CON INT WIS CHA


19 (+4) 17 (+3) 13 (+1) 11 (+0) 10 (+0) 14 (+2)

“I had a vision about you, several actually.


They all end the same way.”
– Brettana Moonshadow (Arc 1, Episode 27)
Thoril Songsteel believed his life hadn’t truly begun until the day
he met up with his first adventuring party. It happened quickly, he
teamed up with a group of nobodies in Winterhaven to rescue a
noblewoman and was knighted for the trouble. Shortly after while
on another mission, Thoril was bitten by a vampire, an affliction
which drained his physical capabilities and dulled his enjoyment
of life. As a vampire he had little control over his bloodlust, leading
him to attack Zannon Carter while he and his friend, Rodswell Race Half-Elf Occupation Shopkeeper
Joybottom, had been trying to convince the man Thoril was not
Age 32 Armor Class 10
a danger. They left the town quickly after and traveled to Drock’s
Height 5’7” (170 cm) Hit Points 17
Tomb. It was there they met the fabled lost hero and fought against
him, activating the Orb of Light, which reverted Thoril back to his
STR DEX CON INT WIS CHA
human state. 7 (-2) 9 (-1) 8 (-1) 13 (+1) 14 (+2) 16 (+3)
Shortly after leaving the tomb the group realized they had jumped
seventeen years into the future, and that the attack Thoril had made Running the sales wing of The Moonlit Willow, Tia Neree is one
while under the thrall of vampiric bloodlust had accidently set into of the kindest people you will meet in Uman’Yiro. She takes extra
motion an all-out war. Zannon Carter was now the self-appointed time to chat with customers and share stories. She aspires to one day
king of what was now called Overwatch, and was on a quest to travel to a different city and open her own store. This will require
extinguish dangerous non-humans. Thoril’s group decided to quite a bit of savings, but she is determined to save until she has
venture forth and gather an army to help fight against the oppressive enough to open the finest shop.
regime of Overwatch.

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Tina Di’Angelo remembers much of his time on the road, and has always seen
Aldmoor as something of a refuge from the chaotic world outside. As
Race Half-Elf Occupation Barkeep such, he is incredibly concerned with keeping it that way.
Age 34 Armor Class 10
Height 5’9” (175 cm) Hit Points 16 Travis Clem
STR DEX CON INT WIS CHA
Race Human Occupation Adventurer / Fighter
9 (-1) 12 (+1) 11 (+0) 14 (+2) 13 (+1) 17 (+3) Age 30 Armor Class 19
Height 6’2” (188 cm) Hit Points 65
Tina Di’Angelo wanted to open a tavern with a bit more class than the
other bars in the area- less about yelling or fighting and more about STR DEX CON INT WIS CHA
enjoying a smooth drink with friends. She does her best to spread the 19 (+4) 15 (+2) 17 (+3) 8 (-1) 12 (+1) 14 (+2)
word about the bar, Tina’s Tavern, and have it become the number
one drinking spot in Winterhaven. Tina is outgoing and kind to One of the few young men in Brightport that was able to find honest
most of those who make their way in but has an absolute disdain for work outside of The Docks, Travis Clem worked as a cleaning boy
criminals. She’ll go out of her way to report them to the authorities. in The Rusty Nipple. He saw some truly heinous messes during his
time there but was relatively happy with the work until the day his
Titus Crane boss and coworkers forced him out of Brightport to participate in
adventuring. His quick wit often allowed him to charm himself out
of situations, which was helpful while they traveled throughout
The Mainland. When it finally was time to return home, The Rusty
Nipple had changed hands and Travis had to find a new job.

Trent Stevens

Race Tiefling Occupation Brothel Owner / Thug


Age 46 Armor Class 13
Height 6’0” (183 cm) Hit Points 33

STR DEX CON INT WIS CHA


13 (+1) 11 (+0) 12 (+1) 18 (+4) 17 (+3) 13 (+1)

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)

A grizzled human member of the council of Aldmoor. Torth Martsk


is a retired adventurer who has seen much during his travels. He

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Trias Draverson Uboh
Race Human Occupation White Ravens Founder
Age 44 Armor Class 19
Height 6’3” (191 cm) Hit Points 65

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 14 (+2) 13 (+1) 16 (+3) 14 (+2)

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)

STR DEX CON INT WIS CHA


10 (+0) 11 (+0) 10 (+0) 12 (+1) 13 (+1) 19 (+4) “I can become a boar and get closer,
look over their numbers. Unless they really like
Trina Gallows is a very welcoming human woman, though some
might argue that is so she can warm up new patrons. She is, in her
bacon, then I have to run.”
own words, a “companion” who frequents The Sirens Song in Ebony – Uboh (Arc 2, Episode 1)
Harbor. Her kindness does not depend on coin, however, as she is
As a half-orc child, Uboh never found out who his actual parent was
genuinely a good-hearted person.
within the tribe; the shame of birthing a half-orc like Uboh seemed
enough to keep his mother or father silent. Instead, Uboh was raised
Tyno Heart by the clan’s druid who was also ostracized for their use of magic in
Race Gnome Occupation Adventurer / Bard battle, but put up with by the clan as their magic was useful. The
druid taught him how to harness nature’s magic, and often told him
Age 33 Armor Class 14
tales and taught him lessons of the mountain.
Height 3’2” (97 cm) Hit Points 22
Because of his lineage and magic use, Uboh never fit in with the clan.
STR DEX CON INT WIS CHA He was often mistreated, and when he was called upon to use magic
8 (-1) 17 (+3) 12 (+1) 12 (+1) 13 (+1) 16 (+3) he was regarded as a tool, not a fellow member. However, when the
Moz’zogg clan split from the Bru’Gal, the half-orc accompanied
Tyno Heart grew up in the middle-class area of Brightport. When he them to settle near Winterhaven. He was able to learn the human
was a child, his mother separated from his irresponsible father for a language faster than most of his full-orc counterparts, which made
lovely elven woman named Rena. His parents routinely fought over him even more useful when it came to representing the Moz’zogg to
custody and the favor of Tyno, who ended up being an only child the outside world.
with three doting parents. He spent most of his spare time helping It was during one of these diplomatic missions that Uboh was
his father maintain their failing apothecary shop, while learning injured, and a young cleric who called herself Maddy helped him
about herbs and medicine. His mothers taught him how to read, survive. From there, the two became friends. Maddy taught Uboh
write, and forced him to specialize in elven history and culture. It how to view the world with empathy, and in return Uboh protected
was also their decision to ship him off to study with bards to hone the far-too-trusting human woman from harm.
his arts to elven standards.
They joined up with a group to help the orcs when some of the tribe
Tyno dropped out, as too much parental attention in his life went missing, and when Uboh returned to his people successful, he
proved to backfire. As soon as Tyno was on his own as an adult, received some of the praise he had so desperately craved. However, his
he completely fell apart. Now there’s nothing Tyno loves more mind was already made up. He wanted to stay with Maddy and his
than indulging himself in personal delights and artfully avoiding other new friends, so he ventured away from the Moz’zogg once more.
expectations and moral responsibility.
Their adventurers had taken them all over Theria, and Uboh
had many conflicting moments. One of the worst was when his
actions cost the party one of their weakest, but most kindhearted

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members—Amvin. In exchange for Amvin’s life Uboh went behind Una Anhelada
Maddy’s back and made a deal with a demon called Lord Darmock.
Though he agreed to the terms, it was never quite specified what
Uboh would have to do for his friend’s life back. Regardless, Amvin
was revived and Uboh was glad, despite the strain it put on his
relationship with Maddy.
Unfortunately, the half-orc had not been able to fully redeem
himself from that incident, as shortly after, Uboh squared off
against a vampire member of The Fang. After being bitten and
turned, Uboh decided to allow his life to end there, rather than
continue living as a creature he thought to be an abomination. He
waited for sunrise with Maddy holding his hand, and welcomed his
own death.

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)

STR DEX CON INT WIS CHA


While strength and speed were not gifts that had been given to 19 (+4) 11 (+0) 15 (+2) 9 (-1) 9 (-1) 13 (+1)
Umash, there were other ways of bringing glory to the Bru’Gal. After
accidentally summoning a demon on the outskirts of camp, she
made a pact with it in exchange for power. Believing this “I was fucking born for this.
demon to be a lost orcish god, Umash has sworn her No one, no one in the history of the temple,
loyalty to this being unbeknownst to her people. in the history of the following of The God of
Courage has done something this brave.
Living, dying, none of that makes a fucking
difference. This moment right now, attacking a
legendary dragon, this guarantees us a spot in
the Hall of Courage in heaven.
– Una Anhelada (Arc 1, Episode 84)
One of Sariff’s two daughters born from different human mothers,
Una Anhelada has traveled far and wide throughout Theria. She
began her journey as a Paladin of the God of Courage in Esterholt,
under the watchful tutelage of their leader Craig Mason. During this
time she became close friends with Poe Tutillo, and shortly after the
two decided to leave the temple together and join the Overwatch
army. It seemed that neither of the two were fully convinced by the
racist mantra of the city, as Una quickly betrayed the army not long
after her first post, and Poe was revealed to be a spy not long after.
With her fellow teammates, Una went on to help The White
Raven’s fight against her former employers. All the while, she began
developing feelings for the leader of the rebels, Briahna Ebelmare. The
Umash young endurant fascinated Una with her unique brand of courage,
and in return Una won her heart by showing a softer side most others
were not allowed to witness. Their relationship was fraught, partially
because Una did not like to feel vulnerable even with those she loved,
but the two had a deep and loving bond regardless.
After Overwatch fell, Una became wrapped up in new adventures,
including one that led her to the edge of the world to help unleash
the gods which had been locked away for hundreds of years. This
task was difficult for the devout paladin, as admitting to herself that
the god she had worshipped for so long had not been with her was

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Luis Yamakawa (Order #46326322)


incredibly painful. She often told others she would risk anything to to be friendly but fair for the consumers. He has something of an
free the gods, and that Ellara depended on it. Una did not know that obsession with high elves. His minotaur friend by the name of Arkin
it was not her own life that would be forfeit, but the life of the one spends much time in his shop and helps keep customers honest.
she held most dear. She lived through the journey, but Briahna did
not. Una had been certain that she would die a hero alongside her Vallus Grimnas-Grace
lover, but apparently that was not what the gods wished for her.
Race Tiefling Occupation Captain of the Guard
Following this profound loss, Una found her way home to Esterholt,
back to the temple. Alongside her half-sister, Julie Fairway, she Age 46 Armor Class 16
now trains new paladins, and though her methods are incredibly Height 6’9” (206 cm) Hit Points 78
grueling, she is only harsh on the future soldiers because she cares
about them and wants the temple to be strong in the name of the STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 14 (+2) 11 (+0) 13 (+1) 7 (-2)
God of Courage. She is known for being reactionary and headstrong,
and has very little patience for nonsense or anything that she sees as
Vallus is the first-born son of Tessia and Kalras Grimnas. Raised
a waste of time.
in Brightport, when his brother Malchus struck out into the world

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.

Race Half-Elf Occupation Shopkeeper


Age 34 Armor Class 10
Height 5’10” (178 cm) Hit Points 13

STR DEX CON INT WIS CHA


7 (-2) 8 (-1) 9 (-1) 13 (+1) 14 (+2) 18 (+4)

“If I may say so, you look absolutely dashing in this.”


– Uulyn (Arc 1, Episode 125)
Uulyn Tanaka owns A Touch of Class in Ebony Harbor and can often
be overwhelming in his desire to help his customers look stunning.
He runs an organization of merchants to help facilitate healthy
business practices, and encourages all businesses in Ebony Harbor

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Variiss Allder age and naive spirit, but soon Variis was able to prove himself a
competent party member and asked for the respect he deserved.
Variis knows he wants to see his father again one day. Once he has
proven himself, and can show the old man that the outside world has
more to offer than fear and death. In the meantime, he makes sure to
send home what gold he can so that his father can live comfortably.

Vaysys Durse
Race High Elf Occupation Cleric
Age 55 Armor Class 10
Height 6’4” (193 cm) Hit Points 22

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 11 (+0) 15 (+2) 15 (+2) 13 (+1)

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.

“I’m planning on starting the adventurer’s life.


I just have no clue where to start.”
– Variis Alder (Arc 2, Episode 44)
Variis Allder was born and raised in Brightport. Son to a dockhand
and an alchemist, he had no formal education but was a very
inquisitive and well-disciplined child who enjoyed listening to
stories of his mother’s adventures. His father, Fenriic, wanted Variis
to stay within the city where he would be at least relatively safe.
When he was old enough, Variis asked his mother Kaylith to teach
him to fight. She agreed, if only so he could defend himself on the
tough streets of Brightport, and taught him “the art” that she had
learned in her own youth. Soon Variis was skilled enough that he
could leave the city, but his parents still had reservations. They
told Variis of his paternal grandparents who disappeared during a
routine trip to Aldmoor.
After much convincing, Kaylith coaxed Fenriic out of the city, just
past the gate for picnics and short trips. Fenriic was beginning to
become more comfortable leaving the city when a spider bite took
his wife’s life on one of their outings. On that day, Variis lost his Vallus
mother and any hope he had for his father’s blessing to travel. Life Grimnas-
went on and Variis found himself growing further apart from the Grace
world around him. His dear friend Oskar became involved with a
street gang, and nothing Variis could do seemed to dissuade him. He
continued to train with his father, though he was not as skilled as
his mother had been. He picked up other skills where he could, such
as juggling from a street performer.
He learned about sailing on the docks despite only stepping foot
on ships to load them up before they embarked. His love for stories
never died, and he knew he had to leave Brightport to make stories
of his own. One day, he wrote a letter to his father and left to join the
first adventuring party he could find that would have him, signing
on as their official “intern.” It was a joke at first, given his young

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Veda Elva she focuses on training recruits with the same vigor she raised her
daughter, bringing up the next generation of dark elves to be able to
Race Dark Elf Occupation Rogue face what life has to throw at them.
Age 28 Armor Class 16
Height 5’8” (173 cm) Hit Points 45 Walorin “Wally” Kevnar
STR DEX CON INT WIS CHA
Race Half-Elf Occupation Council Member
12 (+1) 19 (+4) 12 (+1) 13 (+1) 14 (+2) 13 (+1) Age 39 Armor Class 12
Height 6’2” (188 cm) Hit Points 21
Veda Elva has a thirst for adventure and grows bored very easily.
She enjoys keeping an eye on others in the background until she STR DEX CON INT WIS CHA
feels comfortable approaching. Veda is a dark elf that loves to play 8 (-1) 9 (-1) 10 (+0) 16 (+3) 16 (+3) 13 (+1)
pranks on others and will bend over backwards to cheer up a friend.
Sadly, it takes quite a bit to get close to Veda as she is slow to trust A half-elf who was rejected from Uman’Yiro and has settled in
others after being placed with a terrible foster family that abused Aldmoor. Walorin “Wally” Kevnar has become a member of the
her. Currently, she is sailing with the crew of The Glittering Prize to council of Aldmoor based on his knowledge and study. His current
a new continent. project is building a library in the town.

Vincent De’Lorne Weldon Roth


Race Tiefling Occupation Noble Race Human Occupation Sheriff
Age 47 Armor Class 14 Age 49 Armor Class 14
Height 6’1” (185 cm) Hit Points 37 Height 5’9” (175 cm) Hit Points 29

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

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tunnels. He even went so far as to work with The White Ravens Yeldir Branchstrider
to get them information that was crucial in aiding their cause.
Watching his home turn into a xenophobic hellhole was truly Race Elf Occupation Captain of The Wardens
painful to William and he wants desperately to make up for the Age 68 Armor Class 17
horror that was caused during the reign of The Overwatch. He is Height 6’3” (191 cm) Hit Points 54
currently working with Queen Liara to reform the worst parts of
Overdale and try to mend bridges between the races. STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 14 (+2) 15 (+2) 9 (-1)

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)

Height 5’8” (173 cm) Hit Points 26


Yenward Firestomp knew very little about his parentage, outside
STR DEX CON INT WIS CHA of the fact that his mama sold him as a curio because she believed
11 (+0) 12 (+1) 13 (+1) 14 (+2) 17 (+3) 12 (+1) she could not protect him. He was exchanged for money multiple
times before he found himself stored in the catacombs beneath
Yarley Ward is an older sailor who has worked as a crew member the Temple of The God of the Sun in Aubrey. He never thought of
on some of the finest (and not so fine) ships in the world. An expert himself as a slave, as he wasn’t treated as one. Rather, he was a child
at projectile weapons and possessing a keen eye for detail, Yarley of the temple and a guard to it as well. Father White made sure he
is an excellent addition to The Glittering Prize. He may be a little was treated with dignity and love throughout his adolescence, and
slower on the draw than his younger shipmates, but his knowledge Yenward always felt close to him and to his friend, Clarissa Edmon.
is invaluable in a pinch. Despite how happy he was, Yenward eventually decided to set out
into the wide world after a lifetime of being sheltered. He was aptly

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Luis Yamakawa (Order #46326322)


described as “a lamb in bull’s clothing.” He did not yet know what it Yoros Imadar
meant to be a true minotaur but he wanted to try. Perhaps he wanted
to try too much, as he felt the need to prove himself as a vicious Race Arazar Occupation Archmage / Necromancer
primal beast when he first met up with his party and bit off the Age 34 Armor Class 14
hands of multiple members of their enemies to prove a point to the Height 6’1” (185 cm) Hit Points 38
local gangster in Overdale. That act did leave an impression on the
townsfolk and helped facilitate the racist takeover of Zannon Carter. STR DEX CON INT WIS CHA
8 (-1) 9 (-1) 12 (+1) 17 (+3) 16 (+3) 8 (-1)
In his time traveling, the minotaur had quite a few notches in his
belt. He was naive and friendly by nature, but a fierce warrior when
An arazar transplant from Ta’lor, Yoros Imadar found that his
the task demanded it, and acted as the “muscle” for Malchus and
talents and intellect simply weren’t appreciated on the level that he
his friends more often than not. Through a series of events that
felt they should be. Having advanced his research in necromancy by
included helping Lariss Darkhoof deal with his nephew summoning
performing questionable experiments on orraka during wartime, he
a demon, Yenward was even made second-in-line for leadership of
feels that he brings quite a bit to the Archmages of Uman’Yiro in the
Thunderspire and the minotaur that lived there, despite the fact
form of raw data. He is opinionated and very confrontational.
that he was considered an outsider. From then on, Yenward would
often insist that others refer to him as “King Yenward.” Yorvan Zerreth
He grew close to his group, especially Duncan Joybottom, whom
Race High Elf Occupation Assistant
he considered his best friend. It was after Duncan left the group
that Yenward began to lose faith in it, and eventually departed as Age 64 Armor Class 10
well. Within a few weeks, he was killed by an endurant on the roads Height 6’2” (188 cm) Hit Points 23
between Brightport and Aldmoor.
STR DEX CON INT WIS CHA

Yepip “Pip” Corben 7 (-2) 8 (-1) 11 (+0) 15 (+2) 14 (+2) 8 (-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)

Race Vanali Occupation Deckhand


Elven leader of the Temple of the God of Wilderness in Esterholt,
Yersa Da’lai is very connected to nature and has even sided with Age 32 Armor Class 16
the Order of the Scale on occasion. They believe that Esterholt is Height 6’3” (191 cm) Hit Points 56
getting slightly out of control and should pull back to return to a
more naturalistic lifestyle. They will often head into the city square STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 7 (-2)
and seek out those without homes or jobs, leading them back to the
temple to provide hope to those in need.
Originally from Ta’lor, she found the endless fighting on the
continent tiresome and fell in with some traders in Westport. She

382 Ellaran Characters

Luis Yamakawa (Order #46326322)


was invited to come along with them on their ship and she decided to the horrid, slovenly Mayor Lucius Meridian. All of that changed
to make a career as a sailor. Zalu is still learning the customs of after the Tournament of Champions in 1246 AEC, when Malchus
people on Ellara but she finds most people from the continent to Grimnas and his party defeated all the challenges appointed to
be very strange. She says what is on her mind and can be somewhat them, and as such they mayor gifted him a book that promised to
blunt when expressing herself. Zalu has a tireless work ethic and lead to Drock’s Tomb. In questioning the orcish slaves that were
helps to keep many of her fellow crew in line. sacrificed in the name of entertainment, Malchus enraged Meridian
to such a degree that the man’s weak heart gave out. As the religious
Zaneak Oslamire leader of Overdale, Carter took charge and began to spread rumors
that the tiefling had killed the mayor intentionally.
Race Half-Elf Occupation Co-leader of
The Order of the Scale Carter drove the adventurers out of Overdale and kept his people
Age 39 fearful of non-humans, soon establishing himself as King. After
Height 6’0” (183 cm) Armor Class 8 Hit Points 9 Malchus signed the Treaty of Winterhaven, Carter was free to build
his army without interference. He enlisted the help of the banished
STR DEX CON INT WIS CHA Archmage Sekal Loreweaver to create an army of obedient essai.
5 (-3) 5 (-3) 5 (-3) 10 (+0) 10 (+0) 6 (-2)
The following years became known as The Bleak Ten, and saw
non-humans killed or otherwise removed from the growing city of
The co-leader of the Order of the Scale and wealthy trader, Zaneak
Overwatch.
Oslamire can seem slightly disconnected and distant when speaking
of dragons and will often completely lose his train of thought. He, King Carter began to expand. He sent out his armies to make deals
like most members of the Scale, sees dragons as superior to people. with other cities and towns. Those nearest to Overwatch fell easily,
He dislikes touching others and will often wear gloves. Zaneak having already swallowed the poisonous vitriol that Carter spoke.
appears somewhat unkempt and is not terribly concerned with his He was a persuasive man and claimed that the gods were on his side.
appearance. He relies heavily on his partner, Olhona Wilhorn, who It took the combined power of several armies from across Ellara to
has basically become his caretaker. put an end to Zannon Carter’s tyranny. In the end, it was the same
party that had once brought him into power who killed him. Falling
Zannon Carter from the tower of his own Castle Overwatch, Zannon Carter was
finally dead. The repercussions of his actions will live on, however,
despite how the good people of the world have tried to circumvent it.

Zao Drusk
Race Elf Occupation Archmage
Age 54 Armor Class 11
Height 6’3” (191 cm) Hit Points 43

STR DEX CON INT WIS CHA


6 (-2) 8 (-1) 8 (-1) 19 (+4) 18 (+4) 14 (+2)

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

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Luis Yamakawa (Order #46326322)


hope in his chest. When his magical powers began to manifest, he Zenora Fennis
attempted to hide them, but it was no use. His parents, worried for
his welfare and also the safety of others (given the tiefling race’s Race Half-Elf Occupation Monster Hunter
inherent predisposition to fire-type magic), sent him off to live in Age 33 Armor Class 15
Uman’Yiro with his uncle. He spent the better part of his teenage Height 5’9’ (175 cm) Hit Points 48
years learning to master his magic but being parted from the sea
he’d wished to travel on and any hope for the life he’d wanted, made STR DEX CON INT WIS CHA
him bitter that he had to give up his dream. His uncle is attempting 14 (+2) 16 (+3) 13 (+1) 14 (+2) 15 (+2) 13 (+1)
to persuade him to pick up his dream again now that he is becoming
a man, though. Zenora Fennis is a half-elf fighter who desires to prove herself as
a monster hunter after growing up hearing stories of great and
amazing adventurers who saved lives and felled terrifying beasts. She
trains a group of children in the finer art of fighting for self defense,
and is constantly researching so that she may be knowledgeable on
the creatures she hopes to one day face.

THE DUNGEONS & RANDOMNESS CAST


Alex Herrera Brianna Marie

Race Human Occupation Bard


Age 30 Armor Class 12 Race Half-Elf Occupation Sorcerer
Height 5’7” (170 cm) Hit Points 16 Age 28 Armor Class 11
Height 5’6” (168 cm) Hit Points 11
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 15 (+2) 15 (+2) 16 (+3)
STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 11 (+0) 15 (+2) 13 (+1) 14 (+2)
One of the most charming bards of Ellara, Alex Herrera spends what
little of his time he is not performing for the masses, entertaining
When not tutoring herself in the dark arts, Brianna Marie spends
his dearest friends and loved ones. He is known for being jovial and
most of her days reading or otherwise daydreaming. Known to be a
forthcoming, often gesturing with not just his hands, but his entire
bit cold towards strangers, she’ll fight to the death for those she loves.
self when telling a tale.

384 Ellaran Characters

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Ian Duncan Jamie Bonés

Race Human Occupation Rogue


Race Human Occupation Wizard Age 30 Armor Class 12
Age 36 Armor Class 10 Height 5’6” (168 cm) Hit Points 14
Height 5’7” (170 cm) Hit Points 11
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 11 (+0) 13 (+1) 12 (+1) 11 (+0) 13 (+1) 16 (+3)
10 (+0) 11 (+0) 12 (+1) 13 (+1) 14 (+2) 14 (+2)
A sweet rogue with an even sweeter voice, Jamie Bonés makes
The wizard Ian Duncan is a young man with a fair voice and fantastic use of her charm and acting chops whenever she has the
mannerisms who delights in the company of others. While he chance. She adores performing and thrives in front of an audience,
indulges himself in many pastimes, he gives each one every ounce of though she can just as happily allow herself to fade into the backdrop
his effort and is known for his perseverance and creativity. when there is sneakier work to be done.

James Wilkinson Jamieson Alcorn

Race Human Occupation Cleric Race Human Occupation Barbarian


Age 41 Armor Class 17 Age 35 Armor Class 12
Height 6’2” (188 cm) Hit Points 18 Height 6’0” (183 cm) Hit Points 24

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.

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Luis Yamakawa (Order #46326322)


Jason Massey Karen Huesman

Race Human Occupation Bard Race Human Occupation Paladin


Age 39 Armor Class 9 Age 29 Armor Class 13
Height 6’3” (191 cm) Hit Points 17 Height 6’0” (183 cm) Hit Points 17

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

Race Human Occupation Druid


Race Human Occupation Sorcerer
Age 24 Armor Class 13
Age 46 Armor Class 10
Height 5’6” (168 cm) Hit Points 13
Height 5’11” (180 cm) Hit Points 11

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
9 (-1) 10 (+0) 11 (+0) 15 (+2) 13 (+1) 11 (+0)
10 (+0) 10 (+0) 11 (+0) 15 (+2) 14 (+2) 13 (+1)

A young druid making their way through polite society, Kelsey


Known by his peers as a studious and levelheaded sorcerer, Jason
White has always felt a stronger connection towards animals than
“Jasper” Permenter also delights in taking part in creative endeavors
humans and yearns to discover all they can about creatures of all
in whatever free time he can muster. How he manages to balance
kinds. They value knowledge above most things but are always ready
this with mastering his intellectual pursuits is anyone’s guess, but he
to drop everything for a friend in need.
does so beautifully.

386 Ellaran Characters

Luis Yamakawa (Order #46326322)


Lisa Kanoy Michael Cameron

Race Human Occupation Fighter Race Human Occupation Warlock


Age 32 Armor Class 16 Age 32 Armor Class 10
Height 5’5” (165 cm) Hit Points 20 Height 5’2” (157 cm) Hit Points 18

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

Race Human Occupation Fighter


Race Human Occupation Rogue
Age 35 Armor Class 19
Age 38 Armor Class 12
Height 6’1” (185 cm) Hit Points 16
Height 5’3” (160 cm) Hit Points 13

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 12 (+1) 14 (+2) 14 (+2) 12 (+1)
11 (+0) 13 (+1) 11 (+0) 14 (+2) 13 (+1) 13 (+1)

An even-tempered man who looks at all sides and tries to maintain


An assassin with a sharp sense of humor, Mandy Miyahira is
peace for the greater good of all. Robert Wiesehan has always been
often as likely to hurt herself on a job as her mark. Outgoing and
creative and uses his fighting style as a way to express that creativity
charming, some believe her kind nature is but a front to cover up
and strategy. Despite this, he is a kind soul who will almost always
the inner evil that lurks within her. Others simply appreciate her
take up his sword to defend but does not attack unprompted.
homemade sweets.

Ellaran Characters 387

Luis Yamakawa (Order #46326322)


Ryan Garner Valerie Spanier

Race Human Occupation Monk Race Human Occupation Cleric


Age 29 Armor Class 11 Age 23 Armor Class 13
Height 5’11” (180 cm) Hit Points 16 Height 5’1” (155 cm) Hit Points 9

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

Race Human Occupation Ranger Race Human Occupation Fighter


Age 29 Armor Class 13 Age 33 Armor Class 14
Height 5’5” (165 cm) Hit Points 16 Height 5’9” (175 cm) Hit Points 17

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.

388 Ellaran Characters

Luis Yamakawa (Order #46326322)


Zach Clark Steve

Race Human Occupation Monk Race Human Occupation Therian Historian


Age 26 Armor Class 12 Age 49 Armor Class 11
Height 5’9” (175 cm) Hit Points 15 Height 5’11” (180 cm) Hit Points 12

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)

An affable young man with a beaming smile, Zachary Clark’s quick


wit is certain to endear him to anyone he approaches. When not “How exactly do you spell that?”
practicing his craft or spending his time with loved ones, he is
Steve grew up in Overdale and worked in the library. When Zannon
tending to his much-adored ranch.
Carter began militarizing the city he left to find a new home and
found himself in Esterholt. He was always curious about how and
why Overdale turned out like it did and began his years of research
and story collection. After the war, he made his way back home and
began interviewing the survivors and new residents of Overdale.
The stories of those involved intrigued him enough that he began
traveling the continent, talking to everyone who had a tale to
tell about the many adventurers who passed through their town.
Eventually Steve decided to assemble all of the stories into a book he
titled “The Wondrous Inconstant Knowledge Index,” that he would
copy and leave in the library of each town he visited and update
when he passed through again.

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Luis Yamakawa (Order #46326322)


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Jonah Craven David Hollins III Randy Garrett Foreman Will Horwitz Vincent
Jonathan Dove David Jones Randy Milam Greg Will Nethery Wayne Hill
Jonathan Gooch David P. Cain Rebecca Hannes Rotestam Wyatt Burton WhisperWolf
Jordan Hampton Dereck McGuire Reever Hardy Headsmands Pride Xavier Trudeau-
Jordi Rabionet Hernandez Dorgaria Rex Frasier Heather Mitchell Deschenes Merchants
Joshua Gohlke Emily Bielski Richard Dixon Jacob Ciulla Yevgeniya Familiant Andrew Barley
K Enddrako Rio Yañez Jacob Sutton Zach Meyer Brian Smith
Kiwi Cadre Eric R Moody Robert M. Gregory Jalen Dyer Zeneth Starr Casey Bartley
Lee bodnar Espen Borgen Rostoff James Games Plus
M Ethan L Rowan Cullen James Sages Matt
MA Roxas Eugene Keyser Ryan James Flora Aaron Sutliff Noconas
Marcelino Fat Chance Games Ryan Alexander James Hostetler Adam Forster Ryan Heywood

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OPEN GAME License Version 1.0a
The following text is the property of Wizards of the Coast, LLC. and is Copyright
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the 2. The License: This License applies to any the ownership of that Product Identity. The
copyright and/or trademark owners who Open Game Content that contains a notice owner of any Product Identity used in Open
have contributed Open Game Content; indicating that the Open Game Content Game Content shall retain all rights, title and
(b)”Derivative Material” means copyrighted may only be Used under and in terms of interest in and to that Product Identity.
material including derivative works and this License. You must affix such a notice to
translations (including into other computer any Open Game Content that you Use. No 8. Identification: If you distribute Open
languages), potation, modification, terms may be added to or subtracted from Game Content You must clearly indicate
correction, addition, extension, upgrade, this License except as described by the which portions of the work that you are
improvement, compilation, abridgment License itself. No other terms or Conditions distributing are Open Game Content.
or other form in which an existing work may be applied to any Open Game Content
may be recast, transformed or adapted; (c) distributed using this License. 9. Updating the License: Wizards or its
“Distribute” means to reproduce, License, designated Agents may publish updated
rent, lease, sell, broadcast, publicly display, 3.Offer and Acceptance: By Using the versions of this License. You may use any
Open Game Content You indicate Your authorized version of this License to copy,
transmit or otherwise distribute; (d)”Open
acceptance of the terms of this License. modify and distribute any Open Game
Game Content” means the game mechanic
and includes the methods, procedures, Content originally distributed under any
4. Grant and Consideration: version of this License.
processes and routines to the extent such In consideration for agreeing to use this
content does not embody the Product License, the Contributors grant You a
Identity and is an enhancement over the 10. Copy of this License: You MUST include
perpetual, worldwide, royalty-free, a copy of this License with every copy of the
prior art and any additional content clearly nonexclusive License with the exact terms
identified as Open Game Content by the Open Game Content You Distribute.
of this License to Use, the Open Game
Contributor, and means any work covered Content.
by this License, including translations 11. Use of Contributor Credits: You may not
5.Representation of Authority to market or advertise the Open Game Content
and derivative works under copyright law,
Contribute: If You are contributing using the name of any Contributor unless You
but specifically excludes Product Identity.
original material as Open Game Content, have written permission from the Contributor
(e) “Product Identity” means product and
You represent that Your Contributions to do so.
product line names, logos and identifying
marks including trade dress; artifacts; are Your original Creation and/or You
have sufficient rights to grant the rights 12. Inability to Comply: If it is impossible
creatures characters; stories, storylines, for You to comply with any of the terms of
plots, thematic elements, dialogue, conveyed by this License.
this License with respect to some or all of the
incidents, language, artwork, symbols, Open Game Content due to statute, judicial
designs, depictions, likenesses, formats, 6.Notice of License Copyright: You must
update the COPYRIGHT NOTICE portion order, or governmental regulation then You
poses, concepts, themes and graphic, may not Use any Open Game Material so
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the COPYRIGHT NOTICE of any Open affected.
representations; names and descriptions
of characters, Spells, enchantments, Game Content You are copying, modifying
or distributing, and You must add the 13. Termination: This License will terminate
personalities, teams, personas, likenesses automatically if You fail to comply with all
title, the copyright date, and the copyright
and Special abilities; places, locations, terms herein and fail to cure such breach
holder’s name to the COPYRIGHT
environments, creatures, Equipment, within 30 days of becoming aware of the
NOTICE of any original Open Game
magical or supernatural Abilities or Effects, breach. All sublicenses shall survive the
Content you Distribute.
logos, symbols, or graphic designs; and any termination of this License.
other trademark or registered trademark 7. Use of Product Identity: You agree not
clearly identified as Product identity by the to Use any Product Identity, including as 14. Reformation: If any provision of this
owner of the Product Identity, and which an indication as to compatibility, except as License is held to be unenforceable, such
specifically excludes the OPEN Game expressly licensed in another, independent provision shall be reformed only to the extent
Content; (f) “Trademark” means the logos, Agreement with the owner of each element necessary to make it enforceable.
names, mark, sign, motto, designs that of that Product Identity. You agree not to
are used by a Contributor to Identify itself indicate compatibility or co-adaptability 15. COPYRIGHT NOTICE Open Game License
or its products or the associated products with any Trademark or Registered v 1.0a Copyright 2000, Wizards of the Coast,
contributed to the Open Game License by Trademark in conjunction with a work LLC. System Reference Document 5.1 Copyright
the Contributor (g) “Use”, “Used” or “Using” containing Open Game Content except as 2016, Wizards of the Coast, LLC.; Authors
means to use, Distribute, copy, edit, expressly licensed in another, independent Mike Mearls, Jeremy Crawford, Chris Perkins,
format, modify, translate and otherwise Agreement with the owner of such Rodney Thompson, Peter Lee, James Wyatt,
create Derivative Material of Open Game Trademark or Registered Trademark. The Robert J. Schwalb, Bruce R. Cordell, Chris
Content. (h) “You” or “Your” means the use of any Product Identity in Open Game Sims, and Steve Townshend, based on original
licensee in terms of this agreement. Content does not constitute a Challenge to material by E. Gary Gygax and Dave Arneson.

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ei

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Let’s Go Around the Table
& Introduce Ourselves
From the murky and ominous Yemgar Swamp to the bustling and treacherous streets of
Brightport, the continent of Ellara provides endless opportunities and challenging pursuits for
brave adventurers. Explore the thrilling, unpredictable world of Theria with The Adventurer’s
Guide to Theria • Volume 1: Ellara, following in the footsteps of legendary characters from the
Dungeons and Randomness podcast—famous and infamous, triumphant and tragic.
With this handbook as your guide, you will find everything you need to recreate classic sagas
from the show or to devise your own epic tales within the world of Theria. Characters, maps,
weapons, magic items, monsters, dungeons, and even the cast of the show are at your disposal.
In this 5th Edition-compatible volume you’ll find:
• The continent of Ellara, arranged by region, featuring 25 towns, cities, and settlements—each
with their own history, culture, and intrigue.
• Hundreds of stunning pieces of art that bring the characters, locations, items, and monsters of
Theria to life.
• The authentic Therian Endurant class, a staple of the D&R podcast, now in the palms of your
energy-charged hands. Use the power of the emotional spectrum to lay waste to your foes or
protect your allies with powerful, world-shaking abilities!
• More than 150 tables to aid with character creation, random encounters, and every possible
occasion.
• Descriptions of bone-chilling diseases, madness effects, and critical hit and fumble tables unique
to Theria to make your players cheer and shout in equal measure.
• Slices of Ellaran life, with food, recipes, and alcoholic beverages to make a character’s night out
even more eventful.
• Over 300 Ellaran NPCs brought to life, with unique backstories and stats for use throughout your
campaigns.
• A spectacular array of unique beasts, monsters, demons, and more to challenge your players.

Theria is now in your hands. We wish you all the luck in the world!

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