Auroboros - Coils of The Serpent

Download as pdf or txt
Download as pdf or txt
You are on page 1of 203

worldbook: lawbrand

A Campaign Setting for 5E


WORLDBOOK: LAWBRAND
2 3

CREDITS TABLE OF CONTENTS

CREATIVE DIRECTOR CARTOGRAPHY INTRODUCTION................................................. 4 SPELLS ......................................................... 199


Chris Metzen Francesca Baerald, Mark Bryner
SIGILS ........................................................... 205
LEAD DESIGNER COVER ART PART I: WORLD THE MARK OF THE SERPENT .................... 212
Ryan Collins Mark Gibbons
CULTURE........................................................... 8 Channeling the Serpent ............................. 214
The Coils of the Serpent............................ 216
PRODUCER PUBLISHING World Map ................................................. 20 The Marksworn ........................................ 221
Mike Gilmartin Anna Wan, Byron Parnell HISTORY ........................................................ 22 Detriments Table ....................................... 223

DESIGN AND SETTING DEVELOPMENT BUSINESS OPERATIONS


FACTIONS ....................................................... 41
Ates Bayraktaroglu, Garrett Severson, Lisa Pearce, Mike Gilmartin Arcanimus .................................................. 42 PART III: ADVENTURING
Nick Grayson Bohen Dur .................................................. 43
Children of the Sun ..................................... 44 BUILDING A CAMPAIGN............................... 226
PUBLIC RELATIONS
AUTHORS Josh Wittge, Lisa Jensen Draconis Malisath ....................................... 45 Campaign Archetypes ................................ 228
Chris Metzen, Daniel Moore, Fangs of Scyllia ........................................... 46 Villains...................................................... 231
Matt Burns, Ryan Collins PLAYTESTING The Howling............................................... 47 Denizens of Lawbrand ............................... 232
Andrew Haywood, Ben Matson, Benjamin Necromanti ................................................. 48 Laws, Writs ’n’ Bounties ............................ 235
LAYOUT DESIGN Young, Chadd Nervig, Garrett Severson, Oram Hai ................................................... 49 Chariot Racing .......................................... 238
Rob Dolgaard, Mark Bryner Jake Astin, Jonathan Oberto, Kevin Ha, Revel Inc. .................................................... 50
Max Carr, Nick Grayson, Patrick Heagany Sularian Church .......................................... 51 RUNNING THE MARK .................................. 243
Tir’Assar .................................................... 52 OF THE SERPENT
GRAPHIC DESIGN
Mark Bryner AUROBOROS: COILS OF THE SERPENT LOCATIONS .................................................... 53 ADVENTURE GUIDES.................................... 252
CREATED BY
Baker .......................................................... 54 Faction Guides ......................................... 253
EDITOR Chris Metzen, Daniel Moore, Mike Carrillo,
Mike Pirozzi, Sam Moore, William Bligh Feyonnas .................................................... 60 Location Guides........................................ 294
Sean O’Brien Urban and Outdoor Environment Guides... 328
Hearthvale .................................................. 66
SPECIAL THANKS Innis ........................................................... 72
ARTWORK Kannibus Hills ............................................ 78 MAGIC ITEMS ............................................... 336
Alex Horley, Alex Stone, Brian Valeza, Diego Aaron Dembski-Bowden, Christina Milucky,
Dusty Nolting, Ed Crane, Jason Hayes, Lietsin ........................................................ 84 BESTIARY .....................................................344
Gisbert Llorens, Éva Kárpáti,
Francesca Baerald, Gabor Szikszai, Glenn Rane, Jason Wiley, Jeremy Cranford, Jennifer Bligh, Orinfell........................................................ 90 Ash’ahand................................................. 345
Michaela Nienaber, Peter Lee, Samwise Didier, John Nee, Jon Ritter-Roderick, Justin Marcus, Red Bluff .................................................... 96 Ash’ahar.................................................... 347
Scott Fischer, Zoltan Boros Lorelei Bunjes, Matt Hoffman, Micky Neilson, Sargrad ..................................................... 102 Daggermaw .............................................. 349
Panda Gaming Manufacturing, Paul Sams, Skarborough ............................................. 108
Humble Squid Creatives: Angelo Chavez, Robert Bligh, Rod Rigole, Thomas Nguyen, Deathseer.................................................. 351
Talis ......................................................... 114 Duneback.................................................. 354
Genevieve Sy, Leandro Notado, JP Esmeralda, Ty Rodriguez, Wyrmwood Gaming
Michel Angelo Dulay, Ren Escar, Tanasrael .................................................. 120 Fangwraith................................................ 355
Rusty Dela Cruz, Tey Bartolome, Von Milano Tidesfar .................................................... 126 Fleshreaver................................................ 356
Gangrunner............................................... 358
PART II: HEROES Golmaera................................................... 360
Hydragor................................................... 362
PLAYER RACES ........................................... 135 Knight-Paladin........................................... 364
Atsaad ...................................................... 138 Magyir ...................................................... 366
Desert Dwarves ........................................ 142 Malefactor................................................. 368
Ma’ii ........................................................ 146 Necromanti Occultist................................. 370
Salamar .................................................... 150 Quarry Giant............................................. 371
Xu’keen .................................................... 154 Ravenous .................................................. 374
Risen ....................................................... 376
© 2021 Warchief, LLC. PLAYER CLASSES ....................................... 157 Skull Taker................................................. 380
Auroboros Coils of the Serpent, Warchief Gaming, and their respective Fighter: Wildkeeper ................................... 160 Soulstalker ................................................ 382
logos are trademarks of Warchief, LLC. Monk: Way of Eminence ............................ 164 Staggoth ................................................... 383
No part of this book may be reproduced in any form without permission from the publisher. Rogue: Wraithblade ................................... 168
Warlock: The Souleater ............................. 172 BACKERS...................................................... 385
Library of Congress Cataloging-in-Publication Data available.
index............................................................ 392
Manufactured in China BACKGROUNDS & GROUP ORIGINS............176

credits table of contents


4 5

INTRODUCTION
At a packed tavern in Innis, a nervous young bard climbs onstage for her first performance. Her audience waits in rapt
attention, eager to hear new music that might lift their spirits and broaden their horizons. In the labyrinthine industrial
expanse of Sargrad, a worker dashes into a burning factory, desperate to evacuate his fellow workers who remain trapped
inside. Deep within the Barrier Wilds, a druid stares into an enchanted pool and glimpses visions of the blood and
terror that might soon engulf the tranquil region. In the remote Tanaroch Desert, a delirious pilgrim stumbles across the
scorching sand, searching for a paradise she believes is waiting for her in the heart of the searing wasteland.

And in a dark cellar beneath the grimy streets of Skarborough, a grim-faced traveler watches as a sigilist marks her flesh
with a menacing symbol: a spiraling serpent devouring its own tail. Even before the tattoo is finished, she can feel the
ocean of power rising in her soul. Power enough to shake the world…

Auroboros: Coils of the Serpent is a fictional world unlike any other. It espouses high-fantasy themes and concepts
that will be familiar to gamers of all stripes but utilizes them in fresh ways—allowing players and GMs to shape their
own imaginative narratives. Nowhere is this more evident than in the realm of Lawbrand, where ancient magic flows
through the grimy streets of overcrowded, industrialized Trade-Cities. It’s a collision of booming industry, heady religion,
and gritty street life that creates Lawbrand’s unique, raucous atmosphere, where danger and intrigue lurk around every
corner. Beyond the Trade-Cities themselves, players and GMs will discover a rich, exciting world where ancient powers
awaken to tear at the frayed edges of civilization.

And coiling beneath it all is the Auroboros itself—whose unimaginable energies serve as the fount of the world’s magic
and mysticism. Its dread power can be wielded by mortals, but always at a terrible cost to their sanity and well-being.
Such reckless individuals hold power enough to shape the world—or send it spiraling into oblivion.

Worldbook: Lawbrand is separated into three distinct parts that provide everything players and GMs need to run their
own adventures within the realm of Lawbrand.

PART I: WORLD contains chapters on Lawbrand’s culture and rich history, as well as detailed overviews of its distinct
factions, Trade-Cities, and frontier locales. These sections illustrate how Lawbrand actually functions—how its factions
compete for people’s hearts and minds, how regional dangers shape its overarching politics, and even how music and art affect
everyday life throughout the realm.

PART II: HEROES provides players rules for creating new characters using the five races and four subclasses that
are unique to the Auroboros setting. It also provides context for running existing 5E characters in Lawbrand, as well
as background and rules for using the Mark of the Serpent, a narrative game system that allows players to wield the
devouring power of the Auroboros itself!

PART III: ADVENTURING offers GMs myriad tools and guides to help them shape and run their own epic
campaigns. It includes sections on using campaign archetypes, creating compelling villains, running the Mark of the
Serpent system, a full Bestiary, and much more. This section also provides exhaustive Adventure Guides for each of
Lawbrand’s factions and locations.

While the various tools and gameplay systems found in Worldbook: Lawbrand are intended to help GMs and players
develop campaigns for the Auroboros setting, they can also be used in homebrew worlds or even in other established
adventure settings. At the end of the day, tabletop role-playing is all about being creative and enjoying adventuring
The Serpent coils throughout creation.
with friends! All lives, all moments of history are reflected in its scales.
It is all-consuming; its hunger knows no bounds.
And when all else is done and dust, it will devour itself.

The Auroboros coils within you.

introduction introduction
9

THE REALM
OF LAWBRAND
To understand the dynamic, multifaceted culture of Lawbrand, it’s necessary to look back at the
tragic events that shaped its origins.

THE LEGACY OF OLD SULARIA


For over five hundred years, the mighty empire of Sularia reigned over the vast lands of the north.
The powerful Sularian Church, based in the capital city of Torune, held dominion over the disparate
peoples of the age. Chief among these was humanity, which believed it held a sacred right to rule over
Sularia’s non-human populations. Sularia’s human lords and high priests consolidated their power
by driving the non-humans out of their shining cities and into impoverished enclaves. These mass
relocations created untold misery and tension within the empire. While the Church’s authority was
largely uncontested by foreign powers, its arrogance and zeal made it vulnerable to the ravages of
civic chaos and the possibility of violent insurrection. At the height of Sularia’s authoritarian power,
anarchistic forces arose and, wielding the unbridled energies of the Auroboros, brought utter ruin to
the empire.

Legends hold that the Auroboros—a near-mythic source of incalculable power—was unleashed in the
form of a serpentine storm of magic. This serpent-storm rolled across the Sularian Empire, devouring
the land and sky in an unbridled cataclysm of uncreation. Panic and chaos ensued as mass migrations
of refugees traveled southward, away from the unimaginable destruction. Humans, ogres, dwarves,
and all the disparate peoples of Sularia fled in terror before the ending of their world.

Eventually, the ragged refugees reached the safety of the southlands as the serpent-storm burned itself
out in the north. With the old-world dead behind them, Sularia’s determined survivors were forced to
face the harsh reality of the unknown frontier in which they found themselves. Putting aside their old
hatreds and divisions, they banded together and combined their talents and meager resources in a bid
for mutual survival. Even the few Sularian priests who remained recanted their corrupt ways and set
to aiding the survivors in the true spirit of the faith.

Despite having lost their holy powers to heal injuries and banish evil, the priests proved themselves
to be invaluable by aiding and comforting the weary refugees. In time, their genuine efforts won
over many of the non-humans who had suffered so greatly under the Church’s authoritarian rule.
Eventually, the stoic survivors made it through treacherous wilds and scorching deserts to establish
the first city in what would become a bustling new realm.

Unified for the first time in centuries, the people of Old Sularia forged a society that would be based
on order, equality, and prosperity for all. For the past 250 years, that society has grown to encompass
a number of bustling, urbanized Trade-Cities. Known collectively as Lawbrand, this new society has
overcome the tragedies of the past to forge a new, brighter future.
Lawbrand is a realm comprised of elements of both the old world and the
new. Unified by the Sularian Church, itself a remnant of the former age,
Lawbrand’s various cultures have eschewed their previous societal identities
to forge a new kind of civic bond. Living and working together in the
overcrowded, fast-moving Trade-Cities, the people of Lawbrand look toward
building a brighter future where the tragedies of the past are eclipsed by the
modern age of reason, innovation, and community.

CULTURE
10 11

A REALM OF TRADE AND INDUSTRY TENETS OF THE LAWBRAND


The realm of Lawbrand is a confederation of densely populated, industrialized Trade-Cities that The followers of the modern Sularian faith do not believe in any gods or otherworldly denizens. They
maintain certain commercial and industrial specializations. Each Trade-City is controlled by a Trade- hold a pragmatic view of the world as it is, forswearing the fanciful myths and superstitions of ages
Guild—large, unionized organizations that oversee all commerce and resource production in their past. Despite this pragmatism, the faith’s foundational belief is more esoteric. It posits that there is an
respective territories. The Trade-Cities exchange their goods freely under a set of stringent laws known as innate, manifest power moving through the world that is a force for great good—empowering mortals
the Trade-Pacts.These laws protect the common marketplace and prevent the guilds from overstepping to rise above their everyday burdens and ennoble one another. While this power, sometimes referred
each other’s unique commercial domains. A bevy of shipping companies moves goods back and forth to as “the Ascension,” is not sentient in any way, the faith asserts that mortal souls can experience it—
along the Talisande River, which runs the length of Lawbrand from Sargrad in the west to Hearthvale and through it, find a deep, abiding connection to one another.
in the north. Resource caravans and merchant convoys are commonplace on the highways that wind
through the vast, lawless tracts of wilderness that separate the Trade-Cities. The faithful believe that if they help to create a more perfect kingdom in the physical world by performing
acts of compassion and living honorable lives, they will “ascend” to a divine paradise at the moment of their
Lawbrand’s various cultures inhabit the same neighborhoods within the cities themselves and work death. Ultimately, they believe that one fateful day, the “redeemed mortal kingdom” will rise up to join with
shoulder to shoulder in factories, mines, and sprawling commercial districts. This diversity is the source the shining afterworld and be unified forever after. Heaven and earth become one.
of Lawbrand’s unique civic unity as well as a lingering source of underlying social tension. Though on
occasion, some of Lawbrand’s citizens still suffer from old hatreds and mistrust: ogres are sometimes At the core of the Sularian faith are four tenets: order, justice, wisdom, and compassion. These tenets—
thought of as unthinking brutes, dwarves as callous fortune-seekers, and humans as opportunistic elitists. intended to frame the outlook and actions of all believers—are unified in the symbol of the Sularian
But despite these outmoded notions, the vast majority of Lawbrand’s citizens have come a long way from Cross, also known as the Lawbrand. It is from this ancient symbol that the realm takes its name.
their cultures of origin—and recognize that they have far more in common than not.
HIGH FEASTS OF SULARIA
Despite their differences, artists and musicians from all walks of life find mutual inspiration in their
craft. Priests and tradespeople alike draw together in common identity and purpose. The children of the There are many annual celebrations, known as the High Feasts of Sularia, which serve as doctrinal
Trade-Cities attend the same institutions and play in the same streets. The new generation has mostly observances or commemorations of sacred historical moments within Church history. These ritual
discarded the stereotypes of the old world in favor of a common civic identity. To them, the Trade-City celebrations are still observed today in various forms throughout Lawbrand. Some, like the Feast of
they reside in is a far more significant influence on social stratification than any other cultural factor. Memrance, have become watered-down, bastardized holidays—heavily influenced by pagan rituals
that were incorporated over the centuries.

GALVANIZED BY FAITH Some of the major High Feasts still observed in Lawbrand today are listed below.

Despite its past abuses, the reformed Sularian Church remains the central unifying force among the
Trade-Cities. Threads of the Church’s ancient traditions run throughout Lawbrand’s social fabric. Faith
in the inherent goodness of all mortal hearts is the foundational lynchpin of the Sularian faith. This
: The Feast of Fields—A lighthearted High Feast still observed in rural areas like Hearthvale, this
ancient festival celebrates the harvest and nature’s bountiful rewards.

conviction has served as a great equalizer since Lawbrand’s humble beginnings, reinforcing the universal
belief that all people, regardless of culture and background, are equal.
: Feast of Memrance—This feast was once a solemn celebration of lost loved ones and ancestral bloodlines.
It is still observed annually in many Trade-Cities. In Lietsin, it has morphed into the raucous citywide
festival known as Lietsinfest.
Most of Lawbrand’s citizens see themselves as dedicated members of the Church. They look to their
community priests and ministers for leadership and spiritual guidance. While the general level of zeal
: The Harrowing—This ancient observance is still observed in the Trade-City of Orinfell. In a mass ritual
of atonement, believers confess their deepest fears and sins while burning effigies of the saints.
and passion for the faith has waned somewhat over the centuries, most citizens still recognize the
Church’s annual High Feasts as cultural touchstones, as much as spiritual sacraments.
: The Day of Cups—Celebrated primarily in Innis, this annual observance calls believers to provide food
and coin to the poor in their local communities as an act of contrition for their sins.

There are local basilicas in most of the Trade-Cities, as well as smaller neighborhood churches. The
priests serve their communities with dedication and compassion—overseeing daily rites such as …AND JUSTICE FOR ALL
marriages and funeral services. They run soup kitchens and tend to the poor as best they can. Some local Despite the abundance of faith and communal goodwill, keeping the peace within the densely
churches aren’t always well funded, and many densely populated communities often go unaided as the populated Trade-Cities is no small feat. Strict laws and dedicated constabularies have been staples of
Church leadership focuses its attentions on more affluent city-sectors. Despite the many positive changes Lawbrand since its inception. Drafted by the early Trade-Guilds in partnership with the Church, the
in the Church since its reformation, many are wary that some of its leadership is just as invested in the Trade-Pacts codified a set of laws and edicts that created equity and accountability between the Trade-
Trade-Guilds’ financial success as the population’s spiritual welfare. Nevertheless, the Church’s everyday Cities—and defined how they were meant to interact. The Pacts also codify the role of Lawbrand’s
servants do all they can to tend to the faithful at the community level. citizens and the behaviors expected of them. They outline a multitude of illegal activities and the
punishments associated with civil disobedience.

The laws of the realm are regulated by the Church itself. The High Council of the Church’s ruling
Cardinals, based at the Cathedral of St. Varina in Sargrad, appoint and oversee judges in each Trade-
City. These local judges hear criminal cases and dispense justice according to the prescribed statutes.

While the laws and codes within the Trade-Pacts were created to assure a generalized code of conduct
for Lawbrand’s citizens, it is common for individual Trade-Cities to adopt localized laws enforced by
their own constabularies. However, in instances of severe criminal violation or grave civic crisis, local

PART 1: WORLD CULTURE


12 13

constabularies can call upon the Church to intervene directly. The Church’s Order Militant is a sizable
military force that can be rapidly mobilized to Trade-Cities to help quell riots, protect vital civic assets,
or assist the citizenry in times of dire emergency. The Peacekeepers of the Order Militant are dutiful
MUSIC FOR THE MASSES
soldiers, all sworn to protect the interests of Lawbrand with their very lives. MUSIC OF THE OLD WORLD
In extreme cases, the Church will call upon its Knight-Paladins to hunt the most dangerous criminals Since its founding over two centuries ago, the society of Lawbrand has always embraced music and
or restore civic order within the Trade-Cities. These Knight-Paladins, lacking the holy bearing and storytelling as a means of connecting with the past and maintaining fellowship among its disparate
sanctified powers of their ancient namesakes, are often seen as brutal and intimidating in their cultures. The bardic musical traditions of Old Sularia—largely defined by classical folktales,
unrelenting pursuit of justice. As the realm’s foremost peacekeepers, they are sanctioned to employ Sularian spirituals, and historical epics—served to underpin the common roots of society and shape
private retinues of highly skilled enforcers: agents, trackers, and men at arms—all dedicated to the Lawbrand’s emergent civic identity.
pursuit of criminals, no matter where or how far they might run. These dogged manhunters often pursue Classically trained bards and musicians would wander between the Trade-Cities, performing their
their quarries across Trade-City lines and even into the dangerous wilds beyond Lawbrand’s borders. music and spinning their tales for commoners and upper crust Guild-Delegates alike. While bards
were common enough throughout Lawbrand during its first two centuries, the traditional music of
Wielding weapons and artifacts crafted for them by the Arcanimus, the Knight-Paladins and their Old Sularia often failed to capture the unique energy and tenor of the changing times.
servants are formidable foes. Accountable to the Church alone, they often rely on subterfuge and
outright intimidation to accomplish their goals. Knight-Paladins are often more terrifying to the That creative stagnation was disrupted roughly thirty years ago by the onset of the brutal and costly
general populace than the criminals and heretics they are charged with apprehending. uprisings of the Great Trade War. As tensions rose between the various Trade-Cities, the citizenry
suffered through widespread economic and social upheaval. Tens of thousands of laborers were put
out of work, and entire industries were shut down. Poverty and deprivation took hold in many corners
of the larger Trade-Cities, and the frustrated population lost faith in their civic institutions.
Even after the Sularian Church intervened and ended the costly conflict by brokering a new peace
between the Trade-Cities, a large portion of the population held on to their resentment and skepticism
toward authority. It was in this cauldron of social tension and discontent that a new era of music and
creativity began brewing.

VOICES OF THE MODERN AGE


The youth of Lawbrand, tired of the status quo and what they saw as the Church’s empty platitudes,
found a new voice with which to express themselves. A new generation of bards arose across the land—
eschewing the musical traditions of Old Sularia in favor of their own contemporary brand of music and
storytelling. These new bards and musicians crafted songs and performance styles that reflected present
times and their own gritty, working-class neighborhoods—the music of everyday people…everyday
struggles. This new wave of street-level music spread throughout the Trade-Cities like wildfire.

From the hardscrabble backstreets of Sargrad to the progressive Academies of Lietsin, all the way
to the free-flowing taverns of Innis, a new breed of musicians and songwriters emerged to pioneer
groundbreaking forms of music. These “street bards” were eager to perform their music for anyone
who would listen, even those beyond the bounds of their own familiar communities. Taverns and inns
across Lawbrand became popular music venues that featured the best and brightest upcoming bands
and singers. As the burgeoning music scene grew, the new bards found exuberant audiences hungry for
their innovative sounds and stylings.

However, a warm welcome does not guarantee success for all. As more and more bards competed for
the masses’ attention, many of them met with failure and were forced to abandon their dreams. The
fates of many of these bards hinged on their individual musical styles and the audiences’ unpredictable
willingness to embrace them. As time wore on, the audiences’ appetites changed, and whole new
genres of music—such as the steel-pounding Ironcore, the trance-inducing Aertherskip, the haunting
Macabrea, and even the upbeat urban Sidewave—took hold throughout the Trade-Cities.

CULTURE
14 15

HEADLINERS AND OUTLIERS Kerla used this tactic successfully for several years, Este Vez
but she found herself practicing the music more Despite his fame, the origins of the Silent Bard,
Many bards of the new generation rose to great heights of popularity and notoriety. Bayor Lightfoot,
and more as time went by. Able to express her Este Vez, remain shrouded in mystery. There is
Miss Begotten, Este Vez, Wyrmrider, and Nos Irrom all stand as wildly divergent examples of popular
innermost fears and longings through a variety no record of him ever speaking a single word.
success in the new bardic world.
of instruments, she found true solace in music. No one is even sure of how the young salamar
As a musician, she was able to foster her own came to be called Este Vez in the first place. The
Bayor Lightfoot life filled with fame, free libations, and adoring
identity—one that wasn’t programmed by her slight youth, ragged and filthy as a beggar, simply
Bayor Fulwar was born to a family of prominent fans. It was the life of which he had
cruel, unfeeling masters. She started writing her appeared one day at the Classical Music Exhibit
academics in Lietsin and spent his early life always dreamed.
own songs and began to wonder if she might be a at the Conservatorum in Lietsin. There, he took
surrounded by intellectuals. From an early age,
His growing fame and the scandalous content bard pretending to be an assassin rather than the one of the few remaining elven aethari from a
he became restless—obsessed with becoming a
of his songs soon came to the attention of the other way around. display case and began to play.
bard and living, what seemed to be to a young
boy’s mind, the greatest life a person could lead. people they targeted. One night, Bayor faced an
This uncertainty carried on for the better part of No living soul had ever heard the ancient
audience packed with stone-faced guardsmen
a decade until she was assigned a time-sensitive instrument played, but Este Vez seemed to have
He walked away from the future his family in the service of a certain nobleman. The night
assassination contract on a reclusive and well- an instinctive understanding of its complex
had mapped out for him and struck out on his before, that noble had been the subject of several
protected target. The only way to penetrate arrangement of delicate strings and resonant
own, beginning his bardic career in earnest. salacious verses. Despite the danger, Bayor
her target’s tight security on such short notice crystals. Despite having never touched an aethari
However, when the meteoric rise to fame he continued his performance to its end, boldly
was to get herself hired as entertainment for an before, he produced music of such startling
expected never came to pass, he was forced to finishing with the very same lyrics that had
extravagant party held on the target’s estate. beauty that no one gave a single thought to
accept that his belief in his talents was nothing brought him so much trouble before. While the
This time, there was no musical group for her to taking the instrument away from him. He
but a delusion. Faced with this disappointing crowd cheered, he made a hasty escape through
infiltrate, so she had no choice but to take the gig offered no resistance to being brought before
reality, he turned, as so many do, to alcohol. His the back door with the guardsmen hot on
as a solo act. the Conservatorum and installed as one of its
drinking grew worse and worse until he gave one his heels.
resident musicians. After only a short time,
fateful performance that would crush any hope Performing by herself for the first time, she took
Bayor evaded the guardsmen that night—but he was drawing rapt audiences from across
he had of a mainstream career. a risk and decided to test the stage persona she
his easy life was over. With a sizable bounty on Lawbrand, delighting them with compositions
had been secretly developing. Rather than the not heard for a thousand years. Then, one day,
At the birthday party of a wealthy lord, Bayor his head, he was forced to travel incognito and
colorful clothes she usually performed in, she he and his aethari were gone. Este Vez had
got thoroughly drunk before his performance. could only risk one unannounced performance
dressed in tight black leather with an elaborately left the Conservatorum just as abruptly and
When the time came, he played a well-known wherever he might appear. To his surprise, this
embroidered cloak of purple velvet. She dyed mysteriously as he had arrived.
tune but began to improvise his own lyrics. fugitive lifestyle only increased his fame. Rather
her hair black and wore it hanging down so that
His new verses were highly detailed, wholly than ending his career, it was the beginning of a
it covered half her face. It was the way she had Months later, he reappeared at a country fair
inappropriate descriptions of the rumored new path to renown and acclaim.
always wanted to look—the way people thought outside of Innis, where he stunned the crowds
dalliances of the party’s influential host. After
He became known as Bayor Lightfoot, the assassins dressed but never really did. Playing a with music the likes of which they had never
being severely beaten and ejected from the lord’s
Outlaw Bard. While not the glamourous life that silver harp, she performed a set solely of songs heard before. He had moved beyond the ancient
estate, Bayor found himself blacklisted from
he had once envisioned, the adoration of his fans she had written herself. They were bleak but aethari compositions and played music of his own
venues throughout the city.
keeps him on the road and always on the run. soulful—filled with the loneliness and despair creation. His legendary three-day performance
Flat broke but stubbornly unwilling to abandon Kerla had felt her entire life. there was so inspiring that every year thereafter,
his dreams, Bayor ventured to the other Trade- vast throngs of fellow bards and music fans
Miss Begotten Her performance was received coldly by most in converge on the fairgrounds to celebrate him.
Cities to find work. He toiled on for a year,
The story of Miss Begotten begins with a small girl attendance, but she found a warm response among That annual celebration would eventually become
playing anywhere that would have him, ending
named Kerla, who was plucked from an orphanage a group of young ladies who were quite taken with known as the Bard-In Music Festival.
up with nothing to show for it but a growing
in Sargrad and inducted into a secret order of her dark and dramatic persona. Later that night,
bitterness. Then his life took another unexpected
assassins. In the dark, subterranean halls of the Kerla successfully eliminated her reclusive target. It With every appearance he’s made over the
turn. Once again, the worse for alcohol, he gave
Ossuary, she spent her formative years training would be her last contract as a professional assassin. years, his music has changed and grown more
a repeat of his most infamous performance. This
as a professional killer for the Draconis Malisath. powerful. The sound of his aethari can inspire
time, instead of a beating, he received cheers and Taking the name Miss Begotten, she began her
Along with the primary skills of assassination, despair and hope in equal measure, dragging a
calls for more from the rowdy audience. career as a full-time traveling bard. Her brooding
she received an education in a range of useful person’s heart through the blackest of hells, then
yet gripping performances gave birth to a whole sending it soaring to the brightest of heavens. It
Bayor immediately set about creating a new secondary skills, including music. This musical
new genre of music—Macabrea. Like her, those is said that anyone who hears him play emerges
act based on the day’s most popular songs, but education made it possible for young Kerla to pass
following her path focus on the darker sides of life from the experience a changed person—though
rewritten with lyrics that mocked the rich and as a background player in traveling music shows, a
and longing across Lawbrand. Though they are not always a better one.
powerful. Where working as a mainstream bard cover she would often use to penetrate the security
seldom invited to feast day celebrations or village
had earned him little notice, his new act was an of hard-to-reach targets.
festivals, Miss Begotten and the performers she He now appears around Lawbrand, performing
immediate success. He was soon living an easy
inspires have carved out a distinct niche in the at venues that range from palatial Guild-
bardic world. Halls to dingy barns, all seemingly chosen at

PART 1: WORLD CULTURE


16

random. He arrives without notice or invitation Over years of constant touring, the band built a
but is never refused. His silent and persistent dedicated fanbase that carried their name across
disinterest in fame or money confounds those Lawbrand. Eventually, they received an invitation
who would entice him to remain in any one to perform at Bard-In. There, they played their
place for long. Even frequent and reverentially hearts out—unleashing all the strength in Magun’s
offered invitations to Bard-In have gone ignored. mighty arms and the full range of Malrendael’s
The Silent Bard’s feelings, whatever hopes soaring voice. The sheer power of their
and dreams he may have, remain unspoken. It performance overwhelmed the festival’s crowds.
appears that his only care is for the road, the They ended their set with an hour and a half
performance, and the music yet to be written. rendition of their eponymous song “Ride the Wyrm
(Seven Miles).” The audience’s ears were left
ringing with the sound of anvils and their heads
Wyrmrider swimming with visions of indescribable beauty and
Magun Rocksteady came from a long line of iron utter terror that would haunt their dreams for years
dwarf metalsmiths. The young dwarf was slated to come. The triumphant Wyrmrider took home
to carry on the family business in Skarborough, Bard-In’s coveted Brass Helmet Award—signifying
but he developed an obsession with the rhythmic their status as the most renowned musical act in all
“music” he heard in the sound of forge hammers of Lawbrand.
striking anvils. Before long, his work began to
suffer, and his percussion-craft was banned from Soon after their legendary appearance, the duo
the family forge. Unwilling to quit, Magun set declared that they were going on a world tour.
up a pair of secondhand anvils in a crumbling However, to their fans’ confusion, they set off
warehouse, where he practiced for hours, pursuing without announcing any concert dates or locations
the rhythmic crash and bang of his ambition. and have not played live since. Diehard followers
believe that the pair is traveling the world, looking
Around this time, a half-drow named Malrendael for some lost sound or extraordinary, epic muse—
Sotherene set his sights on becoming a poet. and that when Wyrmrider returns, they’re going to
However, his personal brand of poetry was filled blow everyone’s minds.
with fantastical imagery that was just too strange
for most people to understand. Frustrated by Whatever their fate, the legend of Wyrmrider
constant rejection, Malrendael took to wandering lives on…
Skarborough’s grimy streets in search of new
inspiration. It was on one of these sojourns that
he encountered the heavy, earth-shaking sound of
Nos Irrom
Decades before the youth movement took root
Magun’s anvil-hammering beats. The music stirred
across Lawbrand, one bard single-handedly shifting between the lithe grace of a dancer and fame never dreamed of by any bard before him,
something new in Malrendael, and for the first
redefined music as an art form, setting new the sensual masculinity of a hunting predator. becoming Lawbrand’s most idolized celebrity.
time, he considered turning his poetry into lyrics.
standards of fame and success. The enigmatic Clad only in his headband and a pair of tight
Nos Irrom first started performing in inns and leather pants, he proudly displayed a panoply of Nos’ life became a frantic whirlwind of wild
The poet introduced himself to his soon-to-be
taverns out in Lawbrand’s rural fringes. His tattoos that seemed to entrance his audiences as performances and never-ending travel. He
partner with his first attempt at song. He sang
smooth and entrancing voice was enough to much as his bright violet eyes. reveled in his fame and success, though his
out from the shadows of the warehouse where
captivate any listener on its own—but like most hedonistic lifestyle eventually took its toll.
Magun practiced. The dwarf, transfixed by the
of history’s greatest bards, his stage presence was Seduced by his voice and enthralled by his His health suffered, and his behavior grew
half-drow’s voice echoing from the darkness, took
just as impactful as his voice. presence, audiences were drawn deeper and increasingly erratic. He began arriving late to
up a beat that paired perfectly with the tentative
deeper into his power. Their souls stirred, shows, cutting performances short, and even
melody. From that first loose jam, the two fell into
Handsome, tall, and rail-thin, his striking face and their primal instincts were awakened— missing shows entirely. Finally, he reached the
an easy partnership. Magun’s heavy and complex
was framed by a mane of wild platinum hair. giving reign to long-suppressed desires. Every end of his strength. In the middle of his final,
percussion somehow combined with Malrendael’s
Given his otherworldly magnetism, rumors performance was a display of unrestrained frantic performance, he fell to his knees and
powerful voice to create a musical sum that was
circulated that he was of elven descent—but passion and boundless energy. As his fame cried out desperately in an unknown language—
far greater than its parts. This new brand of music
the scandalous speculations could never be exploded, everyone in Lawbrand, from lords then collapsed in the middle of the stage. His
would later be known as Ironcore. Less than two
confirmed, as Nos always hid his ears under a to laborers, longed to see him perform. Scores adoring fans were shocked, as soon after, Nos
weeks later, their newly formed band, Wyrmrider,
wide headband. of imitators appeared, attempting to ride the removed himself from the public eye.
played its first gig before a small audience right
wake of his success. Even reproductions of his
there in the shabby warehouse. Reactions were Whatever the case, he commanded the stage, No one in Lawbrand could have imagined the
intricate tattoos began to appear on people from
mixed, but the pair emerged certain that they had flowing from one side to the other, effortlessly truth of his long, troubled life. The rumors of his
every walk of life. He had achieved a level of
a future in music together. elven lineage were true—Nos was, in fact, one of

PART 1: WORLD CULTURE


18 19

the handful of high elves remaining in the world. devoured from within by the Serpent’s power. the Tir’Assar. When tattooed onto mortal flesh, sigils retain their properties over time—granting their
As a youth in Feyonnas, he studied with the Seeking to arrest its effects, he added more and bearer a wide array of benefits, such as magical protection, increased strength, and even the ability
Tir’Assar, an order of master sigilists renowned more sigils of power to his body art. While he to influence others’ thoughts. Given their lasting utility, and that they can be discreetly hidden under
for their enchanted body art. Obsessed with eventually arrested the Auroboros’ consumption clothing, sigils are highly sought after by the realm’s mercenaries and outlaw adventurers.
the Auroboros and the power it offered, Nos of his body, the effort left both his health and his
abandoned his elven kin and made his home spirit irreparably shattered. Those possessing the skill to grant these powerful tattoos are known as sigilists. While there are many
among the mortals in Lawbrand. Giving himself of them working throughout the Trade-Cities, sigilists tend to keep a low profile to avoid Lawbrand’s
the dread Mark of the Serpent, the Auroboros’ Though his career ended in infamy, many credit authorities. They work from secret, underworld sigil parlors and are highly selective about those they
power flooded him. In his arrogance, Nos Nos as the catalyst for the new world of bardic confer their art to.
believed he could control the transcendent force exploration and cite the peak of his fame as
that now permeated his being, and he set out to the point at which a new generation began to
consider the possibilities of music with open THE LEGACY OF THE SERPENT
experience life as none of his kind had before.
The rest, as they say, is history. eyes. He stands as a living legend, a pioneer in The power of the Auroboros has had a massive impact on history, being both the source of all magic
a brave new world of creative exploration and and the direct cause of two civilization-ending catastrophes. Given the volatile, devouring nature of the
Over the course of his music career, Nos artistic expression. Auroboros’ power, most of those with knowledge of it gave it a wide berth over the ages.
suffered greatly in secret as he was slowly
However, those daring enough to risk their minds, bodies, and souls can tap the Serpent’s unbridled
power for themselves. While the Auroboros can bestow the ability to perform truly miraculous

THE AUROBOROS feats, that power comes at significant cost to the wielder, inevitably driving them into the depths
of madness and self-destruction. Mortals can only tap the Auroboros’ power by taking the Mark of

AND THE NATURE OF MAGIC the Serpent—a uniquely dangerous sigil that is tattooed upon the flesh, infusing the bearer with the
Serpent’s vast power.

There are few modern sigilists who can even bestow the Mark upon another. The Tir’Assar, an ancient
THE WELLSPRING OF PRIMORDIAL POWER group of elven sigilists, are masters of granting the Mark, but they’ll only perform the task if they feel
the bearer is fated to have it. The few mortal sigilists capable of the technique often keep a low profile,
Though rare and scarcely seen by the vast majority of Lawbrand’s citizens, many forms of powerful making them incredibly difficult to find.
magic exist in the world. For as many forms as there are, at least as many theories exist about their
origination and how they’re expressed in practical terms. A small number of scholars believe that the Those who bear the dreaded Mark begin descending through the Coils of the Serpent—a perilous
different currents of magic all flow from a single wellspring of power: the Auroboros. metaphysical journey that draws them deeper and deeper into the Auroboros’ power as their
newfound abilities grow in potency. As they descend through the Coils, these “serpent-marked”
Some legends refer to the Auroboros as the World Serpent, a primordial force that coils throughout individuals slowly go mad as their consciousness expands; their mortal minds are unable to rectify the
all creation—symbolized by a serpent devouring its own tail. Evidenced in the folklore and written unfathomable secrets of the universe. In the face of such extraordinary scope and power, the serpent-
histories of the world’s earliest civilizations, it is held that all moments in time and all mortal souls are marked start to lose their own identities, being unable to recognize friend from foe or tell what is real
reflected in the Serpent’s scales. The elves claimed that their ancient forebears, the Aldan Thei, had from what is imagined. Often, their intentions for taking the Mark in the first place—whether noble or
mastered the Auroboros’ limitless power. By harnessing it in its purest form, they shaped the world otherwise—are blurred and devoured by their madness.
around them to their liking and built a civilization of wonders. But ultimately, the Serpent’s power
proved far too volatile, and the Aldan Thei’s temple-cities were consumed in an apocalyptic firestorm. Serpent-marked individuals who descend to the lowest Coil of the Serpent are ultimately consumed,
body and soul, by their own power—echoing the dreaded mythology of the “serpent devouring itself.”
Yet, the radical theory that all magic fundamentally derives from the Auroboros itself is not widely held These tortured individuals go out in a blaze of glory, often expressing their near-limitless power in one
by modern scholars. Most of them cleave to the traditions established by the elves at the height of their last, dramatic act of will. They might shatter a mountain, cure the land of a wasting disease, or even
power. The brilliant sorcerers of long-lost Ereth’iel made an intensive study of magic in all of its forms. change the flow of time itself before succumbing to the end.
They divided the magic they observed into explicit schools, each with its own rules and Given that the Auroboros’ power has caused such calamity over the long arc of history, those in the
methodologies. By codifying magic in this way, the elves gave anyone with the means and talent modern age who know of it, including factions such as the Sularian Church, the Bohen Dur, and
enough to practice it a path to mastery. They ushered in their own age of wonders. the Arcanimus, have worked hard to keep its existence hidden from the masses. Few of Lawbrand’s
citizens are even capable of imagining that such a terrible power could exist—or the sheer, horrific
Present-day Lawbrand is a far cry from those heady times. In any of its incarnations, magic is a rarity;
destruction that might ensue if it were ever again unleashed upon the world.
most citizens will live their whole lives without ever seeing a spell cast, scarcely believing that magic
is even real. In the modern era, wonders are not wrought with spells but with the powers of reason,
inventiveness, and ambition. But there are those who still practice the arcane arts. Due to social taboos
and laws forbidding the overt use of magic, most magi keep their activities secret. The forms of magic
they pursue, however, are still based on the schools established by the elves in ancient times.

An obscure, ancient form of magic that’s made a resurgence in recent years is known as sigilcraft. This
art of transferring magic through enchanted tattoos was first mastered by the high elven artisans of

PART 1: WORLD CULTURE


R I E R W I L D
B A R S
SS
IE R PA
MOUNT EFFRON RR
BA

KANNIBUS HILLS

A
E
S KOROSOTH MOUNTAIN
N

BAKER
A

HEARTHVALE
E

INNIS WALLAROO RED BLUFF


R

AD
RO
N O

SKARBOROUGH T A

G
ORINFELL ER
N A

IN
TA L I S A N D E R I V I R O

N
SH
E C
TH H
K A L

D
E
S
LIETSIN E
TALIS R
SARGRAD T

I A N F O R E S
I L L T

TIDESFAR
TANASRAEL

FEYONNAS

WASSICA ISLANDS
23

PART I: When the Aldan Thei eventually crossed the Barrier Peaks
and made their way through the southern rainforests, the
EMPIRES OF salamar made no move to stop them. They were not a
people versed in the ways of war, and the newcomers did
THE ANCIENTS not appear hostile. The salamar simply watched from afar
as the Aldan Thei called upon their extraordinary power
ELDERS FROM BEYOND to raise, in a matter of moments, a colossal temple-city at
the heart of the jungle, a city they would call Tanasrael.
10,000 BTS
While the origins of the world of Drastnia remain At that moment, alarm rippled through the salamars'
shrouded in mystery, many historians have sought clues as collective spiritual bond. They sensed that the Auroboros
to the nature and tenor of the world’s earliest civilizations. was more than just a force of creation—it also had the
The high elves, one of the longest-lived of the world’s potential to be a force of unspeakable annihilation.
races, kept some records of this prehistoric era that
preceded their own civilization.
THE SERPENT AWAKENED
The elves’ ancient rune-scrolls spoke of an enigmatic
5,000 BTS
elder race—the Aldan Thei—that came to Drastnia during
the dawn of civilization. These legends held that the Aldan At the very apex of their power, a rift formed between
Thei had crossed the stars to reach Drastnia—and that the two greatest tribes of the Aldan Thei. The first,
the power they brought with them could shape whole known as the Tal’Naril, came to believe that continued
worlds to their whim. It is unknown whether their culture manipulation of the Auroboros would tear away at
was expansionist or whether they were seeking to escape the fabric of reality and result in an unimaginable
some dire threat from their point of origin. Whatever catastrophe. By contrast, the ambitious Tal’Gorah
the case, they made Drastnia their home—and left an insisted that simply relinquishing their mastery of the
indelible mark upon its history. Serpent would lead to the inevitable deterioration of
their society as a whole. In a way, both factions were
The Aldan Thei had embraced a power that they called proven correct. For reasons unknown, the Auroboros
the Auroboros. They saw it as a primordial source of energies at the heart of the Aldan Thei civilization
inexhaustible energy, a vast serpent of power entwined erupted in an apocalyptic explosion that consumed their
throughout the worlds of the physical universe. The World temple-cities as well as their high-minded dreams.
Serpent. The Aldan Thei learned how to manipulate the
Serpent’s energy to miraculous effect—and with it, built Not even the distant temple-city of Tanasrael was
a civilization of wonders. The Aldan Thei spread across spared from this cataclysm. Nor were the salamar who
Drastnia, cultivating new life and bringing peace to its lived in the jungles surrounding it. The Auroboros
primordial landscapes. They erected mighty temple-cities energies shattered Tanasrael in a blinding flash of light.
from which to oversee the burgeoning world. A firestorm swept through the southern rainforests,
burning them and the whole of Ax’oloth to ash. Life
As the Aldan Thei pursued their grand ambitions, a native would never take root there again. A massive tract of the
people known as the salamar looked on in curiosity— once verdant land became a desert wasteland that future
and mounting concern. In the lush rainforests south of generations would know as the Tanaroch.
the Barrier Peaks, they had built the peaceful empire of
Ax’oloth. Unlike the strangers to the north, the salamar The few salamar who survived the cataclysmic event
did not remake or tame the wilds to fit their desires; they were left deeply traumatized. Like the rest of their
sought to maintain balance with their empire, the empathic bond they had shared was
The world of Drastnia has a long, tragic history, one defined by cycles of natural surroundings. consumed in fire. The catastrophe inflicted deep cultural
catastrophic upheaval, despotic authoritarianism, and inevitable societal scars on the remaining salamar, who evermore would be
The people of Ax’oloth cultivated harmony with the land, tormented by spiritual and emotional isolation.
disintegration. It is a world that, from its infancy, has been gripped by powerful and through it, with each other. The entire ecosystem was
sources of magic and mysticism—as well as inexhaustible founts of mortal faith bound together by a mystical link that allowed the salamar Despite bringing devastation to the salamar, the
to share emotions and experiences, even across vast surviving Aldan Thei were in no position to ease their
and determination.
distances. They rarely felt hate or jealousy toward others suffering. Over the ensuing centuries, the few remaining
of their kind. The joy of one was the joy of all, and the descendants of the Tal’Naril and the Tal’Gorah
wise salamar lived in peace. scrambled to survive amid the wreckage of their once
*For clarification purposes, the terms Before the Storm (BTS) and After the Storm
(ATS) refer to the two principal eras of history that are separated by the catastrophic
serpent-storm event and the subsequent collapse of the Sularian Empire.

HISTORY
24 25

glorious civilization. The knowledge of the Auroboros the high elves desired to share the empire’s magic and BETRAYAL THE UNDERSIEGE
and the arcane means of controlling it were all but lost. resources to elevate the younger cultures, the drow were
Without its energies to aid them, both tribes diminished in content to harness their own secret power—and plan a 1,700 BTS 1,000 BTS
physical form and power. Eventually, they would beget the future with more selfish ambitions in mind. The elves’ glorious Golden Reign lasted for over a thousand As time wore on, the drow tightened their chokehold on
ancestors of the high elf and drow cultures, respectively. years. Peace was maintained without any significant the citizens of Ereth’iel in numerous alarming ways. In
recorded conflicts marring the northlands or its people. an attempt to prevent the orcs, dwarves, and centaurs
TRANQUILITY OF Magic, in all its incarnations, was widely practiced without from rising up against them, they ceased patrolling
THE GOLDEN REIGN THE SOUTHLANDS calamitous results. The younger cultures of Ereth’iel the wilderness beyond the empire’s borders. Slowly,
3,000 BTS 2,200 BTS prospered and grew in number. The grand experiment of the giants and predatory monsters returned to ravage the
elves’ unified empire had proven more than viable. However, countryside and sow terror throughout the population.
In the millennia that passed since the fall of the enigmatic As the northern empire of Ereth’iel grew in size and the ages-old enmity between the high elves and the drow The mortal cultures were left to fend for themselves as
Aldan Thei, countless creatures and terrifying monstrosities authority, its rangers explored the wild frontiers beyond was always there—simmering just beneath the surface. their callous overlords watched from afar. The noble
had risen to vie for dominance over the ruins of the once its borders. A number of expeditions traveled far to the centaurs took it upon themselves to defend the realm’s
glorious civilization. Dragons, giants, and other colossal south beyond the Barrier Peaks. The lush, unspoiled The high elves held mortals in great esteem and believed borders for a time, but their numbers quickly dwindled in
beasts ravaged their way across the lands of Drastnia, forestlands and vast, scorching deserts they discovered that helping them rise together would create peace for the face of such monstrous aggression.
devouring whatever and whomever they pleased. Younger were home to many exotic peoples and cultures who had uncounted future generations. But the drow had always
cultures such as dwarves, orcs, and centaurs rose to the peacefully coexisted for untold centuries. held them with barely concealed contempt. They began to Unconcerned that the empire was fraying at the edges, the
fore—intent on establishing their own enclaves and bases of argue that peace between the mortal cultures could only drow slipped ever deeper into their obsession with magic.
power. But resilient and resourceful as these cultures were, One of the greatest southern kingdoms was Ardu—the be maintained through dominance and subjugation. This As their sorcerous might increased, they became insanely
they seemed unlikely to survive the savage epoch that had coastal domain of the noble atsaad. These amphibious drastic contrast in worldview would ultimately lead to the jealous of others using the mystic arts. The use of magic
birthed them. humanoids dwelt beneath the waves but made regular destruction of the elves’ longstanding alliance. was outlawed throughout the empire—save, of course, for
excursions into the densely forested mainland. The elven themselves. Any orcs or dwarves caught practicing magic
It was during these chaotic times that the true children of rangers were welcomed by the atsaad they encountered Obsessed with achieving the status and influence of their were executed as enemies of the empire.
the Aldan Thei rose to prominence. The elves, both high and given all manner of precious jewels and offerings of legendary Tal’Gorah ancestors, the drow eventually decided
born and drow, surmised that the time of their ascendancy friendship. They were surprised to find that the atsaad’s that they alone should rule. After years of secretive planning, The dwarves, increasingly distrustful of the drow, saw
had come. Though separated by fundamental differences in territory stretched over vast tracts of the ocean floor. they staged a murderous coup against their unsuspecting that the situation in the empire was rapidly deteriorating.
culture and outlook, the two tribes determined that neither Their undersea temples and habitats suggested an empire high elf cousins. Despite their considerable arcane power, They delved deeper into their mines, focusing on their
would survive in a world overrun by monsters. They united of unsurpassed riches and power. Despite this, the atsaad the high elves were caught entirely unaware and slaughtered own concerns. Fearful of an uprising, the drow pushed
with the singular purpose of hunting the colossal predators assured the elves that they had no interest in expanding throughout the empire. The drow’s merciless purge the dwarves to work even harder by setting unreasonable
that threatened the mortal cultures. Once those were driven their surface holdings. They were no threat to Ereth’iel, succeeded in wiping out the high elves forever. quotas for raw ore and precious minerals. This enraged
away, it would be safe for a new society to take root. and the rangers left them in peace. the proud dwarves, and they refused to comply with the
The drow consolidated their hold over Ereth’iel by drow’s authoritarian demands.
To face the great monsters of their age, the elves knew The rangers also had multiple encounters with the establishing a new capital city—Alash’eth, the City of
they would need a mighty weapon. Thus, the drow recalled descendants of the ancient salamar. While they never Midnight—built beneath the Twin Cliffs region of the Convinced that the dwarves had outlasted their usefulness,
the tales of their Tal’Gorah ancestors—and of the World appeared to be aggressive, the suspicious salamar seemed empire’s midlands. Alash’eth would become a nexus of the drow sought to exterminate them just as they had their
Serpent from which they drew their awesome power. to track the elves’ every move across the southlands— decadent affluence and sorcerous might. high elven kin. While their sorcerous might was undoubtedly
Believing they could safely syphon ambient energies from as if watching for some sign of ulterior motives in the enough to annihilate the dwarves in a direct confrontation,
the Auroboros without “waking the Serpent” in its fullness, newcomers. The salamar remembered the tales of the As the years passed, faint whispers arose that perhaps a the drow knew that rooting them out of their mines and
the elves carefully developed the world’s earliest disciplines Aldan Thei of legend and suspected that the elves might handful of high elven families had survived the terrible subterranean lairs would be a costly, protracted undertaking.
of formalized magic. Their mastery of magic gave them one day try to harness the unspeakably destructive powers purge. In truth, less than one hundred ragged survivors To this end, they conscripted the orcs and goblins to do the
the edge they needed—and the elves promptly set out to of their forebears. escaped to the distant southlands. There, they took grisly work for them. Having been promised power and high
accomplish their great undertaking. Wielding devastating sanctuary within the forested enclave of Feyonnas— honors within the empire, the orcs and goblins agreed to
magics, the elves made war against the monsters of the Upon returning to the north, the rangers reported that intent on preserving the last precious remnants of their turn upon their dwarven neighbors.
wilds. Unable to withstand the elves’ sorcerous onslaught, the inhabitants of the southlands were, by and large, murdered culture.
the dragons, giants, and nightmare beasts were hunted to uniformly intelligent and peaceful. The lords of Ereth’iel A great war, known as the Undersiege, raged for many
near extinction or driven into the remote corners of came to see great promise for trade and expansion in the years beneath the lands of Ereth’iel. The dwarves fought
the world. tranquil southlands and dispatched their rangers to find valiantly to protect their mines and industry—but they
sites for potential colonies and trading posts. One such knew that ultimately the drow and their mercenary armies
Peace settled over the lands of Drastnia. In that calm location, a coastal vale ringed by majestic waterfalls, was could not be overcome. In an unprecedented display
dawning, the elves founded the shining empire of Ereth’iel. given the name Feyonnas. The rangers noticed a dark of daring and ingenuity, the dwarves dug a series of
Under the empire’s benevolent stewardship, the younger power emanating from beneath the otherwise idyllic vale secret tunnels that led out beyond the empire’s northern
cultures prospered. The dwarves and orcs lent their talents but failed to determine its exact source. Undaunted, they borders. As the devastating Undersiege reached its apex,
and industry to build great cities and monuments in the vowed to return with more of their kin—and one day the dwarves staged a mass exodus from Ereth’iel. They
elves’ honor. It was an age of wonder and noble aspiration— build Feyonnas into a bustling paradise.
one that would later be known as the Golden Reign. While

PART 1: WORLD HISTORY


26 27

escaped into the wilds and set powerful explosives to RISE OF THE NECROMANTI Their numbers drastically diminished, the remaining move forward either by blade or outstretched hand.
seal the great tunnels behind them. After years of costly drow sealed themselves away within the darkness of Saldred, horrified by the tragic history of Ereth’iel and
conflict, the fickle drow simply let them go. 410 BTS their ravaged city—slipping even further into depravity the centuries of chaos caused by the drows' reckless
With no one to stand against their sorcerous might, the and madness. arrogance, sought to forge a new societal vision. He and
As the tragic disintegration of Ereth’iel continued, a new drow became increasingly decadent and complacent. his followers were at the forefront of a growing faith
power arose in the shadowed wilds of the far north. The They couldn’t see the shadows encroaching upon the movement that espoused honor and justice as the means
Necromanti, a secretive order of sorcerers ruled by a edges of their domain. It was the opportunity for which
WARLORDS OF of creating a better world for all. Vowing to bring order
triumvirate of immortal Deathseers, gathered power to the secretive Necromanti had been waiting—a chance to THE NORTHWEALD to the lands of the north, Saldred made treaties with the
themselves. They watched the feckless drow be consumed topple Ereth’iel and cast down the haughty drow. They dwarves of Mitholme as well as the surviving centaur and
by their obsessions.
358 BTS
sent their dark agents into the depths of Alash’eth to steal ogre populations.
After centuries of cruel oppression, the orcs and goblins
the arcane lore and enchanted artifacts the drow had
The Necromanti knew that the time of their ascension reveled in their victory. Finally, they were free to live as The unlikely allies took a chance on Saldred’s grand
hoarded for so long.
would soon come… they pleased—to pursue their own goals and destinies. vision, eager to put the dark centuries of drow control
To protect their newly appropriated treasures, the While many stayed and settled in the foothills of the Twin behind them. They freely shared resources between their
Necromanti erected an arcane bastion of their own. They Cliffs region, the vast majority of their forces marched back territories and lent military aid to each other in times of
MITHOLME FOUNDED
laid claim to one of the Aldan Thei’s ruined temple- to establish new bastions within the Northweald. For a crisis. As tensions eased and a new hope rose across the
975 BTS cities in the mountainous wilds of the Northweald. The time, peace ensued as the orcs and goblins established their land, other peoples, such as the gnomes and halflings,
ancient ruins had lain dormant for many millennia and own territories. Ultimately, their tentative alliance fell apart also rallied to Saldred’s banner. All the while, the new
The ragged dwarves, emboldened by their escape from
were thought to be haunted by the restless spirits of the in a whirlwind of petty bickering and tribal infighting. faith spread through the burgeoning society, creating
Ereth’iel, marched far into the northwestern wilds. There,
departed Aldan Thei. Using the broken ziggurat at the a common identity across racial and cultural divides.
they took refuge within the bowels of a colossal mountain. The once-mighty armies collapsed into dozens of disparate
ruins’ center as a foundation, the Necromanti focused Dubbed “Sularia” in honor of Saldred’s surname, the new
They surmised that the mountain could offer them shelter warbands intent on dominating one another. This vicious
their dark sorceries on calling forth shadow and stone empire would hold faith and societal order as its most
and protection against any external threat. However, the fighting lasted for decades. All the while, the manipulative
to shape a colossal obsidian tower. Named Gil’Galar, or sacred tenets.
vast lakes of lava within the mountain caused persistent Necromanti secretly played the warbands against one
geothermal eruptions that made the environment too Spire of Perdition, the tower became the epicenter of the
another—orchestrating the rise and fall of various territorial The sprawling capital city of Torune was founded on
unpredictable and unsafe to settle. To calm the seismic Necromanti’s growing influence. From this place of power,
leaders to forward their grand scheme. This barely organized the coast of the Kalnorean Sea, and the Sanctorium—a
activity, the dwarves constructed massive machinery that they sent out their emissaries to parley with the oppressed
chaos allowed the Necromanti to groom mighty warlords great temple to the faith—was built at its center. From
would channel the lava flows and vent the steam pressure denizens of Ereth’iel.
that would serve them with unquestioning loyalty. the Sanctorium’s hallowed halls, the emergent Church
away from the mountain itself. These magma-caps established its authority as Sularia’s preeminent ruling
The orcs and goblins had grown to hate their feckless
worked perfectly, and the mountain was made safe for the With no central governance, the last vestiges of Ereth’iel body. Under its auspices, more peoples and cultures were
drow masters over the centuries. Tension and discontent
dwarves to begin their true work. They set out to build withered away. Darkness and evil arose across the land. assimilated into the fold. Saldred, held as a benevolent
swelled within the various clans and warbands. The
an impregnable fortress-city—a true homeland for their Emboldened by the empire’s fall, giants and monsters emperor over Sularia, created a lasting partnership with
Necromanti saw a clear opportunity to turn the orcs
people. They would name it Mitholme. returned from the deep wilds to prey upon the orcs’ the Church’s Cardinals, trusting their guidance to assure
against their masters. Their manipulative emissaries
and goblins’ outlying communities. The vengeful giants peaceful governance throughout the realm.
Long years passed as the dwarves tended to their great convinced the orcs that they had been treated little better
smashed their way through the orc fiefdoms as chaos and
work. Mitholme was shaped into an impregnable bastion. than slaves and that they deserved to rule over a mighty
deprivation engulfed the trampled ashes of Ereth’iel. It was a time of rapid expansionism and booming
But far to the south, their old enemies learned of their empire of their own.
commerce for the people of Sularia. The dwarves
mountain-city. The orcs and their goblin allies, still were overjoyed as trade and industry returned to their
Spurred to violence, the orcs and their allies rose up
enraged that the dwarves had escaped their fury so long mountain, and the outlying ogre enclaves bent their
against the drow and marched upon Alash’eth. They had PART II:
ago, decided to march north and exact revenge upon their tireless workforces to building great cities and citadels
become seasoned tunnel fighters during the protracted
hated enemies. They were desperate to regain their good
standing in the eyes of their cruel drow overlords.
Undersiege, and the orcs flooded into the drow’s THE RISE OF across the realm.
subterranean palaces. The rampaging orcs hit the drow
The orcs mobilized in unprecedented numbers and hard in the very heart of their dark empire. SULARIA While many prospered under Sularia’s banner, some
outliers refused to relinquish their sovereignty. The ragged
staged a series of attacks against the walls of Mitholme. orc warbands that inhabited the Northweald region
The Necromanti, knowing that the orcs could never repel
But the sturdy dwarves held fast, and the orcs were never
the drows' sorcerous might, sent their wizards to support FAITH AND HONOR vowed that they would never recognize any authority
able to breach the mountain’s gates. The defeated orcs but their own. They pulled their forces into the untamed
the orcs’ attack and counter the drows' magic. Not to be
returned to Ereth’iel in bitter shame. 300 BTS wilds, reinforcing their bastions as a bulwark against
undone, the drow struck back with a dazzling display of
arcane force that ultimately drove the orcs from their city. Far to the southwest, several human tribes rose to potential Sularian incursions. Though the Northweald
Pushed back to the surface world, the orcs were content to prominence and founded settlements along the mild was seen as crucial to Sularian lumber industries, the
seal the gates of Alash’eth behind them. The surface lands Kalnorean Coast. The young race of humans, with their Church leadership had little interest in being enveloped
of the empire were now theirs. boundless determination, set out to establish a mighty in a costly wilderness war. The orcs and their goblin allies
kingdom of their own. United under the charismatic were left to consolidate their power bases.
leader, Saldred Oth’Sular, the human tribes solidified
into a formidable force, one that was prepared to

PART 1: WORLD HISTORY


28 29

And in the mountainous outlands beyond the Necromanti unleashed demonic hordes upon their self- Ralavak felt the demonic poisons permeate its being. undoing such powerful magic would take considerable
Northweald, the secretive Necromanti watched the righteous foes. The carnage that ensued was indescribable. Knowing it would be driven to madness and potentially time, they committed to tending Ralavak’s grizzled
rise of Sularia with rapt interest. The cunning sorcerers Devils and holy paladins clashed with abandon throughout harm its own children, it summoned the last of its remains until they could ensure that the Howling would
began arming the orc bastions with infernal weapons and the Northweald’s burning forestlands. Against seemingly strength and took to the skies. erupt once again.
creatures conjured from the darkest magics… impossible odds, the brave Sularian paladins eventually
overcame the Necromanti’s infernal minions—banishing Fleeing the raging battle, it flew far to the south before
them back into the hellish netherworlds from which they finally succumbing to its pain and weariness. Ralavak FEAR AND ORDER
THE WAR OF were summoned. plummeted from the sky and crashed in the mountainous
80 BTS
LIGHT AND SHADOW wilderness of the Barrier Peaks. There, wedged within a
As the balance of power tipped in the Sularians’ favor, deep stone fissure, its corrupted blood seeped into the In the aftermath of its war against the Necromanti,
205 BTS the orc bastions were overthrown. Emboldened by what deep places of the land. the Sularian Church further consolidated its power
Saldred Oth’Sular lived to see his unprecedented vision they believed to be righteous victories, the Sularian forces within the empire by adopting increasingly extreme and
realized. Within only a single generation, Sularia had pushed the Necromanti’s remaining forces all the way back Howling in agony, Ralavak’s voice thundered across authoritarian practices in maintaining societal order.
risen to become a mighty, prosperous empire. With no to the dark tower of Gil’Galar itself. There, they ruthlessly the mountaintops. Its tortured cries drove the region’s Citizens from across the realm had protested against the
heir apparent, the dying Saldred transferred the reins exterminated the last defiant vestiges of the orc warbands. creatures mad with rage and grief. Given its immortal previous war’s excessiveness and expressed their outrage
of imperial control to the Church, decreeing that the nature, it could not truly die; instead, it slowly at the orcs’ cruel extermination. While the vast majority
Cardinals would rule from an elected council body. The In their desperation, the Necromanti proposed a secret decomposed within the corrupted fissure while its once- of the populace remained faithful, they began to question
Knight-Paladins, holy champions blessed with divine treaty with the Sularian leadership. They argued that, noble heart was overwhelmed by rage. the Church’s leadership of the empire. The Cardinals,
abilities, were charged with protecting the realm as leaders given their sorcerous power, they could never be truly realizing that faith alone could not assure the unity of the
defeated—that even from the dark wildlands, they would A band of gentle staggoth druids, indigenous to the empire’s disparate cultures, took desperate measures to
of the empire’s vast armed forces. As per Saldred’s vision,
continue to harry Sularia and sow dissent and terror across region, were horrified by the transformation they saw protect their power. If they could not control the masses
the Cardinals declared that Sularia would continue to
its territories. However, if the Church agreed to grant take hold of the area’s flora and wildlife. The stag-like through faith, they would weaponize its opposite—fear.
manifest its destiny of bringing enlightenment and order to
them amnesty and share a stake in the realm’s prosperity, humanoids saw that all manner of creatures had been
the known world.
they would go underground and keep the peace from the affected by the demigod’s terrible howls, as satyr, dryads, In secret, the Cardinals called upon their treaty with
As the empire reveled in unprecedented growth and shadows. Content with having retaken the Northweald and and even the mighty treants succumbed to rage and the defeated Necromanti. They tasked the wicked
prosperity, the emboldened Church began to consolidate eager to end the devastating conflict, the self-interested unfettered violence. Seeking the source of the madness, sorcerers with creating isolated threats throughout the
its hold over the continent. The Cardinals chafed at the Cardinals agreed to the heinous treaty. the staggoth found Ralavak’s corrupted resting place. empire, which would, in turn, sow terror throughout the
fact that the orcs controlled the vital Northweald region. Knowing they could never heal Ralavak’s wounds, they population. In exchange for their dark work, the Church
To claim what they believed was theirs by right, the True to their word, the Necromanti disbanded their sought to quell its rage as best they could. To this end, agreed to give the Necromanti an even greater share in
Church made an unprecedented decree. They established remaining forces and retreated into the shadows of their they performed an ancient ritual that put the demigod the empire’s spoils—and a share of political power. The
the Theses of Purity, a philosophical treatise that branded cursed tower. into a semidreaming state. Necromanti enthusiastically agreed.
Sularia’s outlying cultures—including orcs, goblins, and
At first, the great spellwork was only partially successful. Whether it was through empowering puppet-tyrants,
gnolls—as morally impure and denied them the right to
THE HOWLING UNLEASHED Ralavak slept fitfully—its agonized nightmares lashing out fomenting conflicts between the citizenry, or unleashing
citizenship and protection under Sularia’s banner. The
into reality, further corrupting the land and driving the rampaging monsters into the wilderness, the Necromanti
Cardinals then rallied their armies and launched a crusade 180 BTS
hapless staggoth themselves into the depths of mutation took to their task with zeal. As these engineered threats
to destroy the foul bastions within the Northweald and The devastating war between Sularia and the Necromanti and depravity. In time, the warped staggoth came to gripped the populace with fear, the Church would call
exterminate the orcs and their kin for good. caused widespread destruction to both factions as well worship Ralavak as their god—and believed that all those in its Knight-Paladins to deal with the crises and mete
as to the surrounding wilderness. One tragic casualty of that remained untouched by its rage should be butchered. out indiscriminate justice. The thankful citizenry adored
But the clever Necromanti, having anticipated the
the carnage was the benevolent forest-god, Ralavak. As Thus, they rallied the sylvan creatures that had been the Knight-Paladins for their heroic service—and looked
Church’s audacious gambit, had already rallied the orc
the immortal lord of the manticores, Ralavak cared little cursed by Ralavak’s wailing and forged them into a motley, again to the Church for leadership and inspiration.
warlords and their allies. One hundred thousand orcs,
for the Sularian Empire or its expansionism. He saw ravaging horde. Known as the Howling, the horde set out
goblins, and gnolls prepared to defend their mighty
the Necromanti and its infernal minions as a far more to slaughter everything it encountered to sate its terrible Bolstered by the citizens’ support, the Church brazenly
fortresses. Backed by giants, dragons, and a host of infernal
immediate threat to the balance of nature. Leading a bloodlust. The Howling raged its way across the Barrier expanded the Theses of Purity’s bounds by adding ogres,
creatures summoned by the Necromanti, a great battle was
cohort of his mightiest manticores into battle, Ralavak Peaks for many years—driving whole populations to the atsaad, hill dwarves, and the remaining hobgoblins to the
set to erupt across the northlands.
tore into the winged devils and infernal dragons that filled edge of extinction with no signs of slowing its rampage. infamous list of impure peoples. The Knight-Paladins
Dwarves, ogres, and human cavalry marched north the darkened skies above the Northweald. and their armed forces began systematically removing
and smashed into the orc bastions. The orcs held their Eventually, the powerful dream-ritual overcame Ralavak’s these groups from the major cities and resettling them in
Grievously wounded during an aerial battle with rage and calmed its agonized cries. The mountains, at remote enclaves throughout Sularia. While many human
positions, launching a series of crippling counterattacks
an infernal dragon, Ralavak crashed to the earth, last, fell silent. As Ralavak slumbered and dreamed, citizens passionately protested these unjust events, the
as giants smashed through the Sularian formations and
hemorrhaging its precious lifeblood. Wounded as it was the Howling’s creatures disbanded and crept back into vast majority stayed silent, believing that their economic
dragons rained destruction from the skies. The stalwart
by the dragon’s demonic claws, its body could not heal the shadowed recesses of the wild. In desperation, the fortunes would increase as Sularia’s population thinned.
Sularian clerics used their healing abilities to keep their
the damage that had been inflicted. The roaring demigod now blood-crazed staggoth attempted to reawaken their
forces in the fight. To break the Sularians’ will, the
dragged itself from the battle, half-crazed with pain. master’s fury by reversing the dream-ritual. Knowing that Distrust and unrest took root throughout the empire.

PART 1: WORLD HISTORY


30 31

When protests or localized uprisings against the Church’s The years that followed were relatively peaceful, but the When his work was done, Moonsong set his roots in the were they the first…the sinister Necromanti had long
authority occurred, the Necromanti would engineer dwarves lived in constant suspicion of each other. The war ground at the foot of Mount Effron and passed away. pursued the secrets to mastering the Auroboros.
a crisis event or unleash some new horror upon the had scarred the clans deeply and left irreparable marks This site would become a sacred place for the treant’s
land. In this way, the population’s attention was drawn upon Mitholme itself. The damage caused to the city was followers, who dubbed themselves the Oram Hai in honor Through their violent encounters with the Necromanti’s
elsewhere—and the Cardinals were allowed to pursue extensive. The dwarves repaired much of their home, but of their benevolent mentor. They vowed to safeguard the agents, the Five eventually learned of the terrible secret
their unscrupulous goals with impunity. they left the area flooded by lava untouched. It would sanctuary he had created. at the heart of Sularia. The tragedies that had plagued
remain a monument to the dead and a painful reminder of the empire over the years were not random occurrences
the dwarves’ folly. In time, whispers of the secret enclave spread but had been orchestrated by the Necromanti with the
THE WAR OF THANES throughout the wilds. Satyr, faeries, centaurs, and all consent of the Church’s Cardinals. For nearly seventy-
manner of creatures sought out Kannibus Hills to five years, the two sides had clandestinely worked hand
64 BTS KANNIBUS HILLS FOUNDED escape the Howling’s murderous rampage. The Oram in hand to sow terror across the empire as a means of
The Sularian Church’s increasingly authoritarian Hai offered unconditional sanctuary to these refugees, controlling the population.
measures deeply unsettled the dwarves of Mitholme. 52 BTS
just as Moonsong had intended.
The eldest among them had witnessed similar events Nearly a century and a half had passed since the The Five were infuriated by the discovery, and they vowed
before, when the power-hungry drow had ruled Ereth’iel bloodthirsty armies of the Howling had first stormed to make the Cardinals pay for their duplicity and betrayal
with callous self-interest. The Council of Mitholme through the Barrier Peaks. Life in the wilds had slowly THE FIVE of the public trust. To this end, they revealed the unholy
met regularly to discuss the state of affairs beyond their returned to normal, and a quiet tranquility had settled alliance to the empire’s persecuted masses.
4 BTS
mountain home. They feared that history was about to over the forestlands. As the years of peace stretched on,
repeat itself and that the Arch-Cardinals would soon the sylvan creatures who had survived the Howling’s As decades passed in Sularia, the Church tightened The revelation sparked universal outrage among the
brand them as impure as well. onslaught dared to hope that they would never have to its iron grip on society. The Cardinals passed more gnolls, ogres, hill dwarves, and atsaad. After suffering so
live through it again. oppressive edicts and dispatched the Knight-Paladins to many hardships under Sularia’s supposedly righteous
The Church’s forced removal of the hill dwarves was oust those decreed as undesirables from cities across the government, the downtrodden victims called for rebellion.
already stirring up chaos in Mitholme. With nowhere else Their hopes were shattered by a tortured cry that pierced empire. All the while, these same religious leaders secretly For blood. The Five were committed to helping. They
to go, dwarf refugees from across the empire flooded into the night. The cursed demigod Ralavak thrashed in its conspired with the Necromanti to unleash new threats knew that the Church was rotten to its core and that the
the mountain city. The people of Mitholme did not have restless slumber, overcome with its immortal pain and upon the countryside, thereby keeping the populace in a only way to free the populace from its tyrannical rule was
the heart to turn away their cousins, and overpopulation rage. From the depths of its nightmares, it let loose a perpetual state of fear. to shatter its power structure beyond repair.
strained Mitholme’s resources. Ancient feuds between the primal howl that echoed across the Barrier Peaks. Once
dwarven clans surfaced as they squabbled over food and again, madness poisoned the hearts of every creature that It was during these dark times that a group of rugged
shelter. Each of the mighty thanes proclaimed that they heard the terrible wailing. The twisted remnants of the travelers crossed paths in Sularia. They came from THE BREAKWAR
previous Howling emerged from the shadowy corners different walks of life, but they shared a common goal: to
alone should rule the mountain. 2 BTS
of the forestlands, eager to spill blood once more. The find their place in the world. Through the friendship they
The Council of Mitholme tried to uphold order, but it Howling had returned, and it was more ferocious than forged, they would do just that—and change the course The Five understood that toppling Sularia’s government
succumbed to infighting as well. Its members could not ever. It rampaged through the wilds, spreading Ralavak’s of history forever. Their names were Bronjar Barrowulf, would be a monumental undertaking. Even if they
agree on how to deal with the city’s new residents, and curse and murdering every living thing in its path. Forest Jenhra Thornehawk, Alrich Steelblade, Robert DeSangris, mustered the full strength of those who were persecuted,
bitter arguments eroded the council’s ability to rule. creatures fled in terror, but few could outrun their and Galandil Frood. they could not match the numbers or martial training of
ravenous hunters. the Knight-Paladins’ armed forces. Fighting a conventional
Without a high king to unify the clans, war erupted Future generations would know them as the Five. war would be suicide. Thus, the Five engineered an
throughout Mitholme. Battle spilled into every corner of As chaos engulfed the Barrier Peaks, a wise treant named audacious plan to create disorder amongst Sularia’s
the mountain, and blood soaked the glittering halls. Amid Oram Moonsong gathered his druid followers and Opportunity and curiosity led the Five on adventures leadership and draw its military into a devastating ambush.
the violence, a group of duergar dwarves sabotaged the searched for a refuge to escape the unfolding massacre. across the empire. They explored Sularia and aided the
city’s magma-caps, releasing a wave of lava into one of the They found one at the foot of Mount Effron, in the troubled inhabitants they encountered along the way. For their gambit to succeed, the Five sought help from
clan-holds and killing everyone in its path. There was no shadow of a rocky outcropping resembling a roaring bear. During their travels, they befriended a drow named Xan’Gro and his drow kin. During the long years of their
safety to be found within the mountain. Many of nature’s potent ley lines converged on this spot, Xan’Gro Creppit, who told them of the long-forgotten isolation within Alash'eth, the drow had experimented
and the land there trembled with wild power. power of the Auroboros. Not even Xan’Gro and his with tapping the Auroboros’ tremendous power. It was this
The vicious close-quarters fighting raged on and on, but sorcerous kin knew much about this legendary force, but very power that the Five desired. Though the drow feigned
none of the clans could gain the upper hand. The various Moonsong called on his druidic knowledge to harness they were convinced that it was real—and that they could apprehension about bestowing such dangerous power upon
factions were too proud and resilient to give in. In time, this convergence of ley lines. Nature’s power flooded find a way to harness it. mortals, they were secretly eager to oblige. Centuries had
the war ground to a bitter stalemate. Many of the dwarves through his boughs, and he wove a spell that shrouded passed since the fall of Ereth’iel, but they still resented
were forced to admit that they would destroy each other— the area in magic, creating a protected sanctuary from Intrigued by what they had learned from Xan’Gro, the their ignominious fate. They despised Sularia and its
and all of Mitholme—before a true victor ever emerged. the Howling’s depredations. From that day forward, it Five agreed to help him uncover the Auroboros’ secrets. self-righteous zeal, and they dreamed of bringing ruin
Recognizing the futility of the conflict, the thanes forged a was called Kannibus Hills. Moonsong awakened nearby They scoured the far corners of Sularia and beyond, to the upstart empire that had usurped their reign. The
tenuous peace. Try as they might, they could not agree on treants to act as guardians. He placed enchantments on unearthing clues about the Auroboros and its effect upon drow believed they could sow chaos throughout Sularia by
a single figure to lead them, and so they divided control of the forests, leaving no distinct path by which the Howling the world’s earliest civilizations. They realized that they empowering the Five with the cataclysmic power of
the city among themselves. could discover this new safe haven. were not the only ones hunting for this knowledge, nor the Auroboros.

PART 1: WORLD HISTORY


32 33

The drow theorized they could impart the power of the was amassing in Sularia’s midlands. Using their magics, He beheld that it was like a great serpent coiled through migration to the south.
Auroboros to the Five by tattooing each of them with the they created an illusory army and staged it in a vast forest the heart of reality, its undulations locking the world in a
dread Mark of the Serpent. These enchanted sigils would clearing known as Auroch’Thiel. perpetual cycle of destruction and misery. There was no Elsewhere in Sularia, panic seized the masses. The
act as conduits for the Auroboros’ raw energies. The drow escape from its influence. serpent-storm reached the empire’s capital city of Torune,
had never sought to mark themselves in such a way—their Accompanied by massive war machines, the Knight-Paladins annihilating its graceful spires and mighty citadels in a
sense of self-preservation precluded that. They knew that and their shining armies thundered into Auroch’Thiel. As Sularia’s people were busy establishing a new society, but horrific conflagration of otherworldly fire. As Torune fell,
the Auroboros was not a power meant for mortals. It would the Sularians formed their battle lines, the illusory force Xan’gro was certain they would simply repeat the same the surviving population abandoned their homes and fled
irrevocably change the Five…and possibly even kill them. vanished into thin air, and the Knight-Paladins realized they mistakes as before. Empires would rise and fall in an south, just as Dragran and his dwarves had.
had been deceived. In the ensuing confusion, great war- unending cycle. Power would simply amass in the hands
Though they feared the cost, nearly all of the Five agreed to horns blared from the surrounding forests. of a few, who would then lord over the masses as they The rest of the Five could have fled the cataclysmic
take the Mark. Xan’Gro, standing apart from his kin, also always did. Xan’Gro became convinced that mortals were destruction as well, but they were burdened by guilt. Touched
embraced the unknown and took the Mark onto his flesh. The Five and their rebel army burst forth from the woods by the Mark of the Serpent, they sensed who had unleashed
too shortsighted to realize that they were destined to fail.
Primordial energies surged into their souls and granted them and smashed into Sularia’s military on all sides. The the calamitous serpent-storm upon the world. They had
speed, strength, and intellect beyond anything they had ever Breakwar had begun. Disgusted by the futility of it all, he decided that the only helped Xan’Gro unravel the Auroboros’ secrets—thus, the
known. Only Jenhra refused to be tattooed, convinced that way to break this pattern of false hope and inevitable blood of the devoured masses was on their hands too.
A mass, frenzied melee enveloped the glades of Auroch’Thiel.
her faith alone was enough to empower her for the fight to misery was to scour mortal civilization from the world once
Prayers, battle cries, and the clang of steel filled the air. No As the serpent-storm tore across Sularia, the remaining
come. She vowed to do everything in her power to aid her and for all. Xan’Gro believed he could accomplish such a
quarter was given by either side. None was expected. Even members of the Five stormed Gil’Galar and confronted
comrades and hold their fellowship together. feat if only he could find a way to unleash the Auroboros’
caught off guard, the Knight-Paladins mounted a valiant Xan’Gro. The once close-knit group of companions set
destructive energies on a mass scale. The solution he
Thus empowered, the Five launched their bloody campaign counterattack, but it was not enough. One by one, Sularia’s upon the drow they had once called brother—and the
sought lay within the sealed archives within Gil’Galar.
to liberate the people of Sularia. The first stage of their plan holy banners fell. The Five and their allies overwhelmed the ensuing battle rocked the Black Tower to its foundations.
The fallen Necromanti had spent centuries plumbing
took them beyond the empire’s borders—into the dark lair beleaguered Knight-Paladins and won the day.
the depths of the Auroboros’ mysteries and gathering
of the Deathseer triumvirate that ruled the Necromanti. The Ultimately, Xan’Gro fell before the wrath of his former
The price of victory was high. Corpses and mangled war knowledge of the long-dead Aldan Thei. Xan’Gro would
Five infiltrated the tower of Gil’Galar, shattering through allies, and his horrific ritual unraveled in spectacular
machines lay strewn across the ruined, blood-soaked not let that precious knowledge go to waste.
its protective wards and decimating its infernal guardians. fashion. In an unimaginable collapse of otherworldly
glades. The survivors would never forget the horrors they energies, the great serpent-storm coiled back and turned
The Deathseers were immensely powerful sorcerers, but not With the Necromanti’s triumvirate defeated, there was
witnessed at Auroch’Thiel. inward—devouring itself utterly.
even they could stand against the Auroboros power that was no one powerful enough to stop Xan’Gro from claiming
unleashed. The Five cut them down and butchered their Word of the battle spread like wildfire throughout Sularia. Gil’Galar for himself. Obsessed with his dread purpose, he
Only Jenhra emerged from Gil’Galar alive. She had little
remaining servants within Gil’Galar. The cultures that had been marginalized and branded ransacked the Necromanti’s libraries and pieced together
time to recover from the heartbreaking battle, however.
impure by the Theses of Purity celebrated in the streets. a terrifying ritual that would unleash the raw fury of the
Without delay, the Five returned to Sularia’s capital of Though the serpent-storm was fading, its lingering magic
Humans who had chafed under the Church’s oppressive Auroboros. He would wake the Serpent in its fullness by
Torune. There, they slipped unnoticed into the Church’s lashed out across the land, setting off apocalyptic quakes
laws joined in the revelry. With the Cardinals dead and performing the same ritual that had consumed the mighty
hallowed seat of power, the Sanctorium, and made corpses and seismic upheaval.
Sularia’s military in shambles, the common folk reclaimed Aldan Thei millennia ago.
of the unsuspecting Cardinals. Before they departed, the
power over their lives. They vowed that they would build The quakes reached as far as the atsaad’s oceanic kingdom
Five left a Necromanti relic among the broken bodies—a Augmenting his own magic with the dark energies that
a new society founded on the tenets of true justice and of Ardu. Just like Torune, the atsaad’s glorious undersea
cursed scepter they had taken from the vaults of Gil’Galar. suffused Gil’Galar, Xan’Gro invoked the long-forgotten
freedom for all. realm fell to ruin. The survivors scrambled from the roiling
spell. A vast, devouring storm of uncreation uncoiled
When the Knight-Paladins discovered the slain Cardinals, seas and sought shelter along the southern coasts.
Unbeknownst to the masses, their hopes for a brighter across the sky above the tower in the form of a horrifying
they found the cursed scepter and assumed the serpent. At Xan’Gro’s command, it swept over the
future were about to be devoured…
Necromanti had done the killing. It was just as the Five surrounding region, devouring villages, cities—even entire BATTLE OF
had hoped. Only the Church’s inner circle had been privy cultures—with its passing. THE BARRIER PEAKS
to the secret pact with the Necromanti, and they were all THE SERPENT UNLEASHED
dead. The enraged Knight-Paladins rallied for war against In Mitholme, the dwarves saw the serpent-storm 1 BTS
the dark forces they believed had struck at the heart of 1 BTS approaching on the horizon. One of the Five, Bronjar,
What remained of the once mighty empire would soon
Sularia’s sovereignty. As Sularian society underwent drastic change, so too did had returned to the mountain following the Breakwar
succumb to the last raging vestiges of the serpent-storm
the drow, Xan’Gro Creppit. While his kin were content to help lead his people into the future. He appealed to
All that remained for the Five was to stage their brutal and the quakes that thundered through the land. Jenhra
to return to the shadows of Alash’eth after playing their Mitholme’s elders that the gates be sealed to protect
ambush of Sularia’s military. For this, they asked a final and the remaining Sularian clerics tried to maintain
part in the empire’s downfall, he hungered for something the dwarves from the coming devastation, but his pleas
favor from the drow. Once more, the drow welcomed the order among the fleeing throngs of terrified citizens. They
more. His time spent experimenting with the Auroboros’ were disregarded by many, and his request denied.
opportunity to turn the world upside down. Shrouding helped organize the survivors into caravans that would
power had warped his mind and soul—but it had also Bronjar’s close friend and ally, Dragran Stonefury, was
themselves in illusions to appear as the Deathseers, travel south, away from the land’s destructive upheaval.
opened his eyes to a far broader perspective. Xan’gro had convinced that Mitholme would become their tomb if
Xan’Gro and his fellow sorcerers deceived the Knight- glimpsed the full scope of the Auroboros’ true power. they remained sealed within it. He rallied thousands of his
Paladins into believing that a mighty Necromanti army kin to abandon the mountain and join him on a desperate However, the clerics—and even the mighty

PART 1: WORLD HISTORY


36 37

Knight-Paladins—realized that their holy powers were PART III: ma’ii thrived in the desert, and they did not take kindly to than seeking power for themselves, they would live with
rapidly fading. Horrified, they couldn’t discern whether outsiders. Already starving and exhausted, the dwarves had compassion and selflessness. This new Church would not
their loss of power was due to the devastating storm of THE AGE to fend off ambushes and night raids from hostile packs hold any one people as superior to others; it would foster
magic or from a genuine loss of faith in the fallen Sularian
Church. Whatever the case, the healing and restorative OF LAWBRAND of ma’ii raiders. But never once did Dragran or his people
consider turning back. They had come too far, and they
a society based on equality and justice for all.

blessings they might have otherwise used to calm the were committed to risking everything. Jenhra did not assume the refugees would blindly accept
fearful masses were no longer theirs to bestow. Daunted but the reformed Church, especially after everything they had
EXODUS TO THE SOUTHLANDS The dwarves’ stubborn persistence paid off when they been through. She and her followers proved their noble
unbroken, the priesthood’s remaining servants committed to
uphold their vows and care for the masses as best they could. 0 ATS reached an enormous mesa sitting atop natural cisterns intentions through tireless acts of kindness and service.
and steam geysers. Dragran and his kin wasted no time: They sought to lead by example. They rolled up their
The going was hard, and not all the refugees who ven-
Nearly every surviving soul in the empire had joined the they began carving out a city known as Red Bluff into sleeves and got to work alongside their fellow refugees—
tured into the unforgiving mountains made it through to
mass exodus to the south. Hundreds of thousands of the heart of the great mesa. Despite being in the remote cutting wood, piling stone, washing clothes, cooking—
the other side. Those who made it to the southlands were
refugees of every creed and culture clogged the roadways. reaches of the Tanaroch, the ingenious dwarves found whatever was needed to help their people survive in
greeted by a disheartening sight: the vast, inhospitable
When this flood of refugees reached the narrow pass that ways to make their new home self-sustaining. They hung the unknown wilderness. In time, Sularia’s survivors
Tanaroch desert that seemed to stretch to the horizon.
led through the Barrier Peaks, it broke like a wave against crops from the cavern walls and watered them with the embraced the new Church and its benevolent priesthood.
No one knew where it ended—or if it had an end at all.
the mountains. Chaos ensued. The panicked survivors regular eruptions of the steam geysers. Atop the mesa,
It seemed they had traded certain death in the north for With the Church binding them together in the most
argued over who should go through the pass first. Soon they erected windmills to harness the fierce desert winds
much of the same in the south. practical of ways, the refugees explored their new home.
these arguments erupted into violence. The desperate and power the city’s lifts and other machinery.
refugees gave in to their terror and basest instincts— As the last of their hope faded and the refugees stood on The densely forested southlands were fertile, but the
cutting each other down. the edge of total despair, they saw a faint light glimmering Living in the desert put the dwarves in touch with an work required to sustain the refugees’ large communities
in the distance. Jenhra and her clerics led the masses aspect of themselves they never knew they possessed. seemed endless. The settlers crossed paths with salamar,
In one terrible day of bloodshed, tens of thousands died. toward this enigmatic beacon. Across the scorching Some of Dragran’s followers found they could atsaad, and other indigenous cultures from time to time,
sands they marched, always with the light ahead of them. communicate with the spirits of the elements. They but these encounters were largely peaceful. The refugees
Among the fallen were the last of Sularia’s holy Knight- adopted a form of spiritual shamanism and learned had no desire for bloodshed, and there was open land in
Eventually, they reached the source: a giant obelisk,
Paladins. Even stripped of their vaunted powers, they to bend the scarce waters and the howling winds to all directions for them to claim as their own.
shimmering with latent power. The refugees did not know
stood resolute in their sacred charge to protect the weak their will. As much as their engineering prowess, this
it, but this monolith was a remnant of the Aldan Thei’s
and innocent. In a final act of selfless atonement, they burgeoning relationship to the elements secured the The refugees splintered into separate communities and
once prolific civilization. Even abandoned for uncounted
gave their lives to rescue hundreds of refugees from the dwarves’ survival in the Tanaroch. founded towns across the breadth of the southlands. The
ages, it still held a spark of their extraordinary magic.
senseless killing. greatest of these settlements would eventually become
West of the obelisk, the refugees finally found hospitable As they explored their surroundings, the desert dwarves known as the Trade-Cities.
The chaos would have spiraled further into bloodshed if also discovered a rare crimson shale that they dubbed
land. If not for the Aldan Thei’s light, they would have
not for the efforts of Jenhra and a handful of other Sularian bloodstone. Their master smiths and metallurgists realized The first to be founded was Lietsin, at the edge of the
died wandering aimlessly in the Tanaroch. Sularia’s
clerics. They stood before the raging mobs and appealed for that heat and other energies could be stored within this Tanaroch desert. Five others were established along the
survivors proclaimed the obelisk’s site, which they called
peace. Jenhra and her followers reminded the refugees that miraculous material. Bloodstone became the cornerstone banks of the mighty Talisande River and one on the coast
Searchlight Hill, a holy place. They would build the small
after the fall of the empire’s old government, they had all of Red Bluff’s burgeoning society and its main export to the far to the south. The few dwarves who had not followed
town of Baker around the monument. For generations to
talked of building a better, more caring world. Now was their refugees who settled beyond the Tanaroch. Dragran into the Tanaroch became instrumental in the
come, pilgrims would visit it and remember the trials and
chance to do so. They could show that they were a people building efforts. Known henceforth as iron dwarves, these
tribulations their ancestors had faced to reach their new
capable of compassion, or they could succumb to the same skilled masons and engineers strengthened the fledgling
home—their new destiny.
fear and mistrust that had plagued their fallen homeland. LAWBRAND FOUNDED Trade-Cities with stone and metal to protect them from
the elements and dangerous wildlife.
As the clerics pleaded with the refugees, Jenhra subtly 25 ATS
RED BLUFF FOUNDED
used the last of her faith-borne power to calm the hearts Far from Red Bluff, the rest of Sularia’s survivors laid the Each of the seven Trade-Cities flourished in a different
of the unruly crowd. It was this combination of wise 5 ATS foundations of a new society—with a rekindled faith to industry. Together, they formed an interlocking economy
words and true holy magic that restored peace. The Not all of Sularia’s refugees headed west from the obelisk. guide them. Most of the refugees were eager to put the of mutual benefit. Trade-Pacts were drafted between the
mobs laid down their weapons, and Sularia’s survivors Dragran and his dwarves forged eastward into the heart of the past behind them. They had no desire to carry on the settlements, ensuring the uninterrupted flow of resources
organized an orderly passage through the Barrier Peaks. Tanaroch to make their own way. After suffering decades of traditions of the old Sularian Church, especially after it and commerce. This climate of economic stability and
persecution in Sularia and witnessing the senseless violence had caused so much suffering. prosperity ushered in an age of unprecedented peace and
Jenhra, her holy power now utterly exhausted, was technological innovation.
at the Barrier Peaks, they wanted nothing more to do with the
overtaken by grief. Though she was thankful that the But Jenhra did not see wisdom in completely abandoning
empire’s survivors. They would build a new home for them-
refugees would survive the arduous passage to the south, Sularia’s religious heritage. She believed that the Powerful Trade-Guilds formed in each Trade-City to oversee
selves on their own terms.
she mourned the loss of her beloved church and the Church could give the refugees a shared identity and economic and legal matters, but the task of upholding order
sanctifying powers she had once wielded. For weeks on end, the dwarves trudged across the scorching keep them united moving forward. To this end, she throughout the entire region fell to the reformed Sularian
wasteland. They soon discovered that the Tanaroch was not reformed the Sularian faith and taught its priesthood to Church. Its presence was everywhere. Majestic cathedrals
as lifeless as it seemed. A nomadic people known as the devote themselves to the people above all else. Rather were among the first structures the settlers had raised in

PART 1: WORLD HISTORY


38 39

the Trade-Cities. They named these places of worship after Divisions formed between the rest of the Trade-Cities the Howling—they must take the fight directly to the different path. To escape the injustice and exploitation of
Jenhra and the other clerics who had guided them from as they threw their support behind either Skarborough nightmarish army. To do so, the Oram Hai created its own the modern era, he set out on a pilgrimage deep into the
darkness into this land of light and promise. or Talis. As Lawbrand’s economy faltered, riots erupted warriors, empowered with druidic magic and bonded with heart of the Tanaroch desert.
throughout the region. Conditions grew so bad that powerful animal spirits. These formidable warriors were
In the early days, the Church imposed strict laws to keep Sargrad dispatched its well-armed and highly trained In the remote reaches of the wasteland, he discovered the
known as the Wildkeepers.
the peace. A new order of Knight-Paladins was forged to militia into Skarborough, demanding that it settle its remains of Tanasrael—the ancient temple-city built by the
act as the faith’s stalwart defenders. But these grim, often payment disputes with Talis. The Trade-Guilds were The Wildkeepers fanned out across the Barrier Peaks, Aldan Thei at the dawn of history. Tikanen explored the
intimidating officers were nothing like their holy forebears in powerless to stop it, and the common folk began to lose often traveling alone or in small bands. They moved abandoned ziggurat and the lost knowledge it contained.
Old Sularia. Still, under their watch, all cultures flourished faith in the realm’s legal and economic institutions. unseen through the dense thickets, their heightened
in the Trade-Cities. Just as Jenhra had hoped, the Sularian senses alert for any sign of the Howling’s marauders. Among this knowledge was that of the Auroboros.
faith created a shared culture, binding the disparate With Lawbrand on the brink of an all-out civil war, the When they found their prey, the Wildkeepers struck
settlements together in a way that trade alone never could. Church stepped in and averted catastrophe. It used its Tikanen emerged from the ruins filled with power and
without mercy and then disappeared back into the forest
influence to broker peace between the Trade-Cities. To purpose. In his mind, Lawbrand’s governing bodies were
shadows before their enemies could retaliate.
As the decades passed, the Trade-Cities cemented their ensure an event like this would never happen again, the irredeemably corrupt and oppressive. The only way the
political, economic, and religious unity by forming a Church oversaw drastic changes to the economic system. Though the Wildkeepers were few in number, their common folk could attain freedom and unlock their
grand confederation. It took its moniker and official Beyond implementing new ways to resolve disputes, it vicious hit-and-run strikes were highly effective. They bled true potential was by destroying the failed institutions
signet from the name of the ancient Sularian Cross… forced the Trade-Guilds to improve working conditions the Howling’s numbers, stalling its campaign against the that framed their lives. Tikanen formed a new faith
for the common people. Barrier Wilds, which ultimately saved thousands of lives. movement—the Children of the Sun—that not only
Lawbrand. espoused his newfound philosophy but embraced the
Peace and prosperity returned to Lawbrand, but the Few would ever know of their heroic feats, even among sun-worship of the Tanaroch’s ancient desert-tribes.
Great Trade War had a lasting impact of which few the forest-folk they had saved. The Wildkeepers did not Harnessing the Auroboros’ power, he transformed the
THE GREAT TRADE WAR seek praise or boast of their victories. The terrors they had barren earth around Tanasrael into an oasis of life—a
people were aware. Amid the economic and civil unrest,
212 ATS a secretive group called the Draconis Malisath began witnessed haunted them, and most of them preferred to paradise for his faithful.
to spread its influence across the Trade-Cities. Through roam the forests in quiet solitude.
Generations passed, and the horrors of Old Sularia were Tikanen’s first followers spread his teachings throughout
largely forgotten. Lawbrand and its people thrived. The acts of bribery, blackmail, and violence, it seized overall
control of criminal activity throughout Lawbrand. The Lawbrand, enrapturing crowds with tales of the miracles
Trade-Cities grew into bustling urban centers as their
Malisath gradually dug its claws into respected business
PATH OF THE SUN he performed out in the desert. Enticed by the promise
populations swelled. The long years of peace and plenty of a better life, many among Lawbrand’s working
allowed the citizenry to pursue the arts, novel ideas, and owners and politicians as well. Over the years to come, 246 ATS
it would lurk in the shadows, manipulating Lawbrand's class abandoned their toilsome existence and made
feats of extraordinary engineering. Though the Great Trade War had nearly brought Law- the dangerous trek across the desert to Tanasrael. The
power brokers for its own gain.
The industrial powerhouse of Sargrad emerged as brand to its knees, the march of progress could not be Sularian Church largely ignored the upstart cult and its
Lawbrand’s foremost Trade-City. Its foundries and stopped. The Trade-Cities quickly rose to new heights of zealous missionaries who wandered the streets of the
ironworks churned day and night, supplying the rest of THE HOWLING REPELLED prosperity and technological achievement. Business own- Trade-Cities. Lawbrand’s Archbishops never imagined
the region with the most prized commodity in the land: ers, merchants, and politicians reaped the benefits of this the true threat posed by the Children of the Sun.
244 ATS economic boom, and their coffers overflowed with gold.
steel. Though Sargrad’s influence was unrivaled, its
political might depended on the Trade-Pacts it had forged Following the Great Trade War, a different kind of conflict Members of the Trade-Guilds became akin to celebrities, Far from the Church’s eyes, the oasis around Tanasrael
with the other cities, specifically Skarborough. erupted in the remote Barrier Wilds. The cursed demigod attracting adoring crowds wherever they went. swelled with new aspirants. They were more than
Ralavak had cried out from its tortured slumber once just a community of the faithful—they were an army.
But not everyone enjoyed this newfound wealth and
Built atop a vast mineral deposit rich with ore and precious again, and a new Howling had arisen to terrorize the wilds. Indoctrinated by Tikanen’s extremist teachings and
prestige. For every well-off merchant living a lavish
gems, Skarborough supplied Sargrad with the raw materials trained in martial combat, they prepared to wage a holy
lifestyle, a thousand impoverished laborers toiled away
that fed its steel industry. These deliveries abruptly stopped Sylvan creatures fled through the Barrier Wilds to escape war against civilization.
in smoky factories. The divide between the haves and the
when an economic dispute flared up between Skarborough the Howling’s merciless advance. Many of them sought
have-nots within Lawbrand grew wider by the day. The They looked toward a time when Lawbrand would be
and Talis, a neighboring Trade-City that controlled the safety with the Oram Hai druids in Kannibus Hills.
people with the power to enact change for the common consumed by holy fire—and a more perfect society would
shipping lanes along the Talisande River. As they had for generations, the sanctuary’s guardians
folk cared more about their own prosperity than anything rise from its ashes…
embraced the refugees. The newcomers were free to stay
Skarborough had fallen behind on shipping payments, and else. Greed and avarice even spread throughout the
in Kannibus Hills for as long as the Howling still roamed
Talis had retaliated by confiscating all of the ore shipments Sularian Church’s upper echelons, leaving many of the
the wilds.
bound for Sargrad. The immediate economic effect was faith’s leaders rich in coin but morally bankrupt.
felt everywhere. The commercial system that connected But some among the Oram Hai wondered if that was
Though many common folk grew disillusioned with the
the Trade-Cities unraveled at the seams. After the Trade- enough. Kannibus Hills protected those fortunate enough
current state of affairs, they had no choice but to accept
Guilds failed to settle the disagreement in the courts, to reach its enchanted borders, but what of those in
their fate as cogs in the grinding machineries of industry.
violence erupted. Skarborough formed a militia and vowed the other, more outlying forest communities? Without
There was simply no other way to make a living. But an
to besiege Talis until it released the seized ore supplies. someone to protect them, they were doomed. The druids
enigmatic man known as Tikanen was compelled to take a
agreed that they had to do more than simply hide from

PART 1: WORLD HISTORY


MITHOLME GIL'GALAR
THE BLACK TOWER

THE TWIN CLIFFS

THE NORTHWEALD

ALASH'ETH

AUROCH'THIEL
THE BAY
OF LIGHT
OLDE
BARSTOW

TORUNE
T
H
E
M
S U L A R I A ID
LA
NDS

The factions of Lawbrand represent a wide array of institutions and


mystic sects. Some have existed for centuries, or even millennia—while
others are upstart groups that have only recently risen to prominence.
Some exist as foundational elements of society, while a dangerous few
are content to skulk in the shadows, eating away at the common bonds
THE SEA OF BONES of civic unity. Whatever their origins or areas of focus, all of the factions
vie with one another for sovereignty—as well as for influence over the
hearts and minds of Lawbrand’s vast citizenry.
BARRIER PEAKS
42 43

THE ARCANIMUS THE BOHEN DUR


MASTERS OF MAGIC STEWARDS OF ENLIGHTENMENT

“When grounded in knowledge and discipline, true “Enlightenment is rarely found solely within oneself.
magic elevates all of society.” It is reflected in every interaction.”
—Chancellor-Invictus Sorkin Serelvar —Guru Amendajar

In a smoky back alley in Sargrad, a stranger hands out


Most folks in Lawbrand believe that true magic
bread to starving street urchins. Outside a rundown
disappeared from the world long ago. Probably for
tavern in Lietsin, a passerby steps between two drunkards’
the best, as far as they’re concerned. But now and
blades and disarms them with a few wise words. Along the
then, rumors of strange happenings spread through
lawless back roads, a traveler defends a merchant caravan
the taverns and marketplaces—tales of robed
from brigand gnolls.
figures conjuring objects out of thin air, whispering
incantations in forbidden tongues, and performing These selfless acts share a common thread: they were all
other inexplicable acts. In the end, though, there’s performed by the gentle Bohen Dur monks. Adorned
never any evidence that these occult musings are in their simple robes and orange ku’shak scarves, they
anything more than ale-induced hearsay. wander Lawbrand bringing peace and enlightenment to
everyone they encounter.
And that’s just how the members of the Arcanimus prefer
it. In a society that views magic with suspicion and fear, The monks never ask for payment or thanks. They have
they use their very real power with intense discretion. no political agenda. They seek only new experiences to
deepen their understanding of the world and its people.
The existence of the Arcanimus, and its prestigious
Academy in Lietsin, is common knowledge to the world Most folks will live their whole lives without ever
at large. At the Academy, students from across Lawbrand encountering one of the reclusive monks. It’s said that
study the lost arts of magic with relentless curiosity. The the enlightened members of the Bohen Dur only make
public believes these pursuits are limited to scholarly pilgrimages through the world every seven years. They spend
explorations of the history and theory of the arcane. the rest of their time at the tranquil Bohenna monastery,
on behind the Academy’s closed doors. While they perched high atop Korosoth Mountain in central Lawbrand. the Bohen Dur a threat. The Sularian Church views the
For most students, that is indeed the extent of their
education. But for others, it is only the beginning. disapprove of magic on principle, they permit the The monastery is a sanctuary of knowledge, beauty, and monks as benevolent curiosities more than anything
magi to use their power for noble purposes—provided self-reflection.Young aspirants meditate beside tranquil else—a collective of mystics who seek only to share their
The most promising students graduate into a stratum of they employ the utmost discretion. In exchange, the knowledge with the world. And that is true, barring one
waterfalls, seeking to free themselves from their inner desires
higher mysteries, where the mastery of true magic is held Arcanimus provides the Church’s Knight-Paladins critical exception: knowledge of the Auroboros.
and fears. They study by lamplight in the archives, consuming
as the pinnacle of mortal achievement. Under the tutelage with enchanted armaments with which they keep the every scrap of history and culture that they can. They sit with The Bohen Dur have made intensive study of the World
of esteemed mentors, these initiates learn to wield peace throughout the Trade-Cities. It is an uneasy mentors and deliberate how to live with compassion and love Serpent and its catastrophic effects upon civilization
the arcane in all its varied forms. From day one, these arrangement, and the magi know that they are for all people—all things—in the world. throughout history. They have concluded that its
exceptional few are ingrained with the Arcanimus’ noble constantly under the Church’s watchful eye.
maxim: magic is a tool for enriching the whole of society, And if their hearts are true and their minds are in primordial power is a danger to all living things. They
not a means of amassing personal power or renown. The only true ally that the Arcanimus can call on in perfect balance, the young monks might one day achieve actively hide details of the Auroboros’ existence from the
times of need is the Conservatorum—Lawbrand’s Moru’sha—the hallowed state of Eminence. public and keep a watchful eye on anyone who shows signs
Those who make it through this rigorous training become principal repository of culture and history. The scholars of being affected by it. They have sworn to prevent the
true magi, dedicating their lives to the service of the and archivists of the Conservatorum help the magi These awakened monks can project their will outward, Auroboros from bringing further calamity to the world.
Arcanimus. Magi spend much of their time teaching at the keep their activities from the public eye and provide influencing the thoughts and emotions of everyone
academy, but they also undertake missions in the outside them with useful information related to the lost arts. around them. It is said that while in the state of
world. Some investigate rumors of magical phenomena in They share the Arcanimus’ belief that magic can benefit Eminence, the monks can even move objects with their
the far corners of Lawbrand. Others hunt down ancient society, but that it is vital to conceal its existence. minds and project fields of pure force to protect them and
curios or dangerous artifacts that can be studied at the others from harm. The monks hold their Eminence as
academy or sequestered safely within its enchanted vaults. Perhaps one day the world will know of the a great and terrible power, one that should only ever be
extraordinary lives and accomplishments of the used to serve the greater good of society.
The Arcanimus painstakingly conceals its sorcerous Arcanimus’ magi. But for now, their deeds must remain
activities from public view, but some members of little more than rumors and tales of fancy. The order does not use the Moru’sha to impose its beliefs
the Sularian Church know full well what really goes on anyone, and Lawbrand’s authorities do not consider

PART 1: WORLD factions


44 45

THE CHILDREN OF THE SUN THE DRACONIS MALISATH


THE FAITHFUL AND THE ZEALOUS LORDS OF THE CRIMINAL UNDERWORLD

“Belief sets hearts aflame.” “Commerce is the lifeblood of Lawbrand.


—The Prophet Tikanen We shall gorge ourselves upon it…”
—Vaalesh Dargonnas

Everyone in the Trade-Cities has seen the vagrant


An assassin slinks across Orinfell’s rain-slick rooftops,
missionaries in the streets, proclaiming the dawn of
dagger at the ready as he searches the streets for his
a new era. There’s a fiery intensity in their eyes and a
target. In Talas, thieves break into a famed engineer’s
fierce passion in their words. They speak of a time when
vault and pilfer the priceless schematics within. Far to
Lawbrand’s common folk will cast off the shackles of
the south, in Sargrad, a respected politician stumbles
corrupt authority and rise to meet their true potential.
home from a long night at the casino to find hooded
They speak of an innate power that stirs in mortal souls—a
figures waiting for him. They’ve come to collect a debt.
power capable of miracles. And they speak of a paradise
Not in coin, though—material wealth is easy to come
that lies at the heart of the desert, a utopia of equality and
by. They require a friend in high places, and they’ve
freedom for all.
brought steel should the politician need convincing.
Most of the populace doesn’t pay much mind to the
Crimes like these are commonplace in Trade-Cities
Children of the Sun’s impassioned missionaries. Even the
of Lawbrand. Though they might seem unrelated, an
Sularian Church considers them more of a nuisance than a
invisible web connects them—a web woven of strands
real threat to their power. After all, who would ever believe
originating from the secretive Draconis Malisath.
the words of raving vagrants?
Headquartered beneath Sargrad’s seedy Meatpacking
But some do. The exploited and the forgotten. The factory
District, the Malisath oversees a vast and lucrative
workers and the street dwellers. Enticed by the promise of
criminal empire. Theft, extortion, and murder—
a better future, they pledge themselves to the Children of
no crime is too big or too small to escape the
the Sun and renounce their ties to society. Family, friends,
only fire can cleanse the spirit and reveal one’s true will. organization’s influence. Through its army of street- powerful individuals. Some say they are beloved and
the church—they leave it all behind to venture boldly into
As the elders teach, momentary pain is a small price to pay level enforcers, the Malisath exerts control over respected public figures. Some say they are far more
the blazing heart of the Tanaroch Desert.
for everlasting empowerment. everything from small business owners to the powerful than what they seem…
What they find there is even greater than what the ragged Cardinals of the Sularian Church.
They hold the same sentiment for Lawbrand itself. In The Malisath’s shadowy leaders hold court over the
street-preachers had promised.
the great meeting tents surrounding Tanasrael, the elders Few of Lawbrand’s citizens know that the Malisath criminal underworld from their subterranean sanctum,
Nestled around the ruins of an ancient temple complex prepare their followers for the day when they will burn even exists. Secrecy is paramount to the organization, the Ossuary. Located beneath the streets of Sargrad’s
known as Tanasrael lies an oasis of verdant farmlands and away the tyrannical Sularian Church and its corrupt and it ruthlessly silences anyone who threatens to Meatpacking District, the Ossuary was once a network
ever-flowing canals. The Children of the Sun hold that Trade-Guilds. There will be pain, yes. Death and suffering expose the breadth of its prolific control. of crumbling funereal catacombs. All that remains of
their reclusive leader, the Prophet Tikanen, transformed as well. But from the ashes, a glorious new society will rise the former burial pits are the old bones that accentuate
The Malisath does not foment chaos with its immense
the land with his own inner will. The abundance of life in and fill the world with its purifying light. the gold leaf marble columns and priceless works of art
power. Money and influence are far easier to acquire in
such an inhospitable place only strengthens the conviction that grace every corner of the Malisath’s opulent base
With every fiery sermon, the devout become more times of peace and plenty—and money and influence
of new adherents. If the Prophet performed these miracles, of operations.
radicalized—and more numerous. The movement’s ranks are what the organization wants above all else. To
they believe they can too. With zeal, they embrace the
are growing. The faithful come not just from the dregs of promote economic stability, the Malisath uses violence Very few people have been invited into the Ossuary.
faith’s mystical rites, a blend of sun-focused mythologies
society but increasingly from all walks of life. Perhaps out or bribery to ensure the passage of favorable new laws And of those that have, few have ever been seen again.
borrowed from Tanaroch’s ancient desert tribes.
of arrogance or hubris, Lawbrand’s authorities have yet to and religious edicts. Anything that keeps the gears of
Adherents believe that the sun holds great power to recognize the Children of the Sun as the existential threat commerce turning is fair game.
awaken the soul and reveal profound inner truth. it is.
Most of the coin that floods into the Malisath’s
Members adorn their clothes with sacred symbols of light
One day, they will. But by then, it may be too late. coffers is hoarded by a secretive cabal known as
rays and flames. They burn them into their flesh as well.
the Nightlords. Even among the organization’s own
Ritual brandings are commonplace—the faith holds that
members, rumors swirl about the identity of these

PART 1: WORLD factions


46 47

THE FANGS OF SCYLLIA THE HOWLING


DEVOURERS OF SOULS BEASTS OF PRIMORDIAL TERROR

“The souls we brand into our flesh “We are the rage that echoes across the mountainsides.
can never replace the ruin of our own.” We are the fury of your fevered dreams.”
—Lady Scyllia
—Goruu-mog the Ragebringer

There are stories of macabre cultists who wander the lonely


back roads of Lawbrand. Hollow-eyed figures draped in
tattered rags, their skin etched with faintly glowing tattoos.
Every few generations, a tortured howl echoes across
Soulstalkers, some call them. Living nightmares. Their power
the Barrier Wilds. It shakes the forests to their roots like
lies not in weapons of steel, but in the mind. They can make
primordial thunder. Creatures great and small scurry into
folk see things that aren’t there, poison courageous hearts
burrows and caves to escape the piercing wail. But for
with terror, and turn dear friends into mortal enemies.
them, there is no escape. Once that terrible howl reaches
These Soulstalkers belong to the Fangs of Scyllia, a their ears, it is too late. All they will know after that is
nefarious cult of cursed outcasts, and meeting them never madness and blood.
ends well. Most people who survive encounters with them
In the wake of the howl, the forests stir with creatures
bear mental scars until the end of their days. And they’re the
twisted by its supernatural power. Sentient beings and
lucky ones. The Soulstalkers dominate their victims’ minds
wild beasts alike are overcome with rage—a primal need
and lure them back to the cult’s subterranean lair. Not to
to destroy. They are now warriors of the Howling. Frothing
sacrifice them, though. Nothing so merciful. The Soulstalkers
with mad fury, they storm through the Barrier Wilds,
break their minds and draw them into the cult as its newest
ripping apart everything in their path.
unwitting aspirants.
The Howling’s forces are driven to murder by the will
Deep beneath Korosoth Mountain exists a network of
of a fallen demigod: the once noble manticore known as
caverns known as the Coiled Path; a winding fever dream
Ralavak. During the ancient War of Light and Shadow,
made real. Otherworldly forms writhe in the shadows. The
the mighty being brought its fury to bear against the dark
labyrinthine tunnels tremble with the constant screams of close. In Scyllia, Karybdiss saw more than just sustenance; destruction. Whenever Ralavak awakens, they gather
powers of the Necromanti. Ralavak was unstoppable
raging spirits. From every torchlit recess echoes the tap, its devouring sentience took control of her mind and at hidden altars scattered across the Barrier Wilds and
in the skies above the battlefield until it was mortally
tap, tap of a hammer. The cultists doing their dark work, transformed her into its mortal champion. soak them in the demigod’s putrefied blood. These grisly
wounded by a demonic dragon.
chiseling profane tattoos onto the flesh of the victims they’ve fanes imbue the Howling’s bloodthirsty warriors with
The compassion Scyllia had embodied as a Bohen
lured down into their dark lair. Driven mad from its wounds, Ralavak flew south across otherworldly strength and stamina.
Dur monk vanished, but the precious knowledge she
the Barrier Wilds until it plummeted into a deep chasm.
The tattoos are more than just symbols of the cult; they had gained from her time in the order remained. In Over the centuries, few have survived the Howling’s
There it stayed, writhing in agony, boiling with rage. Its
are chains of enslavement—the end of one life and the her studies, she had learned of a nearly forgotten art rampage. The denizens of the Barrier Wilds have learned
demon-corrupted blood soaked into the land, poisoning
beginning of another. The tattoos fuse the restless ghosts that practiced by the ancient Tir’Assar sigilists—a way of it is always better to run than to stand and fight. But
everything it touched. When a group of staggoth druids
inhabit the Coiled Path to the souls of new members. With merging body and soul through enchanted tattoos. She there are some exceptions, namely the courageous Oram
discovered the curse spreading through the wilds, they
their flesh forever bonded to the hateful spirits, members used it to shackle the agonized spirits in the Coiled Path Hai druids. They have sworn to safeguard the wilds from
tracked it to Ralvak’s broken form. They called upon
become Soulstalkers in their own right. And thus, the cycle to her own flesh. Power more extraordinary than any she the Howling, and stories of their bravery occasionally
nature’s blessing to heal the creature, but the demigod
of pain and terror repeats without end. had known as a Bohen Dur monk thundered in her veins. reach Lawbrand.
was beyond saving. The druids’ magic threw Ralavak into
This dark practice originated with the cult’s founder, She taught this vile art to the first members of her cult, Folk in the Trade-Cities who hear about the Howling
a restless eternal slumber—a tortured sleep from which it
Lady Scyllia. Once an honored Bohen Dur monk, she who in turn taught it to their victims. rarely think of it as anything more than a fairy tale. If
would periodically awaken only to howl in fury.
ventured down into the Coiled Path to investigate rumors The Fangs of Scyllia have no ideology to impose upon they’re lucky, that is how it will remain.
Not even the druids escaped Ralavak’s curse. They
of a mysterious psychic presence. A monstrous hydra-like Lawbrand. No need for commerce or industry either.
became the demigod’s willing servants. To this day,
creature awaited her in the deepest shadows: Karybdiss. They exist only to harvest soul essence from the outside
they tend to Ralavak’s rotting carcass, ensuring each
Unable to move its bloated bulk from its warren, the world and feed it to their master, Karybdiss. They will do
new generation of the Howling carries out its desire to
gluttonous abomination had sustained itself over the so as long as the creature demands sustenance, and there
destroy all life in the wilds. In the wilds where they once
centuries by feeding upon the souls of those who strayed too is no end to its hunger.
nurtured balance, these fallen druids now sow hate and

PART 1: WORLD factions


48 49

THE NECROMANTI THE ORAM HAI


SORCERERS OF ANCIENT DARKNESS PROTECTORS OF THE WILDS

“History is but a game to be relished.” “All life is sacred.”


—Kyssh the Everlord —Archdruid Goshaedas

Birdsong fills the secluded groves around Kannibus Hills.


Flowers bloom along the mossy forest paths. Predators
hunt and prey forage. The grand cycle of nature goes on
as it should, manipulated adroitly by the hands of the
In Lietsin stands a gaudy grand hotel, the White Palms.
Oram Hai. They are the shepherds of the forest, its oath-
One of the oldest landmarks in the desert city, it is a place
bound guardians.
filled with history and rustic charm. The employees are
polite and well dressed, by all accounts. The strange thing The Oram Hai druids and their followers come from all
is, they always turn prospective boarders away. The rooms walks of life: fey creatures and humans alike tend to the
are booked up full, the staff say, even though there’s never forest and protect it from harm. Some can speak nature’s
a guest in sight—and never anyone in Lietsin who seems tongue, possessing the ability to harness the power of
to be staying there. the wilds and turn it against their enemies. Some patrol
the remote wilderness empowered by totemic spirits that
Locals ignore the hotel for the most part. Travelers treat
imbue them with animal-fury. Some can even see visions
it as a quirky landmark, another oddity in the eccentric
of the future. Regardless of their role within the Oram
desert city. No one would ever suspect what the White
Hai, they have all vowed to safeguard Kannibus Hills
Palms actually is…
from the bloodthirsty armies of the Howling. Thus is the
A den of evil. The last bastion of the sinister Necromanti. grim duty passed down to them by the order’s founder—
Long before the rise of Lawbrand, Necromanti sorcerers the noble treant, Oram Moonsong.
wielded the power to topple empires and shape the course Moonsong experienced the horrors of the Howling
of history. They drew the wicked and the vile into their fold: when it awakened over four hundred years ago. He saw,
monsters, devils, and reckless mortals enraptured by the lured into the order by promises of forbidden power. firsthand, the twisted bodies and ravaged villages it enlightenment. The order’s seers conduct rituals deep in
allure of dark magics. Their reign ended four hundred and left in its wake. He felt the pain of the wilds in his own the heart of the bear mound, which locals refer to as the
fifty years ago during the fabled War of Light and Shadow, a The Necromanti’s members move through Lawbrand
gnarled boughs. Ursalis. Sometimes they glean wisdom from what they
devastating conflict waged between their infernal armies and unseen through glamour spells, hidden tunnels, or aboard
After witnessing this carnage, Moonsong established see, while other times they’re granted the power to mend
the righteous crusaders of the Sularian Empire. the order’s elusive Black Coach—a shadowy carriage
Kannibus Hills as a place of refuge from the Howling’s the physical and spiritual wounds of the injured.
drawn by spectral steeds. Even the reanimated black
In the modern era, the order is a shell of what it once was, skeletons that the order dispatches for menial work are madness. He used his potent druidic power to bend Though the Oram Hai goes to great lengths to conceal
but its aims are just as diabolical—as is its immortal master. enchanted to disintegrate into nothingness once their nature’s ley lines and draw them together at the forest’s Kannibus Hills from unwanted guests, it still welcomes
The order serves the will of the mummified Deathseer, tasks are complete. tranquil heart. From that place of hallowed magic, he peace-seeking visitors whose fate delivers them there—
Kyssh—the Necromanti’s only remaining founder. sang the ancient songs of his people, rousing his treant- just as Moonsong had always intended. In recent years,
The order’s need for secrecy is purely practical; it is
From his nightmarish pocket dimension anchored to the kin from their long slumber. The mighty treants vowed many newcomers have flocked to the tranquil woods.
too fragile to risk drawing attention from Lawbrand’s
White Palms upper floors, Kyssh sends his meager forces to help him defend the enclave with their lives. Last of Some are refugees fleeing rumors of the Howling’s return.
authorities. The Necromanti is not waging a covert war
out across Lawbrand to gather rare reagents and lost all, Moonsong gathered the scattered mortal druids from Others come from the Trade-Cities, seeking guidance
against the Sularian Church. It is not manipulating
knowledge. With these in hand, the order performs the throughout the land and united them as the Oram Hai. from the seers or eager to lend a hand protecting nature.
society as it once did. Not yet, at least. Kyssh and his
recurring Ritual of Dominion—a powerful spell that keeps Together, they would carry on their mentor’s charge of
tenuous existence are the immediate focus of their efforts. Often, visitors from Lawbrand bring news of political
Kyssh’s ravaged undead form from crumbling to dust. protecting the wilds from harm.
affairs or stories about the latest industrial innovations to
Until the order can unlock the secrets of true immortality
Kyssh’s followers could be anyone. A quiet pupil at And then, his great work done, Moonsong set his roots come out of Sargrad or Talis. The Oram Hai cares little
for its decaying master, it will bide its time and remain
the Arcanimus Academy, studying by day and stealing deep into the earth and passed away. about such things. It seeks only the truth in the trees
safely in the shadows.
arcane artifacts by night. An unassuming archivist of the To this day, the towering tree that Moonsong became above and the soil below, the harmony between the forest
Conservatorum, pilfering passages from forbidden texts. still stands at the base of Mount Effron below the bear- and all living things that dwell within it. Everything else is
Even full-fledged magi have fallen under Kyssh’s sway, shaped mound where he first wove his great magic. It is simply a distraction.
the Oram Hai’s most sacred site, a place of healing and

PART 1: WORLD factions


50 51

REVEL INC. SULARIAN CHURCH


THE VERY BEST IN BLOODSPORT ENTERTAINMENT STEWARDS OF FAITH AND HONOR

“When the blood flows, profits surge.” “Order. Justice.Wisdom. Compassion.


—Revel Inc. CEO, Sala Tjaad These are the compass points of enduring faith.”
—Grand-Justiarch Laravess Kelwynde

Revel Inc.’s bloody fingerprints are smeared all


over Lawbrand. The upstart corporation runs every
gladiatorial match, bone-crushing chariot race, and illegal In Skarborough, humble missionaries tend to slum
fighting ring in the realm. And it does a damn fine job of dwellers afflicted by the pox, oblivious to the fever blisters
it too. Revel’s smooth-talking promoters canvas the Trade- rising on the backs of their own tired hands. Two Knight-
Cities, convincing rich and poor alike to buy tickets for Paladins spar at the training grounds in Sargrad, their
the next big event. Talent Scouts prowl the slums looking breath steaming in the cold air. They’ve been at it for
for fighters they can turn into champions. All the better hours, and they’ve no intention of stopping. Nor does
if these prospects come from nothing—audiences always the Confessor in a damp cell beneath the Basilica of St.
love an underdog story. Jenhra in Orinfell. She flourishes another steel implement
If there’s one thing Revel Inc. knows, it’s their audience. before the bound prisoner. Tough bastard still has that
The corporation excels at creating dramatic spectacle defiant look in his eyes, but he’ll admit his crimes soon
and packaging violence as must-see entertainment. These enough. Everyone does.
days, it rarely holds an event that isn’t sold out. The missionaries, Knight-Paladins, and Confessors are
Revel Inc. claims that it uses the lion’s share of its only a few of the Sularian Church’s many agents that
considerable profits to benefit its performers, but more operate throughout the Trade-Cities. How they practice
often than not, the gladiators and charioteers are treated their devotion to the faith might differ, but they all wear
like indentured servants. The contracts they sign with the same Sularian Cross—the Lawbrand. The power
Revel Inc. are masterful works of deception. Winners only of that symbol and what it stands for is felt in every
RevelSLAM and other bloody events year-round. It also bustling city-center and back alley hovel. The church and In Lawbrand’s early years, the Church proved
get a fraction of the prize money they’re due, and losers organizes the legendary and highly lucrative Lietsin 100, an instrumental in unifying the fledgling Trade-Cities with
often find themselves in debt to the corporation! Most of its venerated saints built Lawbrand from nothing and
annual, no-holds-barred off-road chariot race that runs molded it around the four pillars of compassion, justice, the application of harsh laws and severe punishments.
the performers end up becoming hired street-thugs and between the city and the small frontier town of Baker. But after years of peace and prosperity, this obsession
mercenaries just to pay off what they owe to Revel Inc. order, and wisdom. Through these tenets, they dreamed
Surprising to no one, Revel Inc.’s true ambitions extend of creating a society that guaranteed safety and equality with preserving order has faded somewhat. The orthodox
Only the big shots at the top ever truly enjoy the spoils. far beyond its current attractions. It seeks to become a for all people. Trade-City of Orinfell still adheres to the old ways,
They live like royalty, and what money they don’t spend full-fledged Trade-Guild in its own right, which would but most other places in Lawbrand have become more
on themselves, they use to buy influence with politicians, But it wasn’t always so inviting. The old Sularian Empire lenient. The Church’s role in society has also transformed.
afford it even greater power in Lawbrand. held that the human race alone was divine. Its leaders
Cardinals and Trade-Guild delegates. Most Trade-Cities It has forged deep ties with the powerful Trade-Guilds.
welcome Revel Inc.’s bloody brand of entertainment, Not everyone is keen on seeing Revel Inc. succeed. preached of an eternal heaven that awaited believers, These days, the Sularian church wields its influence
but some places have outlawed such violent spectacle… The scholars and historians of Lietsin’s respected but they did little to improve their followers’ daily lives. through commerce as much as faith.
for now. Revel Inc.’s execs know from experience that Conservatorum view the corporation with naked Aloof and plagued by corruption, the empire eventually
contempt. They actively undermine its efforts to gain collapsed. Sularian refugees brought the remnants of their The Church’s headquarters, the Cathedral of St. Varina
everyone has a price. With enough coin you can change in Sargrad, is a massive steel embodiment of the faith’s
hearts, minds, and even laws! more influence, but it is not a fight they can win easily— faith to the south, where they established Lawbrand and
or without sacrifices. Revel Inc.’s brutal public spectacles reformed their religion. strength and power. It is from here that the Council of
Every year, Revel Inc. gets wealthier, stronger, and more are tame compared to the consequences that befall Cardinals weighs new laws and edicts and oversees the
brazen. It has already taken over historic parts of Lietsin, Even without the supernatural powers of healing and Church’s good works throughout the realm. At the street
anyone who stands in its way. insight possessed by their predecessors in Old Sularia,
where the corporation is headquartered. Through a level, the faith’s priests and missionaries stand as tireless
combination of money and not-so-subtle threats, Revel the new generation of Sularian priests spread the faith believers who still carry on the dream brought south by
Inc. has acquired rights to the Trade-City’s ancient through simple acts of compassion and charitable works. the Sularian refugees—the dream of a better Church and
Coliseum, where it holds gladiatorial bouts such as a better society for the faithful.

PART 1: WORLD factions


52

TIR'ASSAR
IMMORTAL ARTISANS

“Only upon the unfettered canvas of another’s flesh


can lasting expression take form.”
—The master-sigilist, Celethrien

In a secluded grove in Feyonnas, a Tir’Assar sigilist


conducts a ritual that she has performed countless times
over a thousand years. She lays out her needles. She
grinds ink in a rune-etched silver mortar. She sits in quiet
contemplation, eyes searching her canvas: the bare skin of
a fellow high elf. Only when the sigilist’s mind and soul
are in perfect harmony does she make her first move. Her
needle pierces flesh, but it leaves behind more than just
ink—it leaves behind a part of her essence as well.
That is the magic of the Tir’Assar. Its gifted artists
imprint a piece of their own souls into the tattoos and
sigils they create. For over two thousand years, they
have practiced this ancient art. The Tir’Assar elves are
among the greatest artists who have ever lived. Every
tattoo they create is a masterpiece. Many of their
intricate, meticulous designs take decades to complete,
many even longer.
The tragedy of the Tir’Assar is that its magnificent art Some elves have called this act selfish—even profane—but
form is doomed to be forgotten. none can deny the beauty of the Tir’Assar’s work. And few
have resisted the temptation of having their skin inked.
Like the rest of the elves, the Tir’Assar order is trapped
Nearly every elf in Feyonnas proudly bears at least one of
within Feyonnas. The enclave lies within a pocket
the order’s sigils or tattoos.
dimension separated from the outside world. The elves
who dwell here can never change or give birth to new To most of their kin, the Tir’Assar’s true power and the
generations. They can never pass on their culture or arts. depths of its knowledge remain something of a mystery.
All they can do is persist in their beautiful prison and It is rumored that the sigilists know more about the
keep the monstrous power that sleeps beneath it at bay. Auroboros than they will readily admit, including how to
tap into its power through their inkwork. But such things
To keep the Auroboros coiled and dreaming, the
are never spoken of by the reclusive artisans.
remaining elves must sacrifice a part of themselves. Each
night they gather to sing a sorrowful hymn that draws out The Tir’Assar masters pour everything into their work,
their darkest thoughts and feeds them to the hungering despite knowing that their achievements will never inspire
World Serpent. Except for the Tir’Assar. They do not add future generations. It is the same with everything in
their voices to their people's mournful song. Rather than Feyonnas. The exquisite wonders and priceless knowledge
casting their emotions to the devouring serpent, the within this enchanted realm are destined to stay locked
From Lawbrand’s urbanized Trade-Cities, to the forested enclaves of the
order’s members preserve them through tattoos that they here forever, unseen by the world.
give to each other. In this way, the sigilists believe that Barrier Wilds, and even the outlying desert communities of the Tanaroch—
their spirits will remain whole. the varied locales of the southlands offer a wide range of environment
types and localized dangers.

PART 1: WORLD
54

BAKER
FRONTIER OUTPOST

The desert wind blows through the streets of Baker, peeling advertisements for an upcoming race from
the door of the Angry Axle. Inside the dingy, grease-stained tavern, a one-armed charioteer recounts his
glory days over a mug of ale. A faded painting of him, back when he still had all his limbs, hangs on the
wall alongside portraits of other past champions. They’re heroes in these parts.

The best charioteers in the world call Baker home. They and their teams are always sweating in the
desert heat, either tinkering away at new vehicle designs or test-driving their contraptions on the local
tracks. Some of the chariots are built for speed or endurance. Others are built just to make trouble.

And there’s always trouble in the races. Always trouble in Baker too. The surrounding Tanaroch
Desert is a savage place, crawling with dangerous creatures and ma’ii hunting packs. Baker’s meager
but rugged militia patrols the outskirts of town to ensure safe passage for the few visitors who come
through town.

Now and then, a trade caravan rolls into Baker laden with rare goods and buzzing with tales of
the mysterious dwarves who live even farther out in the desert. Then there are the pilgrims and
archeologists who flock to the ancient obelisk on Searchlight Hill.

No one knows who built the monolith or what its purpose is, but the faithful of the Sularian Church
hold it as sacred. When the first refugees from Old Sularia arrived in the southlands, the inexplicable
light shining atop the obelisk guided them through the harsh desert. A Sularian priest later blessed the
hill, and Baker was founded in its shadow.

But whatever was holy about the region in those days has long since faded under the desert sun.
The folk here don’t answer to the Sularian Church—they answer to Revel Inc. Year-round, the shady
corporation’s promoters are planning events or securing new sponsorship deals for the local chariot
teams. Everyone in Baker owes something to Revel Inc., and one way or another, its enforcers always
collect on the debts.

Sometimes that means coin. Sometimes that means a favor. Sometimes it means throwing a race or a
gladiatorial match.

As unsavory as Revel Inc. is, they have made an art out of promotion and grandstanding. The official
races held in Baker draw large crowds from other Trade-Cities, despite the town’s remote location.

PART I: WORLD
56

1. GIANTS END
2. SEARCHLIGHT
HILL

MOVERS AND SHAKERS 2


3. THE ANGRY
AXLE
4. THE HUB
Mayor Mikkie Tomson 5. SHAKEDOWN
STREET
(Male iron dwarf, Veteran, Chaotic Good)
6. REVEL
Former top charioteer Mikkie Tomson is Baker’s grizzled yet trustworthy mayor. He comes from a time when people raced simply REGIONAL
for the thrill and the pleasure of it—a far cry from the big business that racing has become under Revel Inc.’s control. As much as 7. THE PITS
Tomson dislikes the corporation and how it exploits charioteers, he knows that Revel’s funding is the only thing keeping Baker on 8. RACERS RUN
the map.
9. THE CRASH
6 CIRCUIT

Vice President of Racing Events, Chad Chadsworth 1


(Male human, Noble, Neutral Evil)
7 8
As one of Revel Inc.’s highest-ranking members, Chadsworth wields great power—and he uses it to bully and blackmail everyone he
can. He organizes the local races, but he doesn’t really give a damn about them or anything else in Baker. He sees his current job
merely as a stepping stone to run more prestigious (and far more lucrative) events like Lietsin’s annual RevelSLAM.
4

Irwin Ironwrench 3
(Male gnome, Commoner, Lawful Good)
The gruff but brilliant gnome, Irwin Ironwrench, is the chief engineer at the Pits in Racers Run. He once dreamed of being a
charioteer, but a leg wound he suffered in the Great Trade War set him on a different path. He achieved renown as an engineer at 9
the Dawnstone Company in Talis, where he was destined for success, but the hustle and bustle of the Trade-Cities wasn’t for him. He
5
gave up his promising career for a simple life building cutting-edge chariots and enjoying the quiet serenity of the open desert.

b a k e r
POINTS OF INTEREST
THE HUB POPULATION RULING AUTHORITY PRIMARY INDUSTRY CONSTABULARY
700 Revel Inc. Caravan Trade, The Flat Trackers
Most days, tumbleweeds outnumber people in Baker’s sleepy downtown area. The weatherworn city hall is rarely open.
Chariot Racing
Few travelers are brave enough to stay at the flea-infested inn. The eateries serving exotic ma'ii delicacies are almost
always empty. How any of these places stay in business is one of the desert’s great mysteries…

Shakedown Street The Angry Axle RACERS RUN


Shakedown Street is the heart of commerce in Baker—a The Angry Axle is a monument to Baker’s racing heritage. Located just to the east of Baker, Racers Run is always buzzing with activity. Chariots thunder along the dusty test
sleepy junkyard of stores selling scrap parts, odd trinkets, Old trophies, knickknacks, and portraits of past racing tracks. Engineers tinker away at their rigs in the Pits. Now and then, a wealthy sponsor might visit to check up on their
and quirky racing memorabilia. The merchants are champions line the walls of the shabby tavern. Beneath a racing team investments—and try not to get too dusty in the process.
infamous for opening and closing their shops at random wrecked chariot that hangs from the ceiling above the bar,
times throughout the day, much to the annoyance of racing crews meet to tell stories, share advice, and blow off
anyone seeking services in Baker. steam after a hard day of pushing their limits at Racers Run. Revel Regional The Crash Circuit
Compared to Baker’s worn and faded facades, the newly The Crash Circuit is where charioteers test out their
constructed Revel Regional office resembles a palace. It rigs—and hope to make it back in one piece. The
Brother Abrathan Trix’s Trading Post sits above the dingy garage bays—a reminder of the power course is mainly composed of long straightaways
(Male satyr, Priest, Chaotic Good) The smooth-talking hobgoblin Trix sells an assortment of and influence that Chad Chadsworth and his corporate broken by dangerous berms, jarring “whoop-de-doos,”
Brother Abrathan is the local recruiter for the Children of the goods at her trading post—everything from basic supplies staff wield over the racing teams. and treacherous gravel washes. Though rare, ma’ii
Sun. The friendly and inquisitive satyr is always happy to espouse to more exotic fare like ma’ii quilts, bloodstone weapons, hunting packs have been known to ambush racers on
the tenets of his faith to any who will listen, but he’s never pushy and necklaces adorned with Ravenous claws. She insists the back leg of the track that cuts through the nomads’
about it. Abrathan prefers making small talk with visitors and that everything is authentic, but she also has a strict no- The Pits ancestral territory.
inquiring about the Tanaroch’s local cultures, such as the desert refund policy… The Pits are a haphazard collection of garages and
dwarves and ma’ii. warehouses where the racing teams build and repair their
chariots. The facilities are packed with tooling machines,
state-of-the-art equipment from Talis, and often cranky,
foul-mouthed engineers.

PART 1: WORLD LOCATIONS


58

SEARCHLIGHT HILL
Baker lies nestled at the base of a lone rise called
Searchlight Hill. Towering over the surrounding desert,
the hill is more than just a useful landmark for navigating
the Tanaroch; one of the region’s great archaeological
mysteries stands at its peak: the obelisk.

The Obelisk
LIETSIN 100
The obelisk is an ancient monolith from a long-forgotten
culture. Hundreds of years ago, the first settlers of On the day of the Lietsin 100, the backwater desert town of Baker resembles a
Lawbrand claimed that an intense light shone from the top staging ground for a mercenary army. Chariots amass at the edge of town, most
of the monolith, leading them across the desert to safety. of them scarred and pitted from past races. They come in all shapes and sizes.
But the unexplained phenomenon happens only rarely. The Some are pulled by animals—horses, massive reptiles, or other more exotic beasts.
archeologists who frequent the site theorize that the obelisk Some are infused with arcane magic or powered by the fire and steam of modern
might be part of a more extensive system of monoliths that industry. The chariot teams are just as varied as their chariots. Honorable, reckless,
marked the way to the fabled temple of Tanasrael at the sadistic—there’s a little bit of everything.
desert’s heart.
The cutthroat annual race sends chariot teams speeding across one hundred miles
of the inhospitable Tanaroch Desert, from Baker to the Trade-City of Lietsin. The
Giants End path they follow is the same that Old Sularia’s refugees walked centuries ago to
Colossal bones and artifacts litter the earth of Giants reach the hospitable lands beyond the Tanaroch. But for the racers, the competition
End, the site of an ancient battle between the ma’ii isn’t about honoring their ancestors; it’s about the glory and riches that await the
and hill giants. Though the area and its adjoining cave winner. Maybe a portrait up on the wall of the Angry Axle too. For the losers, the
system appear deserted, they’re not; the ma’ii are always best they can hope for is to make it through the gauntlet in one piece.
nearby—always watching. They consider Giants End
sacred ground, haunted by the ghosts of their fallen Devastating crashes are commonplace along the course’s rugged terrain: a mix of
warriors, and they will attack anyone who trespasses upon towering dunes, salt flats, narrow canyons, and boulder-strewn ravines. Dangers
their people's hallowed bones. lurk everywhere. The fierce ma’ii nomads who inhabit the desert have been known
to ambush the racers for trespassing on their sacred ground.

But, by far, the greatest threat the chariot teams face is one another. Revel Inc., the
organization that runs the competition and has contracts with many of the racers,
encourages violence. There are rules prohibiting direct combat, but they’re more
of a formality than anything else. With no judges in the remote desert to actually
enforce the regulations, anything goes. Some teams relish the opportunity to fight,
and they pack their chariots with blades, spiked chains, explosives, and other
weapons. Others rely on speed to outpace their more aggressive opponents.

Each team usually brings along at least one mechanic to make repairs en route,
and these engineers are always busy. One thing is for certain in the race: no one
ever reaches the end unscathed. Some of them never reach it at all.

The arrival of the first chariot at the gates of Lietsin kicks off a raucous citywide
celebration known as Lietsinfest. The winning team receives coin and other
valuable prizes, but the greatest reward is the glory. Throughout Lietsinfest, the
champions are treated like royalty. And after the celebration ends, their names will
be acclaimed by racers for generations to come.

PART I: WORLD
60

FEYONNAS
THE VEILED CITY

Feyonnas is a place of both transcendent beauty and unfathomable sorrow. Its inhabitants, the high
elves, are the last of their kind. Fewer than one hundred of them remain, and that is all there ever will
be. Burdened with this knowledge, the elves stoically tend to their garden sanctum and fan the last
dying embers of their ancient culture.

Each day, elves can be found wandering the valley’s tranquil woodlands or rejuvenating in the
therapeutic waters of the city’s lakes. Artisans and poets gather in the Singing Gardens to commiserate,
barter, or find inspiration in the elegant melody that rises from the enchanted flowers. In the archives,
nestled among the highest boughs of an ancient grove, scribes copy crumbling tomes to preserve their
people’s history—regardless of the fact that there will be no future generations to whom it will
be passed.

This has been the way of things for the high elves ever since they came to Feyonnas. Two thousand
years ago, they escaped their homeland after a brutal uprising led by their treacherous drow cousins.
Following a long, harrowing exodus from the northlands, the elves took refuge in Feyonnas, hoping
to elude the drow who pursued them. Only later did they discover that an extraordinary power slept
beneath the tranquil valley. Confident that their powerful sorceries could harness this latent energy, they
desperately channeled it into sealing Feyonnas off from the waking world.

Soon after, they realized the consequences of their spellwork. Locked within their beautiful, timeless
sanctuary, they would never grow, change, or be able to replenish their dwindling numbers. Instead of
a refuge, Feyonnas became the elves’ gilded prison—leaving them locked in time, utterly disconnected
from the mortal world.

What’s more, none of the elves could fathom the monstrous force coiling in the earth beneath their feet.
The World Serpent. The Auroboros. Their reckless spell had awakened the very power that felled their
Aldan Thei ancestors in ancient times.

To keep the Auroboros’ power from devouring everything they hold dear, the elves continually sacrifice
a part of themselves to sate its unending hunger. Every night, they gather at the Shrine of Nar’lithyl
above the vast tunnels where the power is most focused, and they sing. Like Feyonnas, the song is
beautiful but tinged with sorrow. It is a stirring choral hymn that expels the elves’ darkest thoughts and
feeds them to the Serpent so that its power remains subdued.

Some of these emotions never merge into the Auroboros. They coalesce and linger as disembodied
wraiths, wandering within the enclave’s caverns and woodlands. These specters appear rarely, thankfully,
as this means that the ritual song is accomplishing its purpose—keeping the Serpent coiled
and dreaming.

At least for one more night.

But despite their burdens and the timeless prison of their existence—the elves still carry on. For each
other. For the last few who remain.

PART I: WORLD
62
FEYONNAS

MOVERS AND SHAKERS


1
Shallandra
(Female high elf, Archmage, Lawful Neutral)
High Seer Shallandra watches over the elves, preserving unity and peace among the last of her people. Over the centuries, there
have been a few elves that wished to escape from their timeless prison, but Shallandra has always stood against such individuals—
2
knowing that the elves would fade away without all of them helping to maintain Feyonnas’ protective magics. Ensuring that her
kin stay confined in Feyonnas is a grim task, but Shallandra performs it with the grace and care of a benevolent guardian. More
than anything, she wants her people to find joy in their lives and discover meaning, even in their eternal isolation.
4
Atha’vas 1. TIR'ASSAN
COURT
(Male high elf, Archmage, Neutral Good)
2. SHRINE OF
As the High Librarian of the Preservers, Atha’vas is the foremost authority on elven history. A stringent traditionalist, he believes NAR'LITHYL
3
that preserving the old customs is the only way to hold his doomed culture together. Atha’vas spends his days at the Library of
3. SINGING
Atesh’ar, chronicling his people's history and composing haunting poetry of the world that might have been had the drow not GARDENS
6
5
betrayed his kin.Yet he does not do so for fame or recognition—no one outside of Feyonnas will ever read his works. Atha’vas’ 4. LIBRARY OF
ATESH'AR
writings are born out of his deep and abiding love for his people and their rich heritage.
5. LUNARION
CITY
Celethrien
6. POOLS OF
(Male high elf, Archmage, Lawful Neutral) MOONLIGHT
Celethrien is a master Tir’Assar sigilist, regarded as the greatest artist alive. The beauty of his tattoos—and the power they hold—
have no equal. Celethrien is one of the few sigilists who can grant the Mark of the Serpent, but he has vowed never to do so unless
his people's very survival is at stake. He knows firsthand what the Auroboros’ corruptive influence can do. His greatest pupil, Nos
Irrom, fell victim to it. After abandoning Feyonnas long ago, the promising sigilist branded himself with the Mark and was all but
devoured by its power—mind, body, and spirit. Celethrien is still haunted by his pupil’s fate…

POINTS OF INTEREST POPULATION RULING AUTHORITY PRIMARY INDUSTRY CONSTABULARY


99 The Atesh’an Preservers None None
ILLIAN FOREST
Illian Forest lies along the coast of the Kalnorean Sea at Lawbrand’s southernmost border. The vast woodlands are
home to many independent races such as bearfolk, trolls, and goblins. Their remote settlements are scattered among the
overgrown ruins of even older civilizations, including those belonging to the fallen salamar empire, Ax’oloth. Near the
LUNARION
boundaries of Feyonnas, the forest takes on a different tenor—transforming into an enchanted realm inhabited by all
manner of fey creatures. The elven city of Lunarion sits near a series of small lakes at the heart of Feyonnas. Serene and opulent, it is a glimpse
of what the world was like when the empire of Ereth’iel was at its height. Beautifully manicured garden paths wind
The Leywild Threshold is activated, thorny branches woven over the around the city’s elegant parks, private dwellings, and public edifices. Simple merchant stalls and a single open-air
The closer a traveler draws to Feyonnas, the stranger the entrance unravel, revealing a passage that runs beneath market draw the largest crowds—the rest of the city appears sparsely populated by comparison. Enormous trees tower
surrounding forest becomes. Reality warps and twists. the ground and exits near the Shrine of Nar’lithyl within around the settlement, and their boughs are woven together to form natural walkways and terraces far above the ground.
Time seems to stand still as magic suffuses the air, and Feyonnas itself. Innumerable lanterns hang from the branches, casting a delicate, peaceful light over the city.
fey sprites dart through the trees. This dreamlike corner
of the woods is known as the Leywild, a pocket dimension Only the most powerful elves can open the portal. They Singing Gardens The Pools of Moonlight
tethered between the forest and the ethereal realms. have been known to grant outsiders a special arcane mark Located at the center of Lunarion, the Singing Gardens The luminous Pools of Moonlight are scattered across
Feyonnas itself exists suspended within this extraordinary that allows them to pass through the gateway safely, but serve as a marketplace, ritual site, and meeting ground the Singing Gardens. These small ponds are named for
dimension—an island of civilization cut off from the this is only done on rare occasions. The Threshold bends for the elves. The delicate flowers planted in the area the way the waters seem to capture the moon’s silvery
waking world. space and time—and using it exacts a tremendous cost. give off soft musical notes when they open to the light and glow with an inner radiance. Swans, deer, and
It is said that every time someone goes in or out of the moonlight each evening, creating a melodic backdrop other graceful creatures frequent the pools, as do the
The Threshold portal, the magic that keeps the Auroboros at bay within to the tranquil setting. elves. They often bathe in the ponds, believing that the
The Threshold is an enormous portal that leads to Feyonnas weakens. For this reason, the elves consider waters have restorative powers.
Feyonnas. Set into the side of a forested hill, the gateway anyone who enters the Threshold without their consent a
is formed from intertwined tree trunks and boughs dire threat.
wrapped with beautiful flowering vines. When the

PART 1: WORLD LOCATIONS


64

Library of Atesh’ar
The Library of Atesh’ar is nestled in the branches high
above Lunarion. This archive and school of learning holds
untold treasures from the past: scrolls of the first magics,
the remnants of Ereth’iel’s knowledge, and even histories
of the enigmatic Aldan Thei. The Atesh’an Preservers work
tirelessly to maintain the library and its repository of high
elven culture and lore, despite the fact that their records
will remain forever trapped with them within Feyonnas.
THE PIT OF SCALES
SHRINE OF NAR’LITHYL
The Pit of Scales is a primordial cave system that stretches beneath the Shrine of
The Shrine of Nar’lithyl is one of the last great works
Nar’lithyl. The World Serpent’s power is highly concentrated in this winding cavern,
of high elven architecture. Carved into a rocky cliff at
but the reason why remains a mystery. Despite the unsettling aura that permeates
the edge of Feyonnas’ northern lake, the structure is
the area, the elves have learned to harness its raw energies to maintain Feyonnas’
surrounded by three graceful waterfalls. Some elves come
protective enchantments. Most of the elves know better than to venture into the
here from Lunarion to meditate and find inner peace.
cavern’s depths, but there are always some who try, lured by rumors that they might
Others, like the Tir’Assar sigilists, call the shrine home.
glimpse the World Serpent itself.
Yet for all its beauty and splendor, Nar’lithyl harbors a
dark presence; deep beneath the structure lies the Pit of The deeper the cavern goes—and the tighter it spirals—the more reality unravels.
Scales, an area saturated with the Auroboros’ power. Long The shadows come alive with the voices of friends, family, and old enemies. The
ago, the elves gathered above these caverns and wove their shale-lined walls take on the shape of huge overlapping scales. Reflections ripple
grand spell to hide Feyonnas within a pocket dimension. across the stones, but never of the World Serpent itself. The curious souls who brave
Afterward, they built the shrine to harness the raw power the deeps only see themselves staring back—a thousand different versions of who
emanating from the Pit of Scales and use it to maintain they might have been—who they might have become. Sometimes they are wreathed
their delicate spellwork. in glorious power. Sometimes they are broken and wasted. The reflections are
always watching, and they are always whispering—urging the travelers on, warning
Tir’Assan Court them to turn back, or simply wailing in unending terror and madness.
The Tir’Assan Court is a lavish series of chambers
But not everything in the Pit of Scales is an illusion. Enraged and grief-stricken
tucked away inside the Shrine of Nar’lithyl. In
spirits haunt the caves. They are manifestations of nightmares and past traumas
comfortable lounges adorned with sculptures, mosaics,
that the elves cast out from their souls and locked away in the darkness.
and other priceless art from across the ages, the
Tir’Assar sigilists tattoo their masterworks onto fellow Of all the elves who have explored the Pit of Scales or studied its strange
elves. Deeper within the court are secret rooms where phenomena, the Tir’Assar sigilists are the most familiar with the place. On those
the Tir’Assar masters etch the most powerful—and rare occasions when they agree to grant someone the Mark of the Serpent, they
dangerous—sigils onto flesh. will perform their art in the caves, where the Auroboros’ power is at its strongest.
Whatever knowledge they have of the cavern and its mysterious origins, they keep
to themselves.

PART I: WORLD
66

HEARTHVALE
THE HUNDRED FIELDS
Things used to be simple in Hearthvale. The slow winds of change led folk through life at a gentle
pace. The golden barley fields and open prairies were about as far away as you could get from the
hustle and bustle of the distant Trade-Cities. Disturbances to the relative peace of the realm were few
and far between—a pack of brigand goblins mounting a raid from the Jagged Hills to gut some cattle,
maybe a scuffle between the rival Old Families leaving a little blood in the muddy streets. But apart
from that, the most excitement the people could expect on any given day was a pig escaping from the
slaughterhouse or a broken axle on a wagon.

Nowadays, steel farming machines rattle through the fields, coughing smoke into the blue sky.
Impoverished hill giants from the north beg for work and set up makeshift homes wherever they
please. In the once quaint town of Centerton, wagons loaded with industrial equipment clog the
streets, and fast-talking business people from the Trade-Cities preach of the good life that only
modernization can bring.

The upheaval in Hearthvale was a long time coming. This corner of the world had always been
Lawbrand’s breadbasket, but the Trade-Cities were content to leave it to its own devices until recently.
Modernization changed all that. With more mouths to feed in the big cities and more fortunes to be
made from commerce, powerful factions across Lawbrand took a new interest in Hearthvale. Now
they aim to draw the region into their sphere of influence by making it an official Trade-City.

The newly formed Harvesters Guild has been leading that campaign. Armed with coin from its
backers in the Trade-Cities, it has embarked on a venture to buy up every parcel of privately owned
land across the region. The families that have resisted the guild’s offers are now facing bankruptcy as
they struggle to keep up with the guild’s highly efficient farming methods. It isn’t just the machines
that give the Harvesters their edge—the guild has also hired the mighty hill giants, who can do the
work of ten farmhands at a fraction of the cost.

The people of Hearthvale have only two choices before them: swallow their pride and embrace the
Harvesters, or resist and risk losing their livelihoods. There is no middle ground.

The Old Families, the primary power in the region since its earliest days, have already dug in and
made their choice. Most of them have put aside their long-running blood feuds to undermine the
Harvesters at every turn, but others have thrown their weight behind the guild. With so much at stake,
age-old rivalries between the families have escalated and taken on a more vicious edge. Every night,
the taverns in Centerton are abuzz with stories about poisoned livestock, sabotaged farm equipment,
or grain shipments ransacked by hired thugs.

There are other stories, darker stories, told in the taverns as well—tales of nightmares lurking in the
shadows. When the hill giants first wandered into Hearthvale, they claimed they were fleeing for their
lives. They spoke of ancient forest gods stirring in the Barrier Wilds and the ravenous creatures that
served their will.

The giants called this primordial force the Howling. The folk of Hearthvale called it a fairy tale. At
least until the raids began. They always happen at night. Horned figures skulk across the prairies.
Gnarled roots burst forth from the earth and rip across entire farms. By morning, corpses etched with
strange runes lie scattered across the withered rows.

In the end, it might not matter who prevails between the Harvesters Guild and the Old Families, for
the Howling may sweep them all away in a tide of thorn and claw.

PART I: WORLD
68
H EAR T H V A L E

MOVERS AND SHAKERS 9

4
Magistrate Raldon Rhelgore
(Male human, Noble, Neutral Good)
Rhelgore is the acting magistrate of Hearthvale, appointed to his post by the influential Harvesters Guild. Tasked with running the
day-to-day affairs in Centerton and keeping the peace throughout the region, he secretly bristles at the incessant politics between the
Old Families and the powerful Guild that pulls his strings. 3

Annabella Leparte
(Female human, Noble, Neutral Evil)
Heiress of the affluent Leparte family, the vicious, self-interested Annabella has thrown the considerable weight of her family behind 8
5
the Harvesters Guild and its bid to industrialize agriculture in Hearthvale. Seen as a traitor of sorts by the other Old Families, 1. REAPERS
FIELD
Annabella’s only interest is in expanding the Leparte’s fortune and influence.
1 7 2. HILLBLOOM
FARMLANDS
Kev Stagheart 3. STAGHEART
6 RANCH
(Male satyr, Commoner, Neutral Good)
4. BARROW MILL
Kev Stagheart is the most influential rancher in the region. His fiery temper and dogged insistence on protecting his ranch’s
5. CENTERTON
self-sufficiency have created lasting tensions between his family and the Harvesters Guild. His vocal opposition to the guild’s
6. GOLDEN FIELD
takeover of Hearthvale’s farming and ranching industries has cost him a great deal of influence in Centerton. 2 INN
7. HARVEST HALL
8. THE RAIL

POINTS OF INTEREST DOCKS


9. SPLINTERPINE

CENTERTON
A rustic, sleepy country hub for most of its existence, Centerton has become a bustling center of activity in recent years.
Harvest goods and livestock are moved through the town’s storehouses and shipped downriver daily. New industrial
harvesting machines, meant to optimize local farming efforts, arrive with increasing regularity. Once lorded over by the POPULATION RULING AUTHORITY PRIMARY INDUSTRY CONSTABULARY
bickering Old Families, the growing town is now overseen by the Harvesters Guild’s delegates and business people—all 45,000 The Harvesters Guild Agriculture, Livestock The Northfield
bent on turning the region into Lawbrand’s next prosperous Trade-City. Regulators

Harvest Hall The Rail Docks


Centerton’s quaint town hall was once the forum where This region’s muddy streets are lined with rail tracks
the Old Families would meet to deliberate policies linking districts like Slaughter Row and Silo Street to the THE OUTFIELDS
and rail against one another’s practices as they sought shipyards along the river. The area is dense with livestock
This vast open country features flat, gridded farmlands that stretch out as far as the eye can see. The golden fields eventually
to ensure the region’s prosperity. Now, the old hall is pens and grain stores awaiting shipment to the Trade- roll up to the gentle green foothills of the western grazing lands. While various ranches and farms dot the idyllic landscape,
where they come to argue with the Harvesters Guild that Cities downriver. The docks are continually bustling with the region has remained remarkably bucolic for roughly two hundred years.
encroaches upon their lands as well as their livelihoods. activity as industrial barges and cargo skiffs arrive and
depart Centerton around the clock.
The Golden Field Inn Hillbloom Farmlands Harley Hillbloom
The warm, inviting inn is the true heart of Centerton and This large tract of land in the southern Outfields has (Female halfling, Commoner, Chaotic Good)
Slaughter Row been home to the Hillbloom family for well over a
serves as both a lively tavern and a cozy hotel. It’s here that As clever as she is resolved, Harley Hillbloom is the matriarch
Made famous for its butchering industry, Slaughter Row hundred years. They have cultivated their fields with
Centerton’s citizens congregate after their long workdays of her powerful family. As Hearthvale’s most influential
is filled with innumerable livestock pens and chop sheds. patience and determination, becoming the largest farming
to revel and catch up on all the local gossip. farming magnate, she vehemently opposes the Harvesters
Ironically, it’s also where folks in Centerton traditionally conglomerate in all of Hearthvale. Their fields have been Guild’s push for industrialization.
settle the personal disputes they prefer to remain discreet. raided recently by creatures from the Jagged Hills, forcing
Kathe Henn Many bloody feuds between the Old Families have the Hillblooms to maintain a standing force of volunteer
(Female ogre, Commoner, Chaotic Good) been settled here over the years, with the remains of regulators at their central estate. They will go to any
Stagheart Ranch
The lovable but boisterous proprietor of the inn, Kathe, vanquished foes often being fed to the pigs… The Stagheart family runs the largest cattle ranch in
lengths to protect what they’ve worked so hard to build.
takes thoughtful and attentive care of her patrons. As Hearthvale. Their spread encompasses vast tracts of the
such, she was given the nickname “Mother Hen,” which northern Outfields. Over the past few years, the remote
she adores. Her big heart keeps the inn warm and region has become increasingly lawless and subject to raids
inviting, and her love of Hearthvale’s country life is from both brazen cattle rustlers and even darker creatures
infectious to all who frequent her establishment.

PART 1: WORLD LOCATIONS


70

from the Jagged Hills. The Staghearts have found their graces. With limited resources and tools, they can only
cattle ritually slaughtered on multiple occasions—strange, watch as their fields slowly go fallow—and as the guild’s
macabre fetishes left behind as the only evidence of the industrialization devours their simple way of life.
raiders’ identities. The Staghearts have armed themselves
and their ranch hands to repel any threat to their lives
Mull
or livelihoods.
(Male Quarry Giant—pg. 371, Neutral Good)
This kind-hearted hill giant escaped from the Howling’s savage
Reapers Field attack on his village of Splinterpine in the Jagged Hills. He made
Reapers Field is a small patchwork farming community his way south to the safety of the Outfields and has been moving
owned and operated by a collective of farmers who from farm to farm seeking honest work ever since. He hopes to
were either bought out of their land or pushed off it by earn enough money to hire mercenaries to accompany him when
the Harvesters Guild’s machinations. They have pooled
their meager resources to try to eke out an honest living,
he heads back into the hills to find his surviving kin.
OLD RIVALRIES
but times are hard for those not in the guild’s good
Everyone in Hearthvale knows the names Stagheart and Hillbloom. They are the
region’s two greatest Old Families, and they have held sway over this corner of
THE JAGGED HILLS Lawbrand for generations. They laid Centerton’s foundations and shaped the land
This mountainous and densely forested region defines Hearthvale’s long northern border. Hill giant, bearfolk, and satyr into the fertile breadbasket it is today. But they didn’t do it hand in hand.
villages dot its shadowed woodlands. The area also features a handful of small logging camps and trading posts. Many
of these outlying communities have been raided in recent months as the savage attacks have become more frequent. The A bitter feud has simmered between the two families ever since they settled in
people of the Jagged Hills speak of a rising dread gripping their communities—they are afraid and desperate for help. Hearthvale. Which of them got there first is just one of the many things about which
Still, few in Centerton believe the stories about the Howling are anything more than just fanciful folktales. they disagree. No one knows precisely why the rivalry started. Some folk think it
was because a Stagheart rancher let his livestock graze on Hillbloom farmland.
Others claim a friendly game of dice turned heated, and words were exchanged
Barrow Mill Borak Oak that couldn’t be taken back. Whatever the truth, every new generation of Staghearts
Once a prosperous lumbering community, Barrow Mill (Male ogre, Veteran, Chaotic Good) and Hillblooms has proudly taken up the feud and competed for land, riches, and
became something of a cursed ghost town after the The kindly ogre foreman ran the sawmill for decades. Now he is prestige—and always at their rivals’ expense.
bloodthirsty creatures of the Howling raided and took a grim, haunted wilderness fighter. Intensely loyal to the other
The balance of power between the two families has vacillated over time, as has the
many of its inhabitants captive. The surviving lumberjacks surviving lumberjacks, he’s vowed to keep them together and
intensity of their feud. Some years the quarreling has led to bloodshed and vicious
banded together, becoming hardened wilderness fighters protect what’s left of their ravaged homes. Borak has led his
acts of retribution; others, it is as petty as simple vandalism or sabotage. Often the
dedicated to protecting what remained of their ravaged fighters in a series of raids to rescue their kin from the Howling,
common folk caught in the middle of the rivalry have suffered the most.
community and rescuing their neighbors from the but he’s only ever returned with a precious few survivors…
Howling’s depraved clutches. Yet things have changed with the arrival of the Harvesters Guild. Faced with
a mighty new faction that threatens to strip away their hold on the land, the
Splinterpine Staghearts and Hillblooms have put aside their feud to unite against a common
This crude hill giant village, nestled amongst towering enemy. The dirty tricks they once used against each other they now employ against
pine groves, is now little more than a charred ruin. When the hated Guild.
the Howling came, they took few prisoners. Despite their
considerable strength, the native hill giants suffered terribly Most of Hearthvale’s citizenry are relieved that the rivalry has died down, but
during the vicious attack. The few who survived and few of them believe the peace will last. If the Staghearts and Hillblooms drive the
chose to remain are haunted and spiteful—many of them Harvesters Guild out of Hearthvale and reclaim power, it will only be a matter of
overtaken by the Howling’s primal, irrepressible rage. time before they are at each other’s throats again.

PART I: WORLD
72

INNIS
THE CITY OF MELODIES

Travelers destined for Innis always hear the city before they see it. The music of the midlands,
people call it. Ten thousand chimes dance on the breeze, promising visitors from all across
Lawbrand a place to open their minds to new ideas and their spirits to new heights of exultation.

At every moment of every day, creativity blooms throughout the city. A philosopher wanders the
streets, spouting inspirational notions about the nature of life and imagination. A paint-mottled
artist adds another masterstroke to a wall mural twenty years in the making. The Garmenters
Guild unveils its latest clothing line, which is sure to set off a new fashion craze among
Lawbrand’s rich and powerful socialites. The people of Innis are not just a key part of fashion
trends in Lawbrand—they are the trendsetters. One of their oldest traditions is cobbling together old
clothes to create unique ensembles each day—the more flamboyant and expressive, the better.

Only the Bohen Dur monks in their simple robes stand out among the riot of color and fashion.
They quietly sit at the city’s many gardens and fountains, observing the flow of the citizens’ and
visitors’ lives. They smile and talk with passersby who ask about their mystic studies and the power
of the mind. And then they wander back to their monastery atop the great peak that overlooks the
city—to what many would presume to be uneventful lives.

But occasionally, a bard might sing a tune casting a different light on the enigmatic monks. They
paint the Bohen Dur as guardians against an ancient and devouring power. They tell of a prison
hidden deep beneath the monastery, where the monks keep those who would wield this power
under lock and key.

Often songs like this are subsumed into the intertwining melodies that fill the streets of Innis.
Bards and musicians perform everywhere. The famous and forgotten alike belt out their ballads
in the taverns, in the streets, and on the rooftops. Some do it for the simple joy of sharing their
music. Others hope to earn renown and a place onstage at the Bard-In Music Festival.

Once a year, thousands of revelers from across Lawbrand gather in the fields east of Innis. For
days on end, they drink and dance to the beat of the greatest musicians in the land. They forget
the dingy corners of the world from which they came and melt into the music and camaraderie. At
least until someone throws a punch and all hell breaks loose. Bard-In gets rowdier every year, and
drunken vandals and looters take their toll on the streets of Innis.

The coin brought in by the event, however, more than makes up for the damages. During the
festival, visitors fill the region’s famed Melody Hot Springs to capacity. They flood the textile
industry with gold and buy up specialized fabrics by the wagonload.

Every year a few of the revelers fall in love with Innis and decide to stay. They make a chime of
their own and add another unique note to the City of Melodies.

PART I: WORLD
74

1. WEAVERS WARD
2. THE CLIPPERY
3. THE SUNBLOOM

MOVERS AND SHAKERS 4. GALEGARTEN


5. THE BALLATAGE
6
6. THE BOHENNA
MONASTERY
Garmentress Lassa Sendacco
7. MELODY HOT
(Female human, Noble, Neutral Good) SPRINGS
The enigmatic head of the Garmenters Guild, Lassa Sendacco, is something of a recluse. Perhaps the most renowned clothing 8. KINDLEWARD
designer in all of Lawbrand, she only rarely appears in public to reveal her cutting-edge fashion lines. Her practical stewardship of 9. SHEPHERDS
the Garmenters is unquestioned, but she only communicates her directives through trusted intermediaries. GATE
10. CORNELL'S
FIELD 5 7
Piotr Greymalken
(Male human, Way of Eminence Monk—pg. 164, Lawful Good)
Revered throughout the Bohen Dur order, Greymaken is an investigator without equal. His psychic talent and investigative instincts 1
have served him in uncovering dozens of cases of corruption and discord within the Trade-Cities. Always on the move, Greymalken
has recently discovered the existence of the secretive Draconis Malisath. He suspects that the Malisath is more than just a criminal
cartel and may be harboring dangerous vampires within its ranks. 2 3
8
Lady Iyarra Mastress
(Female gnome, Noble, Neutral Good) 4
Lady Mastress is the head of the Taymaidens Society—an exclusive sorority of sophisticates that holds strong political influence with 10
the Garmenters Guild. The Taymaidens fight to uphold Innis’ traditional values to ensure its distinctiveness from what they consider 9
the “shabbier” Trade-Cities. A cunning manipulator, Mastress uses both her charm and vast fortune to assure the Taymaidens’ good
standing with Innis’ powerful aristocracy.

INNIS
POINTS OF INTEREST
GALEGARTEN POPULATION RULING AUTHORITY PRIMARY INDUSTRY CONSTABULARY
Galegarten is the shining gem in Innis’ glittering crown. It encompasses the city’s commercial housing district, myriad 300,000 The Garmenters Textiles, Livestock The Valemen
blocks of grand mansions, and bustling market centers. Its pleasant avenues are festooned with fresh taybloom flowers
daily, and flowing, brightly colored linens accentuate its grand structures.

The Ballatage The Sunbloom


The Ballatage is a palatial civic complex nestled at the The city’s main avenues converge at a vast public square
KINDLEWARD
base of Korosoth Mountain. Built over a century ago known as the Sunbloom. Named for the myriad gardens The lavish entertainment hub of Innis, Kindleward is home to myriad taverns and elegant stage theaters. Drawing
by the city’s founders as a testament to both their unity and botanical walks it encompasses, the Sunbloom talented bards and actors from far and wide, Kindleward’s many stages are where up-and-coming performers hope to
and the city’s inherent greatness, the complex houses boasts some of the most stunning and exotic flora in all gain recognition before moving on to the “big lights” of distant Sargrad.
the Garmenters Guild chambers as well as the Sularian of Lawbrand—most notably its taybloom: rare flowers
Convent and regional courts. unique to the region. At the Sunbloom’s heart lies Innis’ Shepherds Gate The Tayfield Theatre
Central Zoo, which features a menagerie of beasts and The northeastern entrance to the city, Shepherds Gate, lies This quaint theatre is one of the oldest structures in Innis.
Beiruul wildlife from across the realm. Both the gardens and the adjacent to Cornell’s Field. Lined with small, rustic homes, An upscale venue, Innis’ wealthiest citizens gather here
(Female atsaad, Noble, Neutral Good) zoo have delighted the city’s visitors for decades. large housing blocks, and lively taverns, it was once the to enjoy bardic concerts and dramatic stage plays. Some
This graceful, striking atsaadi fashion model is held by many as gateway for massive sheep flocks that were herded through of the best playwrights and storytellers are drawn to the
the most beautiful person in Lawbrand. Her supple appendages the city. It now serves as the entrance for attendees of the Tayfield to debut their work to the public.
and delicate color banding only accentuate her alluring visage. Her
Lorral Lane
Lorral Lane is a dazzling promenade located in the annual Bard-In Music Festival. The shops that line the gate’s
modeling services are sought by all of the region’s top designers. inner wall offer quality instruments and bardic gear, and
northern area of Galegarten. Lined with upper-crust fashion
While she enjoys her work and its inherent prestige, Beiruul secretly helpful music teachers, eager to inspire the next generation
boutiques and exclusive eateries, it is where Innis’ privileged
longs to return to the sea and live a life of peaceful solitude. of aspiring musicians, are plentiful. There is no better place
class gathers to “see and be seen.”
in Lawbrand for musicians to hone their skills and play.

PART 1: WORLD LOCATIONS


76

Cornell’s Field Harlan Keel


Located just beyond the Shepherds Gate, Cornell’s Field is (Male Quarry Giant—pg. 371, Lawful Neutral)
a huge open meadow where the city’s annual Bard-In Music This gruff quarry giant has run security for the events and
Festival is held. While the event only runs for a few days a festivals held in Cornell’s Field for over a decade. Harlan has
year, many of its stages and tent markets are left open to the deep connections to local centaur gangs and black-market
public year-round. In the off-season, centaur gangs and a runners. Generally, he keeps things peaceful at the field’s
variety of other social groups and clubs convene their own events, but it’s not unheard of for him to stomp rabble-rousers
exclusive gatherings at the site. Many of these events, which
also feature raucous music, can get rowdy—much to the
if they get too rowdy.
BARD-IN
consternation of the patrolling Valemen.
Two days out of every year, Bard-In descends upon Cornell’s Field, an empty plot
WEAVERS WARD of land just outside Innis. Folk from all walks of life gather among the colorful tent
markets to peruse strange novelty goods and exotic wares. Jugglers and mimes
Weavers Ward is home to Innis’ vast textile factories and warehouses. Its districts feature colossal dye vats and industrial
entertain passersby, hoping for an occasional donation. Drink is plentiful, and
looms—all situated between huge tenement buildings and lower-income housing blocks. While its streets are cramped
the scents of regional food from the different parts of Lawbrand waft through the
and poorly kept, the entire area has been painted in a riot of vibrant colors to match the city’s expressive aesthetic.
makeshift city. There is always something new and interesting to find at Bard-In, but
its main draw is the music.
Bolt Street The Clippery
This long, winding avenue of shops and cafés once served Located in the shabbier corner of the district, the Clippery is The best musicians in the land come to Bard-In to perform their music and
as Innis’ primary auction site for sheep and goat herds. where animals are sheared, and their various skins and pelts sometimes even debut new material. The well-known acts attract huge audiences
Now it is where the best and most luxurious textiles in all are prepared for curing. Given its general uncleanliness and at the festival’s largest stages, but Bard-In is also a place to discover new talent.
of Lawbrand are sold. Bolt Street also serves as a direct the sheer volume of animal pens in the area, most citizens Smaller stages scattered around the festival grounds are devoted to showcasing up-
market for clothiers and fashion designers, ranging from and tourists avoid the Clippery if they can. and-coming musical acts. Some years, these unknowns steal the show and become
the biggest names to smaller upstart influencers. celebrities overnight.

There is money to be made by the performers at Bard-In, but most come for another
KOROSOTH MOUNTAIN reason: the history. The festival is hallowed ground for musicians and music lovers
alike. Over the years, Bard-In has featured legendary acts like the Screaming Hawbutt,
Known as “the whispering peak,” Korosoth Mountain looms over Innis and creates a natural barrier between the
Wyrmrider, Miss Begotten, Co-BALD, and the infamous vocalist, Nos Irrom. To
Deano Valley and the vast farming regions of Hearthvale to the east. The mountain is home to numerous woodland
perform on the same ground where these legendary acts once did is an honor.
communities and creatures of the wild. Its majestic peaks, towering waterfalls, and wooded trails offer some of the
most breathtakingly tranquil views in all of Lawbrand. By and large, the event is peaceful. Festivalgoers enjoy a sense of community at Bard-
In that many are missing in their daily lives. But where there’s music and copious
Bohenna Monastery Melody Hot Springs amounts of ale, there is often trouble. The event’s coordinators hire local quarry
The peaceful Bohenna Monastery, situated on a peak The Melody Hot Springs is a popular resort nestled giants to maintain order. When a mosh pit gets out of control or an outright brawl
overlooking Innis, is the Bohen Dur monks’ library in the foothills above Cornell’s Field. The hot springs erupts, the massive security guards will not hesitate to rough up the troublemakers
sanctum. Its lovingly tended grounds are nestled between for which the getaway is named are fed by a series of and bounce them from the event.
two of the mountain’s mighty waterfalls, and the majority waterfalls that converge into a series of soaking pools.
of its structures are built to offer the monks unfettered, Warmed by subterranean steam vents, the pools are Despite the sporadic violence that breaks out at the event, most of Innis welcomes
panoramic views of the lush valley far below. Numerous rumored to have healing and restorative powers. The Bard-In. Thousands of festivalgoers visit the Trade-City and flood the local economy
stone bridges, fabulous pagodas, and secluded meditation ubiquitous crystal formations that ring the pools have with coin. Only Innis’ Taymaidens Society openly protests the event. Seeing Bard-
plinths punctuate the monastery grounds. The entire unique acoustic properties that create soothing echoes In as undignified and destructive, the group lobbies delegates from the Trade-City’s
complex is adorned with wind chimes and soft bells, which between the waterfalls, giving the aural impression of powerful Garmenters Guild to curtail the festival’s size.
catch the constant breeze and create serene, ever-present comforting musical melodies.
But thus far, their efforts are in vain—Bard-In only gets bigger and rowdier every year.
music throughout the monastery.

PART I: WORLD
78

KANNIBUS HILLS
BASTION OF THE WILDS

Every so often, the bards weave tales about a hidden sanctuary nestled in the shadowed foothills of
the Barrier Peaks. It’s like something out of a dream, the way they tell it. The deeper into the woods
you go, the more surreal the world around you becomes. Minutes stretch on like days, and the
winding forest paths always seem to lead you back to where you started. At night, luminous spirits flit
through the trees like ghostly lanterns. By day, woodland folk gather in misty glades to sing in long-
forgotten tongues.

There are always those who can’t shake these tales from their minds. Whether driven by curiosity or
some primordial instinct, they seek out the fabled sanctuary. And when they find it, they realize it’s
far more wondrous than anything a mere story could have captured.

The Oram Hai druids who watch over the wildlands never harm or turn away seekers who wander
into their domain. They welcome all peaceful visitors to the sanctuary of Kannibus Hills. That is the
way they’ve done things for generations, ever since the wise treant, Oram Moonsong, founded the
forest commune as a safe haven from the terror of the Howling.

A nightmare army from the depths of the wilds, the Howling would erupt every few decades to sow
terror and madness across the Barrier Peaks. Once their years of reaving were done, the creatures of
the Howling would slink back to their corrupted warrens. Though decades of peace and quiet would
follow, the intervening years would always be tinged with unease at the knowledge of the Howling’s
eventual return. Thus, Oram was inspired to build a refuge where the denizens of the forests could
weather the storm.

After his passing, Oram’s followers carried on his mission of nurturing the land and protecting it
from the Howling’s depredations. These gentle druids know the names of every tree, stone, and
flower in the region—and they spend their days tending to them like loving brothers and sisters.

Those who venture to Kannibus Hills are free to come and go as they please. Some travelers meet in
the tranquil thickets to barter for rare goods only found in the deep wilds. Some undertake spiritual
vision quests within the holy Bear Mound, glimpsing events that have not yet come to pass. Others
merrily eat, drink, and watch the wisps dance under the moonlight during Lunivaas, an enchanted
festival where woodland folk from across the Barrier Peaks gather to celebrate the enduring spirit of
life in all its forms.

The Oram Hai have only one rule for the myriad souls drawn to the Kannibus Hills: violence of
any kind is forbidden. This immutable law is enforced by the Wildkeepers, rugged soldiers imbued
with nature’s primal might. They patrol the commune’s borders, keen senses alert for any hint of
corruption that might foreshadow the Howling’s return.

Whatever comes, the druids and their kin will honor their sacred calling and preserve Kannibus Hills
as a tranquil refuge from war and madness.

PART I: WORLD
80
KA N N I B U S
HILLS
MOVERS AND SHAKERS 1. GROVE OF
LIGHTS
4

2. WOODSONG
Goshaedas 3. ORAM'S REST
(Male treant, Druid, Lawful Neutral) 4. BEAR MOUND
Goshaedas is the wry and benevolent Arch-Druid who leads the Oram Hai and oversees Kannibus Hills. He is wise and farsighted, 5. ALTAR OF
but also mischievous—he relishes playing tricks on newcomers.Yet he never does so with malice in his heart. He cares deeply for SEVEN MOONS
everyone who seeks sanctuary in the enclave. 6. TRADERS
THICKET
7. PALONSUS
Lara Raincaller ANVIL

(Female human, Druid, Neutral Good) 8. THE CREAKING


WOODS 5
Lara Raincaller is a gifted druid who can call on the powers of the sky and storms, but her talents go far beyond that. In the guise
of different personas, she travels across Lawbrand and secretly keeps abreast of current events. Every few months, she returns to the
6 3
Oram Hai and reports back anything that might threaten the order or its hidden refuge. Raincaller loves her work, but the cloak-
7
and-dagger life is a lonely one. She has few friends and comes across as distant even to the druids who know her best.
8
Almarak
2
(Male manticore, Chaotic Good)
Three hundred years ago, Almarak fell prey to the Howling’s madness as it erupted across the land. The manticore fought to
1
overcome the corruption that seeped into his heart and sought aid from the druids in Kannibus Hills. The Oram Hai mended
his wounds and healed his darkened mind, and in return, Almarak swore to protect the enclave with his life. Now, far past his
prime, the elderly manticore often spends his days napping. He occasionally wakes to greet travelers and dispatch them on odd and
seemingly impossible quests in the surrounding wilderness.

POINTS OF INTEREST
POPULATION RULING AUTHORITY PRIMARY INDUSTRY CONSTABULARY
GROVE OF LIGHTS 300 The Oram Hai Wilderness Protection, The Wildkeepers
Mysticism
The Grove of Lights is the main gathering place in Kannibus Hills. Earthen shops and wooden dwellings dot the forest
floor, blending seamlessly with the surrounding trees. Newcomers and longtime residents alike come here to trade. Yet,
more often than not, they simply enjoy the tranquil dreamlike atmosphere provided by the woodland spirits that call the
thicket home. Wisps and sprites dance among the trees, maintaining hundreds of lanterns that cast a soft, otherworldly light ORAM’S REST
on the grove at all times of the day. At the base of the great Bear Mound, stands a giant white oak—the remains of the legendary founder of Kannibus Hills,
Oram Moonsong. The druids hold the tree and the surrounding valley sacred. Many visitors pass through the tranquil
The Silver Spring Woodsong grove to experience its rejuvenating powers. Some, like old treants, come to Oram’s Rest and never leave. They root
The Silver Spring lies at the heart of the Woodsong Woodsong is a forest-wrought amphitheater where the themselves in the earth one last time and become another tree among the sacred copse.
amphitheater. Fed by gentle streams that originate in enclave’s residents come to dance, sing, and revel in the
the nearby hills, the mystical pool is a constant source hypnotic rhythms of nature. Colossal woven branches Bear Mound Zebe’ii
of wonder for the enclave’s inhabitants. Glimmering fish strung with innumerable lanterns form a vast canopy over Known as the Ursalis, the great Bear Mound is a holy place (Female ma’ii, Druid, Lawful Neutral)
spiral in serpentine patterns through the magical waters, the stage, where plays and concerts are performed nightly. to the Oram Hai. Its members undertake vision quests in Zebe’ii is a ma’ii seer who leads the Drimir—a small sect of
never ceasing their movements. Those who stare into the steamy caverns within the mountain’s caves, and its winding druidic seers and prognosticators. Though good-natured, she is
mesmerizing pool long enough often glimpse reflections of tunnels are etched with sacred druidic runes and symbols a trickster at heart. She always speaks of things that have not
inner truth—discovering aspects of themselves they’d never of nature. The Oram Hai does not forbid visitors from yet happened, but no one is ever sure whether Zebe’ii has really
seen before. entering the cave system, but it warns of dangers lurking seen the future or if her ramblings are just the product of her
inside. Many bears come to the mountain to hibernate quirky imagination.
during winter, and they are prone to attacking anyone who
mistakenly stumbles into their sleeping dens.

PART 1: WORLD LOCATIONS


82

Altar of Seven Moons Solomon the Hip


At the eastern edge of Oram’s Rest lies the Altar of Seven (Male satyr, Druid, Neutral Good)
Moons, a collection of roughhewn stones encircling a Solomon the Hip is a mellow philosopher who roams near the
reflecting pool. Few people outside of the Oram Hai Altar of Seven Moons. He spends his time gazing up at the stars
are permitted to visit the mystical site. Its stone altars and contemplating the meaning of life. The jovial satyr loves
correlate with stars and astrological patterns that the hearing the stories and perspectives of the enclave’s residents
druids study to determine when the best time is to weave and visitors. Many of the people who meet him and hear his
their protective ritual spells over Kannibus Hills. sage advice come away feeling at peace with themselves and the
universe at large.
LUNIVAAS
TRADERS THICKET
The Traders Thicket is a free-spirited market filled with stalls selling exotic animals, mind-altering During the lunar solstice, when the moon shines silver-bright, a wondrous event is
herbs, and other supplies. Teeming with woodland creatures and visitors from Lawbrand, the held in Kannibus Hills. The woodland folk call it Lunivaas—the festival of moonlight.
atmosphere is always welcoming and easygoing. Though it began as a celebration of the moon’s cycles, it has come to mean much
more to the forest kin of the Barrier Wilds. Lunivaas represents life and hope at a
time when the threat of the Howling’s return is ever-present.
Palonsus’ Anvil Palonsus
Palonsus’ Anvil is a rare union of industry and nature. (Male centaur, Veteran, Chaotic Neutral) The beauty of Lunivaas draws a diverse group from all over the Barrier Peaks—
Massive gnarled tree trunks are fused together to create Palonsus is a legendary blacksmith who fought in the treants roused from their slumber, reclusive beings not seen through the rest of
a windbreak over the iron anvil, which is held in place by Breakwar centuries ago. The boisterous centaur always has the year, and a range of other creatures, both mortal and preternatural. And there
petrified roots. The forge is blackened by soot, but it has incredible stories to tell—at least, on those rare occasions when is beauty everywhere. Faeries and wisps dart back and forth through the forest,
never set the surrounding woods on fire. Protective wards he is actually in Kannibus Hills. Palonsus spends decades at a briefly igniting the thousands of lanterns that hang from every branch and bough.
shroud Palonsus’ Anvil, ensuring that not even a single time roaming the wilds, only returning to his anvil to forge his As light spills across the woods in gentle waves, the attendees dance and sing. Their
stray ember will ever threaten the forest. extraordinary weapons and armor. The enclave’s inhabitants joyful revelry is like a message of defiance to the Howling: no matter what horrors it
revere the gifted centaur, and they treat his rare visits to inflicts upon the wilds, it will never break the spirit of the woodland creatures.
Kannibus Hills as special occasions.
For some of the forest kin, Lunivaas is a rare chance to forget their worries—to
simply be free and have fun. They play hide-and-seek with mischievous satyr in the
THE CREAKING WOODS mist-shrouded woods. They climb atop the treants as the towering creatures race
East of Oram’s Rest lies the Creaking Woods, a one another through the moonlit groves.
once verdant woodland scarred by the Howling.
The nightmarish army left the area years ago, but For other attendees, the festival is an opportunity to find emotional and spiritual
its corruption remains. Restless spirits roam among connection. Many of the forest creatures take part in the ritual of Moonsight. By
petrified trees, and the Howling’s discarded weapons drinking druid-blessed elixirs, they gain the ability to share their experiences and
and profane totems litter the forest floor. Visions of deepest longings. Partakers wander Kannibus Hills as if in a daze, eyes glowing with
the atrocities committed there often haunt travelers silver moonlight, bonding with one another on profound levels. Though the elixir’s
who enter the area. At the forest’s western edge, the effects eventually wear off, those who undergo Moonsight are often transformed by
Oram Hai druids have begun promoting new growth the experience. They leave Lunivaas with a newfound empathy for other creatures.
and purging the curse from the land, but there is still
While Moonsight and the festival’s other activities are underway, the Oram’Hai
much work to do before the woods are healed.
druids are hard at work protecting Kannibus Hills. The lunar solstice is a time
when their magic is most potent, and they perform ancient rituals to bless the
surrounding forest and strengthen its defensive wards. The druids never know what
troubles the rest of the year might bring, but they hold out hope that Kannibus
Hills will remain safe from the Howling’s depredations…until the next Lunivaas.

PART I: WORLD
84

LIETSIN
THE DESERT'S EDGE

It’s midday in Lietsin, and the Coliseum is already wet with blood. Two undefeated gladiators stalk
each other across the hard-packed earth, teeth bared like wild beasts. Steel meets steel, and the crowd
roars with approval.

The thunderous cheering reaches every corner of the city…in the dusty streets, where a Sularian priest
collects donations outside a smoke-filled gambling den—in the Sand Markets, where customers haggle
with a merchant over bloodstone imported from the distant Red Bluff—even in the Conservatorum,
where a scholar reads old journals about the city’s earliest days and thinks about all the things that
have changed since then—and all the things that haven’t. Lietsin is the crossroads where old and new
collide, birthing a culture that’s as extraordinary as it is unique among the Trade-Cities
of Lawbrand.

The ancient heart of the city predates Lawbrand itself. It was over two hundred years ago when the
refugees from Old Sularia found the bones of a dead civilization at the desert’s edge—and the Grand
Coliseum half buried in the sands. Many moved on to seek less harsh environs in the west, but the
hardiest among them remained to eke out a life among the ruins. Through toil and grit they eventually
founded Lietsin, the first of the Trade-Cities.

The rugged people of Lietsin value independence and austerity above all else. They consider many of
the other Trade-Cities, especially Sargrad, decadent and soft. The desert-hardened residents of Lietsin
have never enjoyed the comforts of urban living, and they cling to faith to survive at the edge of the
unforgiving desert. Always have and always will.

Despite the inhospitable surroundings, Lietsin is always swarming with visitors and new residents.
Merchant caravans passing along the Shining Road from the east come through the city day and night
to trade exotic goods. Tourists from across Lawbrand visit to indulge in Lietsinfest, a raucous annual
celebration loosely based on an ancient Sularian High Feast. And there is always another bookish priest
or historian arriving to pore over texts at the Conservatorum.

Lietsin’s founders created the Conservatorum to preserve records of Old Sularia’s culture and faith,
ensuring its history would never be forgotten. Within its walls exists the most extensive collection of
ancient tomes and artifacts anywhere in Lawbrand.

The city’s prestigious Arcanimus Academy contains an equally impressive wealth of history. It is
Lawbrand’s preeminent center for the study of magic. Though a scarce few ever develop any actual magic
ability, hundreds of students attend the Academy to learn the theory and history of arcana. These free-
thinking students revel in new ideas and relish challenging the city’s long-standing traditions.

But if there is one thing upon which the new generation and traditionalists can find common ground, it’s
sport. Bloody, brutal sport.

Whether it be gladiatorial matches, battle royales, or high-speed chariot races, the city’s Coliseum
regularly thunders with roaring crowds. In Lietsin, sport is treated with the same reverence as the
Sularian faith. Sometimes more so.

And that is just the way Revel Inc. likes it. Through backroom deals and sometimes violent coercion,
the shady corporation has claimed the rights from the Conservatorum to use the ancient Coliseum for
its own purposes. They organize and promote all of Lietsin’s major sporting events and make a hefty
sum rigging the matches to their benefit. Revel Inc. makes a show of publicly imposing strict safety
rules for the events but has no issue with bending them when profits are on the line.

PART I: WORLD
86
LIETSIN

MOVERS AND SHAKERS


4
2
High Conservator Jarah Sul 5
(Female human, Noble, Neutral Good)
As the executor of the renowned Conservatorum, Jarah Sul oversees the preservation of Lawbrand’s history and cultural artifacts.
Careful to always stay clear of regional preference and politics, she has spent her entire adult life extolling the virtues of Lawbrand’s
heritage and cultural diversity. 3 6

Chancellor-Invictus Sorkin Serelvar


(Male human, Archmage, Lawful Good)
The brilliant and gregarious Serelvar is the overseer of the fabled Arcanimus Academy. A powerful practitioner of magic in his
own right, he ensures that his students are well trained and disciplined. Ever the politician, he knows that safety and discretion in
1. THE WHITE
applying the arcane arts is paramount to maintaining the Academy’s good standing in Lawbrand. PALMS
1
2. ARCANIMUS
ACADEMY
Chief Executive Officer Sala Tjaad 3. THE GRAND
COLISEUM
(Male gnoll, Noble, Chaotic Neutral)
4. THE TORCH
While gnolls are not commonly known for their charm and charisma, Sala Tjaad is the exception to the rule. He’s built an 7
5. CONSERVATORUM
incredibly lucrative business empire with nothing more than his wit and skills of persuasion. And blood. Lots of gladiator blood. As
6. REVEL EAST
the top officer of Revel Inc., Sala Tjaad is committed to giving the people of Lawbrand what they desire most—violent, thrilling
7. THE SAND
blood games without end. MARKETS

POINTS OF INTEREST
POPULATION RULING AUTHORITY PRIMARY INDUSTRY CONSTABULARY
THE UPTOWN 750,000 The Conservatorum Caravan Trade, Academia, The Conservers
Lined with upscale housing blocks, opulent mansions, and grand civic facilities, the Uptown is home to Lietsin’s Blood Games
wealthiest and most influential citizens.

Heritage Court The Torch


The vast columned structure and its surrounding gardens As much an enigma as a revered landmark, the The Grand Coliseum The Underbelly
serve as the city’s cultural center. Its stately halls house the Torch is a colossal stone obelisk that features a self- Unearthed by the city’s founders, the ancient Coliseum This private club is located deep beneath the
prolific Conservatorum as well as the local Courts of Justice. illuminating crystal hub at its apex. Erected by a long- has been renovated to host a variety of brutal blood games Coliseum’s sandy floor. Its members include gladiators,
forgotten civilization, the Torch has been studied by the such as gladiator matches, chariot races, and chaotic battle charioteers, and officers from Revel Inc. Offering
Conservatorum’s archaeologists for well over a century. royales. Operated by Revel Inc., the Coliseum is one of the world-class dining and spirits, the Underbelly also hosts
The Arcanimus Academy most famous landmarks in all of Lawbrand. illicit cage matches that allow prospective gladiators
The prestigious Academy is home to hundreds of students and street fighters to show their worth to affluent
and their instructors—all committed to advancing sponsors and promoters.
the knowledge of magic and its judicious application Grandmaster Plunk
throughout Lawbrand. (Male gnome, Thug, Neutral Evil)
This fast-talking, rough-and-tumble gnome is the voice of Revel Moltregaar “Molt” Thunderhoof
Inc. As the master of ceremonies for all of the Coliseum’s main (Male minotaur, Gladiator, Chaotic Neutral)
LEGENDS CENTER events, Plunk’s witty and often colorful commentating has One of Lietsin’s most renowned gladiators, Molt Thunderhoof
Dominated by Lietsin’s colossal Coliseum, the Legends Center serves as the city’s beating heart. Peppered with lively delighted audiences for years. knows how to win the crowd.With a mix of sheer brutality
taverns, gambling halls, and exotic weapon shops, this is where citizens and adoring fans from all over Lawbrand come to and surprising finesse, Molt has held the RevelSLAM title of
celebrate their favorite gladiators and charioteers. Intra-Continental Champion on three separate occasions.
The Broken Chalice
Images of champion gladiators and charioteers from over
the years cover its walls. On event nights, the tavern is always
at full capacity, brimming with patrons swapping stories of
their favorite contests over flagons of Lietsin’s finest ale.

PART 1: WORLD LOCATIONS


88

OLD TOWN
The bustling, sand-swept streets of Lietsin’s Old Town echo
with the sounds of haggling merchants, braying animals, and
the ever-present din of festive music. Its exotic markets and
auction stages draw traders and travelers from far and wide.

Revel East
REVELSLAM
This renovated hotel now serves as the corporate
headquarters for Revel Inc. Staffed with agents, scouts, Of the many events held throughout Lawbrand, RevelSLAM is in a class all its
event promoters, and prospective gladiators of all kinds, own. This prestigious sporting event is one of the main attractions of Lietsinfest.
Revel East stands as a monument to the encroaching For three brutal days, the sounds of battle and competition thunder from the
corporate interests in Lietsin. Trade-City’s Grand Coliseum. Most spectators come to see the professional
gladiators fight, but others enjoy watching clashes between the legions of amateur
fighters who come to test their skills in glorious combat.
Breeders Square
Lined with herd pens, animal stalls, and innumerable Revel Inc., which runs the event, welcomes anyone who wants to test their mettle
auction stages, Breeders Square is the premiere location for on the Coliseum’s bloody sands. Thousands of street thugs, mercenaries, and
livestock trading and auctions in the region. This raucous warriors from the far corners of Lawbrand come to Lietsin for a chance to earn
city sector is full of traders, breeders, and corrals teeming glory, fame, and wealth. As long as they sign waivers clearing Revel Inc. of any
with the ubiquitous bison that inhabit the western Tanaroch. liability for their deaths, dismemberment, or psychological suffering during the
event, they’re free to fight.

The Sand Markets Most of these amateurs never make it past the preliminary rounds, which is fine by
Located just within the city’s eastern gates, the Sand Revel Inc. The corporation sees the newcomers as appetizers to keep the hungry
Markets serve as Lietsin’s primary trading center. Goods crowds fed between the big matches. On the off chance that an amateur fighter
shipped from the Trade-Cities are sold alongside exotic distinguishes themself in combat, Revel Inc.’s talent scouts are quick to offer them
wares from the outlying desert communities. The markets a contract for permanent employment—and complimentary medical attention to
bustle with activity around the clock and offer all manner of treat their wounds. After all, what good is fresh meat if you leave it out to spoil?
services and diversions to visitors and tradesmen alike.
In addition to traditional gladiatorial bouts, RevelSLAM hosts an assortment of
bloodsport spectacles. No-holds-barred, closed-circuit chariot races and exhibition
Hurzan Emberlight bouts pitting fighters against exotic monstrosities are but two of the permanent
(Male atsaad, Mage, Chaotic Good)
fixtures. To close out each night of RevelSLAM, the amateurs are all tossed into
A frequent patron of the Sand Markets’ hookah lounges,
the arena to fight each other in chaotic battle royales.
Hurzan is a local celebrity of some renown. Once a proud
member of the Arcanimus Academy, Hurzan was expelled for Novices and professionals alike win handsome rewards if they triumph in
using magic in public gladiator matches. Spurned by his former these events, but nothing compares to the fortune that Revel Inc. rakes in.
brethren in academia, he has gained a rabid following of fans Commentators—many of them retired gladiators themselves—weave outlandish
who long to see his arcane skills unleashed in glorious combat. tales of revenge, honor, and justice before each fight to infuse RevelSLAM with a
sense of drama. And it works. Seats at the arena are always in demand, and ticket
prices soar in the days leading up to the event.

A notable portion of Lietsin’s local citizenry and institutions, particularly the


Conservatorum, are repelled by RevelSLAM and its glorification of violence.
Every year, they try to cancel the event, but their efforts are thwarted by Revel
Inc.’s deep pockets. The corporation pays off the Trade-City’s council members
to keep RevelSLAM in business. And with more money coming in from the event
every year, Revel Inc.’s wealth and influence are only growing.

PART I: WORLD
90

ORINFELL
THE GREY CITY

It’s always quiet in Orinfell before the burnings begin. From all over the city, the faithful silently
gather along the Avenue of Ashes. They observe mutely while the wagons come forward bearing giant
effigies of the saints. They hold their tongues when the bells at the basilica ring to signal the start of the
ancient ceremony. They only break their silence when the somber procession ends, and the priests set
fire to the saints.

At once, thousands of voices rise. The people shout their darkest fears, the wicked thoughts that plague
them, the sins they’ve secretly carried until this one exultant night of the year.

This one night, when the merciful saints take all that pain, shame, and torment with them into the
flames so that the faithful will suffer no more.

The Harrowing is just one of many sacred ceremonies observed in Orinfell. The city performs every
Sularian High Feast in meticulous detail, recreating them precisely as they were performed in Old
Sularia generations ago. Any deviation from the prescribed rites is sacrilege.

Religion has always been the bedrock of Orinfell, ever since the followers of St. Jenhra founded the
holy city nearly two centuries past. While the official center of the Sularian faith is Sargrad, Orinfell
holds authority over the Church’s doctrine and dogma. Orinfell’s famed Sularian Seminary is home to
scores of acolytes who have chosen to train for priesthood in this holiest of cities. Pilgrims arrive at the
port to make donations and pray at the Basilica of St. Jenhra, a magnificent structure built to honor an
equally magnificent figure.

Orinfell’s intense brand of devotion leaves many of these visitors uneasy. It is a place where one’s
worth is measured not in coin or heroic deeds but in piety. And the more public those displays of
righteousness are, the better. There is always a self-flagellating fanatic in the streets lashing themselves
to the bone as penance for some perceived misdeed. Zealous vigilantes roam the city on the lookout
for acts of excess and impropriety to punish as they see fit.

The people of Orinfell are suspicious of outsiders—often, even members of their own faith. However,
they hold a notable distrust for the residents of Sinners Mile. The poverty-stricken hamlet lies in
the wooded region south of the city. Orinfell’s authorities consider it a den of forbidden mysticism
and pagan activity. They blame the unsavory creatures dwelling there for every crime or misdeed
committed in the city, regardless of proof or reason. Yet still, they tolerate the settlement’s presence.

At least, they have so far. There are some hyper-orthodox sects in Orinfell considered extreme even
by the city’s most devout. If they had their way, the ashes of Sinners Mile would fill the sky—a grand
Harrowing of all unbelievers who would threaten the sanctity of their righteous faith.

PART I: WORLD
92

1. SERA'S LANDING
2. MARIAN'S

MOVERS AND SHAKERS


MERCANTILE
3. GREYPORT
4. BASILICA OF
ST. JENHRA
Archbishop Thayle Tilmaan
5. THE SULARIAN
(Male human, Priest, Lawful Good) SEMINARY
The quiet, dutiful Archbishop rules the local Sularian Church from the grand Basilica of Saint Jenhra. Though slight in stature
1 6. PENITENTS
and quiet of voice, Tilmaan is forthright and resolute in his stewardship of the faithful. Fearful of the threat posed to the Church’s SQUARE
good works and reputation by the militant sect known as the Circle of Thorns, Tilmaan stands ready to root out its hidden leaders 2
7. AVENUE OF
ASHES
and bring the radical movement to heel.
8. MISTY VALE
3
Knight-Paladin Maldovir
(Male human, Knight-Paladin (pg. 364), Neutral Evil)
The top law enforcement officer in Orinfell, Maldovir is known and feared throughout Lawbrand’s forested northern territories.
His grim resolve and ruthless tactics in hunting down the Church’s enemies are legendary. It is rumored that Maldovir may have
sympathetic ties to the ultra-orthodox Circle of Thorns. His single-minded pursuit of those branded as heathens and heretics suggests 5
the rumors may be far more than mere hearsay. 4

Fang-Mother Almaya 6
(Female gnoll, Acolyte, Chaotic Neutral)
Almaya is the shadowy matriarch of the Magyir—a close-knit circle of seers and prognosticators that use their powers for the good of 8
Sinners Mile’s residents. Though she has the gift of foresight, she is careful to keep her abilities and those of fellow seers hidden from
the Church’s authorities, knowing that they would not hesitate to burn her and the Magyir as irredeemable heretics and witches. 7

ORINFELL
POINTS OF INTEREST
PENITENTS SQUARE POPULATION RULING AUTHORITY PRIMARY INDUSTRY CONSTABULARY
Penitents Square is Orinfell’s main civic center. Its grand avenues converge into a wide plaza at the foot of the Basilica 275,000 The Sularian Chruch Lumber, Religious Trading The Sularian Order
of St. Jenhra. The square hosts many boutique shops and cafés—all wrought with carefully crafted architecture and Militant
decorative statuary. While easily one of the most beautiful city-centers in Lawbrand, visitors are often struck by the
curious layer of ash covering the square’s cobblestone streets and storefronts. The great plaza’s tenor is stoic and
subdued—no music ever plays in its open streets. The only consistent sound that breaks the city’s quiet is the hourly
tolling of the Basilica’s iron bells. The Sularian Seminary Sister Sandara
The Seminary is the primary center of training and (Female satyr, Noble, Lawful Good)
reflection for aspirant priests and clergy. The sprawling This venerable instructor has taught generations of Sularian
The Avenue of Ashes The Basilica of St. Jenhra
complex features large housing blocks, chapels, instruction aspirants—many of whom have gone on to become priests and
Terminating at Penitents Square, the Avenue of Ashes is Far more modest than the colossal Cathedral of St.
halls, and libraries offering comfortable appointments for Bishops. Her tender, patient demeanor stands in stark contrast
the city’s main thoroughfare. Its many somber shopfronts Varina in Sargrad, the Basilica of St. Jenhra is the
the scholars who spend countless hours there in research to that of many of her fellow seminarians, who instruct with
and edifices are blackened by a century of accumulated second-largest church in Lawbrand. Its sprawling,
and study. A serious place for learning and introspection, stern pragmatism. Sandara upholds the truest ideals of St.
ash from the annual Feast of the Harrowing—when the manicured grounds encircle the massive edifice of
the Seminary is warmed by the earnest, youthful aspirants Jenhra in her gentleness and empathy.
faithful burn effigies of the Sularian saints in the streets. the Basilica. Embellished with scores of stained glass
who arrive ready to complete their training and do the
Traditionally the ashes are never removed, other than windows depicting the history of Old Sularia, visitors
Church’s good work across Lawbrand.
those that are swept away by the coastal winds. Sularian to the Basilica can’t help but notice the air of sadness
pilgrims frequent the Avenue of Ashes to pray and mark about it. Some say the sorrow emanates from the spirit
themselves in the sacred ashes of atonement. of St. Jenhra herself, whose body lies entombed beneath GREYPORT
the main vestibule. Many of Orinfell’s citizens attend A medium-sized harbor wreathed in perpetual fog, Greyport serves as Orinfell’s primary portal for goods and materiel
daily services within the Basilica—where choirs sing and from the other Trade-Cities. Trading ships from Sargrad arrive every few days, bringing steel and textiles, while Orinfell’s
chant over the priests’ ritual ceremonies. longshoremen fill the vessels with stores of fish and manufactured goods for the return voyage. Given the dense fog
banks that make navigating the port a perilous venture, a series of towering lanterns was erected along the harbor’s stone
breakwater to act as lighthouses for incoming vessels.

PART 1: WORLD LOCATIONS


94

Marian’s Mercantile the city, black-market trading is rampant throughout the


The Mercantile is a popular trading post where sailors and Landing. Hustlers, informants, and smugglers of all kinds
longshoremen swap the latest news and gossip as much as frequent the area, always looking out for their next score.
actual trade goods. Located at the end of the harbor’s main
pier, the rust-streaked, weather-battered shop features a
Harrik Merrygranite
small bar hidden in its back room where locals can unwind
(Male iron dwarf, Bandit, Neutral Good)
and imbibe exotic, contraband spirits.
One of the Landing’s most notorious denizens, Harrik is a crusty

Sera’s Landing
old smuggler famous for being as clever as he is lucky.With deep
ties to the Talis-based black market, he regularly runs illicit
THE CIRCLE OF THORNS
The shipyards of Sera’s Landing are run autonomously shipments through the port of Sargrad all the way upriver to Talis’
from the city’s Church-controlled sectors. The bustling Stock Slips. Good-natured but cautious, Harrik goes to In Old Sularia, armored paladins roamed the land, upholding the Church’s rigid
Longshoremen’s Union ensures that ships move in and out whatever lengths he must to earn his coin. laws with martial strength and supernatural power. It was a time when tyranny
of the mist-wreathed port with predictable ease. Though masqueraded in the guise of order and justice. Most of Lawbrand’s people are
they keep accurate accounts of the goods coming into glad that those days are long gone, but there are some religious fanatics who
romanticize the past. And then there are some, like the Circle of Thorns, who seek
MISTY VALE to revive it.

The vast tracts of woodland south of the city proper are collectively known as the Misty Vale. Dense forests with small Based in Orinfell, the hyper-orthodox order practices an extreme interpretation of
villages and encampments scattered throughout comprise the Vale. Smuggling and banditry are common along its the Sularian religion. Its members see themselves as the spiritual successors to the
unpatrolled back roads and highways. Of late, the region has earned a degree of ignominy as folk view it with increasing ancient paladins. Like the holy warriors they idolize, the knights of the Circle of
dread due to the rising frequency of Howling activity; savage attacks and nighttime ambushes that have left the locals Thorns undergo rigorous martial training and perform painful rituals to maintain
cowering in their homes. their spiritual purity. They fight in heavy ceremonial armor adorned in thorns—a
symbol of penance in Old Sularia. These knights live by a stringent code of honor
Sir Gilmaresh from the law, secure protection. The inn’s patrons are a and ethics, and they believe they are blessed with a sacred mission to save the
(Male human, Knight, Lawful Good) lively but inclusive bunch—constantly on guard for any Sularian Church from moral decay.
Sir Gilmaresh is the lone caretaker of the abandoned wilderness sign of authorities sent from Orinfell to infiltrate or raid
To the Circle of Thorns, the modern Church is a pitiful shadow of what it once
Shrine of Vorilgraine. Built by the Sularian priests that founded their secret haven.
was. They believe that the faith has failed in its duty to uphold law and order. It
Orinfell, the shrine was abandoned long ago and left to be
has made too many concessions to Lawbrand’s non-human races and allowed
overtaken by the wilds. Gilmaresh, a self-styled knight, now Verona Ekyl
their pagan beliefs and customs to poison the Sularian religion and weaken the
cares for the shrine and the small library of historical scrolls (Female satyr, Commoner, Chaotic Neutral)
foundations of society.
and artifacts that it houses. Claiming that his family’s lineage The proprietor of the Pilgrims Inn,Verona runs her
traces back to the heroic paladins of Old Sularia, he is dedicated establishment with a firm hand—but her true genius is in Yet, the Circle of Thorns does not debate its beliefs in open forums or seek
to upholding the honor and chivalric codes of his ancestors. brokering secrets and information. Tapped into the region’s best to win over the common folk with noble deeds. The order is highly secretive,
Though he lives in solitude, Gilmaresh welcomes travelers and spies and informants,Verona keeps tabs on the comings and and its knights train and practice their rites far from prying eyes. Adorned in
adventurers, eager to aid them by lending his sword arm in goings of all of the Church officials in Orinfell and Sargrad. their fearsome thorny armor, they undertake clandestine missions throughout
dispensing justice wherever it is needed. Obsessed with monitoring the activities of the extremist Lawbrand. No one is safe from their extreme brand of justice. Intimidation and
Circle of Thorns as well as Lawbrand’s intimidating Knight- beatings are commonly visited upon Sularian priests, who the knights see as
Paladins, she uses her insight to keep her people safe from what impious or corrupted by worldly desires.
Sinners Mile
she regards as unjust religious persecution.
A gritty, dilapidated village nestled at the Vale’s dark
They reserve their harshest punishments for people outside of the Church. The
heart, Sinners Mile is the second-largest population
knights burn down non-human neighborhoods under the misguided assumption
center in the region. There are few Sularian believers in The Lostways
they are dens of evil mysticism. They also murder heretics or anyone who speaks
Sinners Mile, as its inhabitants are steeped in mysticism The Lostways is an earthen tunnel system that runs
out against the Sularian faith, often binding their bodies in thorny chains until the
and old-world folklore. The Mile’s most notable residents beneath Sinners Mile and reaches all the way to the
victims bleed out.
are the Magyir—seers and fortune-tellers that will reveal outskirts of Orinfell itself. The system consists of
one’s destiny for a price. Populated primarily by atsaad, numerous interlinked passages that are often used to For all their talk of honor and ethics, the Circle of Thorns is little more than a force
gnolls, satyr, and ogres, Sinners Mile has few human run black-market shipments from Greyport to outlying of terror. In that way, they represent everything that was wrong with Old Sularia.
residents. Seen with some suspicion, humans are often country regions. Generally, the Order Militant has refused
assumed to be agents of the Church intent on disrupting to police the labyrinthine tunnels, fearing that its numbers
what they see as a den of heresy and witchcraft. would be stretched too thin. Thus, it remains largely
unaware of the illicit activities for which the passages are
Pilgrims Inn most commonly used.
Pilgrims Inn is a shadowy country tavern located on
the outskirts of Sinners Mile. Frequented by travelers,
smugglers, and mercenaries of all kinds, the inn is an
excellent place to find illicit work or, for those on the run

PART 1: WORLD
96

RED BLUFF
FORTRESS-CITY OF THE EASTERN WASTES

No one who’s ever looked upon the desolate eastern reaches of the Tanaroch would be foolish enough
to make it their home. No one who’s suffered its scouring winds or blistering sun would think of it as a
place where life can endure.

No one but the desert dwarves of Red Bluff. They’ve done more than just endure the wasteland;
they’ve thrived.

Their fortress city, carved into the heart of a great mesa, is completely self-sustaining. Crude windmills
dot the summit, harnessing the desert gales to power pulley-driven lifts and other machinery in Red
Bluff. An ingenious hydraulic system pumps water from the mesa’s natural cisterns to every corner of
the city. The dwarves even grow their own food within Red Bluff. Their crops are sown vertically up the
walls of the mesa’s central cavern, which is doused in mineral-rich waters by the regulated eruptions of
its primary geyser.

The ingenious engineering that keeps Red Bluff running is a testament to the dwarves’ resourcefulness.
No spare part or scrap of material goes to waste. Their patchwork machinery is often crude, but always
dependable—much like the dwarves themselves.

But it’s not ingenuity alone that assures the dwarves’ survival. Magic stirs around the mesa—in the
deep aquifers and upon the howling winds.

When the dwarves first arrived in this corner of the Tanaroch centuries ago, some of them heard
whispers upon the wind. Madness, they thought. Too much exposure to the desert sun. These troubled
dwarves soon discovered that they were, in fact, actually communing with the spirits of the winds and
waters. These nascent shamans attuned their spiritual connection until they could do more than just
hear the spirits. They whispered back.

Red Bluff’s shamans guide the wind and water spirits around the mesa, redirecting their currents to
maximize the efficiency and power of the city’s engineered wonders. They are also adept at communing
with the earth spirits to find hidden deposits of bloodstone, Red Bluff’s most valuable commodity.

When properly cut and treated, the crimson shale called bloodstone can store heat and other forms
of energy for future use. Even a small chunk of the extraordinary material can fetch a fortune in
Lawbrand, but the dwarves rarely venture beyond the Tanaroch to sell it. They cherish their isolation,
and they disdain the power-hungry factions that control the Trade-Cities.

Anyone who wants to procure bloodstone from the dwarves must brave the unforgiving Tanaroch
themselves. The desert is a graveyard of fortune-seekers who succumbed to the heat or fell victim to the
region’s native ma’ii warbands. The few caravans that reach Red Bluff are always welcomed through
the gates. As much as the dwarves might distrust most folk from Lawbrand, they’ll always share ale and
trade stories with those hardy enough to make it across the desert in one piece.

A journey like that takes courage and strength—the two things that the desert dwarves value above all else.

PART I: WORLD
98

1. STONEHEART
3
MOVERS AND SHAKERS
2. SHALEBLOOM
3. SUNFORGE
4
4. CIRCLE OF
ANVILS 2 5
Grandin Shalehammer 5. WINDSPEAKERS
(Male desert dwarf, Veteran, Lawful Good) SEAT
Grandin Shalehammer is the steadfast leader of the Gron’Almar, the warrior caste that governs Red Bluff. A fearsome combatant 6. CAVERN OF THE
LAST FIST
turned savvy politician, he strives to find a balance between the desert dwarves’ cherished independence and the practical need to
7. DRAGRAN'S
expand trade and forge alliances with Lawbrand. TOMB
8. SHADOWGLEAM

Lurtha Windwalker
(Female desert dwarf, Priest, Chaotic Neutral)
Lurtha Windwalker’s advice is always wise and insightful, but it’s not always easy to come by. The senior shaman within Red Bluff
spends most of her time communing with the spirits. She is often distant and lost in thought—more focused on mystical phenomena
than Red Bluff’s day-to-day activities. 1

Ragnor Redaxe
(Male desert dwarf, Berserker, Chaotic Neutral)
Ragnor Redaxe is the greatest warrior in the Tanaroch. He once served as an officer in the Gron’Almar, but his penchant for
8
disobeying orders led to his demotion. He left the warrior caste and now wanders the desert in deadly solitude, ruthlessly hunting 7
6
ma’ii or anyone else who threatens Red Bluff and its proud denizens.

POINTS OF INTEREST RE D B L U F F
STONEHEART
Red Bluff’s myriad tunnels and wind channels intersect at the Stoneheart—the city’s primary market and gathering
place. This ring of shops and commissaries is carved into the base of the mesa’s central cavern, which features a massive POPULATION RULING AUTHORITY PRIMARY INDUSTRY CONSTABULARY
iron-capped steam geyser. 25,000 The Gron'Almar Bloodstone Refinement, The Gron'Almar
Agriculture
The Shalebloom cavern’s walls, featuring all manner of grown vegetables
The Shalebloom is one of the desert dwarves’ most and grains. The regulated eruptions of the cavern’s central
ingenious feats: a collection of vertical farms that lines steam geyser are harnessed by colossal pipe networks
the cavern walls above the Stoneheart. Innumerable that manage the flow and temperature of the mineral-rich CAVERN OF THE LAST FIST
rows of ingenious soil troughs are suspended around the water, keeping the crops irrigated year-round.
The Cavern of the Last Fist is named after the famed hero Dragran—“The Last Fist of Mitholme”—who bravely led
his kin from Old Sularia to establish Red Bluff. Built beneath the Stoneheart, the area is steeped in the dwarves’ ancient
THE SUNFORGE heritage. The Gron’Almar warriors are based in this part of the city, and they have modeled their domain to honor
ancient traditions. The tunnels, training halls, and sparring grounds are shaped with hard angles and etched with runic
Atop Red Bluff sits the Sunforge, a collection of open-air workshops and forges. Gifted blacksmiths and engineers toil in
patterns that were common in old Mitholme.
the desert heat, crafting armaments and building components for the city’s vital machineries. Massive canvas tarps stretch
over the area, protecting the dwarves from the unforgiving sun. When the fierce desert wind picks up, these covers can be
quickly lowered and stowed away. Dragran’s Tomb The Shadowgleam
No one is certain if Dragran’s Tomb actually bears the West of the Cavern of the Last Fist lies Red Bluff’s
legendary dwarf’s remains or not. There are rumors that primary water source: the Shadowgleam. Some dwarves
Circle of Anvils Windspeakers Seat
he became disillusioned with Red Bluff’s politics and claim that spirits haunt the subterranean lake, and
The Circle of Anvils is where Red Bluff’s preeminent The Windspeakers Seat is located at the mesa’s
abandoned the city shortly after its founding. Whatever they treat the great cistern with an almost mystical
blacksmiths forge their wares and train apprentices. The southernmost promontory, where the fiercest desert
the truth, the dwarves hold the tomb sacred. They reverence. Countless gems are embedded within the
specialized anvils contain bloodstone, which soaks up heat winds blow. Windmills and giant ceremonial dream
leave offerings and perform rites at the monument to surrounding cave walls, but Red Bluff’s inhabitants
from the desert sun throughout the day. The blacksmiths catchers surround a ring of dais stones, where Red
honor Dragran’s legacy—and to remember the life their have little use for the crystals—the life-giving water is
fuel the forge fires with this stored energy instead of using a Bluff’s shamans gather to commune with the elements.
ancestors left behind in Mitholme. what they value above all else.
continuous open flame—a much safer alternative, given the Sometimes they guide the winds, using them to power
high winds that buffet the mesa. the city’s machineries. But, more often than not, the
shamans simply listen to the elemental spirits in the
hopes of gleaning wisdom and insight from them.

PART 1: WORLD LOCATIONS


100

Skulk
(Male duergar, Bandit, Neutral Evil)
Skulk is an old duergar who lived in Mitholme and remembers
the way things were in the old mountain kingdom. Confused
and disturbed by the direction the dwarves have taken with
their new society in Red Bluff, he isolates himself in the
Shadowgleam. His only companions are the elusive spirits that DRAGRAN'S LEGACY
dwell around the lake’s black waters. They whisper to Skulk of
dark tidings—or so the duergar claims. Even he is unsure if the
Deep within Red Bluff is a tomb dedicated to the city’s founder and one of the
voices in his head are real or just a figment of his imagination.
greatest dwarves in history. His name was Dragran Stonefury, “The Last Fist of
Mitholme.” Even two centuries after his mysterious disappearance, the dwarves
love to tell tales about his life over pints of ale.

Some of the stories revolve around Dragran’s time in Mitholme, the dwarves’
ancestral home. He was an influential figure, a courageous leader of his clan. When
Mitholme’s council fell to bickering, as they often did, it was Dragran’s thunderous
voice that would silence them. His words carried the weight of a mountain—except
on that fateful day when the serpent-storm began devouring Old Sularia. Dragran
urged his kin to flee south and escape the destructive tempest that was certain to
ravage Mitholme.

Dragran led his followers to the Barrier Peaks, where thousands of other refugees
from all over Old Sularia were gathering at a narrow pass through the mountains.
Disorganization and fear soon gave way to violence. Angry mobs, desperate to get
through the pass, cut down whoever was in their way. Dragran held the dwarves
together and employed a maneuver called the “Iron Serpent.” His Gron’Almar
warriors raised their sturdy shields over helpless dwarven refugees and led them
through the chaos like an unstoppable steel serpent.

Other stories are told about Dragran’s deeds after his heroism and leadership
at the Barrier Peaks. He convinced his kin not to continue along with the other
refugees who would come to create Lawbrand but to take their chances and forge
a new destiny in the desolate reaches of the eastern Tanaroch. He defended them
against territorial ma’ii hunting packs and the dangerous wildlife that prowled the
desert. When they reached the great mesa that would become Red Bluff, Dragran
was the first to start digging out their new home.

Once a council had been formed to rule Red Bluff, its members quickly fell to
arguing, just like the old clans in Mitholme. This time, Dragran’s thunderous voice
did not silence them. He’d had enough of bickering and politics. Rumor has it that
during one of the council’s quarrelsome sessions, Dragran stood up, took his axe,
and walked into the desert. He was never seen again.

Most dwarves are certain he is dead after all this time, but few believe that
his tomb in Red Bluff holds his actual remains. The site is thought to be more
symbolic than anything else—a place to honor the legendary figure. The truth is,
no one knows for sure what became of the mighty warrior.

PART I: WORLD
102

SARGRAD
the iron city

The sun rises over Sargrad, but its rays barely pierce the smoke. Hollow-eyed workers shuffle out of
the factory district, brushing past drunken socialites meandering to their next party. A Sularian pilgrim
donates the last of her coin to a Cardinal who is already planning his next excursion to the casino. A young
tradesman with big dreams of a new life is welcomed into the port by a group of friendly dock workers who
later that night will rob him of everything he has, dreams included.

Just another day in Sargrad, the city of steel, fire, and ambition.

From its earliest days, Sargrad attracted people seeking wealth and opportunity. Founded at the mouth of
the Talisande River, it quickly developed into a vital shipping hub. Merchant fleets on trade routes to and
from the Trade-Cities upstream laid anchor in Sargrad daily. They brought coin, textiles, foodstuffs, and the
most valuable resource of all: new ideas.

The combination of wealth and novel concepts gradually transformed Sargrad into an industrial
powerhouse. Massive ironworks and smelting facilities arose throughout the city. The clang of hammers
became Sargrad’s song: the music of the modern era. The city’s metalworking industries developed into the
backbone of Lawbrand’s economy. Sargrad emerged as Lawbrand’s unofficial capital, the anvil upon which
the strength and prosperity of the Trade-Cities were forged.

As Sargrad’s influence grew, so did the power of the Fabricators Guild, which governs the city and its
industries. Guild members enjoy all the comforts of modern urban life, occupying society’s upper crust
alongside famous actors, musicians, and political figures. A fraction of their weekly earnings is more than the
entire population of factory workers will see in a lifetime. Despite this wealth disparity, many of Sargrad’s
poor treat the Fabricators like celebrities.

While the Fabricators’ influence is unmatched by any other guild in Lawbrand, one entity equals its sway—
the Sularian Church. Sargrad was built by the hands of a hallowed saint: Varina. The Church’s supreme
place of worship, located in the center of the city, bears her name. The Cathedral of St. Varina dwarfs even
the great factories—a monument to strength and ambition as much as spiritual piety. The massive steel
complex is so large it almost functions as a city unto itself.

Devout Sularian priests wander the streets tending to the needy and preaching the tenets of humility
and justice, though some cannot resist the ever-present temptation of wealth. Many of the Cardinals are
indistinguishable from the city’s socialites and dilettantes, spending their evenings hobnobbing with the
wealthy and playing in the opera houses and casinos. A few of the Cardinals even receive hefty sums from
the Fabricators Guild for convincing the pilgrims who visit St. Varina’s to work in the factories. Others make
backroom deals with a darker faction: the Draconis Malisath.

The Malisath is the secret power broker of Lawbrand. A sinister criminal cartel, it has its claws in every
Trade-City and holds sway over prominent politicians, priests, and celebrities. From the opulent Ossuary
hidden beneath the streets of Sargrad’s Meatpacking District, it runs a vast criminal enterprise, an economy
as lucrative as anything else in the city. As prevalent as the cartel is, few know of its existence, and even fewer
are aware of the dark force that lies at the heart of it.

PART I: WORLD
104
S AR G RA D

MOVERS AND SHAKERS 7

Executive-Director Lyanna Ironbraid


(Female iron dwarf, Noble, Neutral Good) 1
Lyanna runs the influential Fabricators Guild with the deftness and precision of a master engineer. Under her measured leadership,
the Fabricators Guild sets the pace of Sargrad’s sprawling economy. 5
6
Grand-Justiarch Laravess Kelwynde 4
(Female human, Priest, Lawful Good)
Grand-Justiarch Kelwynde is the appointed head of the Sularian Church. As wry and clever as she is devout, the Grand-Justiarch
is revered by Lawbrand’s faithful masses. Committed to rooting out institutional corruption, she keeps a wary eye on the Church’s 1. IRONWORKS
DISTRICT
more decadent Cardinals and Bishops.
2. THE GRID
3. THE FRONT BAY
Knight-Paladin Ivana Sulag 4. CATHEDRAL OF 2 8
ST. VARINA
(Female human, Knight-Paladin—pg. 364, Lawful Good)
5. THE GUILDED
Ivana is the top law enforcement officer in Lawbrand. Answering only to the Church’s Grand-Justiarch, Sulag’s stern mandate to DISTRICT 9
maintain civil order has few bounds. 6. THE GRANDE
THEATRE
3
7. THE OUTSKIRTS
8. THE SWEEP

POINTS OF INTEREST MARKETS


9. MEATPACKING
DISTRICT

GILDED DISTRICT
The opulent city-center, dominated by the Cathedral of St. Varina’s massive edifice, is the true heart of Sargrad's teeming
society. Thousands of pilgrims from all across Lawbrand visit the district daily, while the city’s more affluent citizens revel
within its myriad theaters, taverns, and casinos. POPULATION RULING AUTHORITY PRIMARY INDUSTRY CONSTABULARY
1,000,000 The Fabricators Guild Ironworks, Manufacturing The Sularian Order
The Grande Theatre The Centennial Hotel Militant
The lavish structure, built to accommodate thousands and An opulent and storied building, the sprawling hotel
thousands of patrons, hosts only the finest operas and houses a number of permanent residents, such as the
stage plays. Notables—Sargrad’s famed troupe of
thespian performers. IRONWORKS DISTRICT
This sprawling network of soot-covered factories, warehouses, and tenement blocks is the beating heart of Sargrad’s prolific
Tovi Gavass
The Culinarium steel industry. The district’s shabby, labyrinthine streets teem with workers, craftsmen, and resource traders of every kind.
(Female gnome, Noble, Lawful Neutral)
Tovi is the most glamorous gnome alive. A diva by nature, her Renowned for its exotic restaurants and celebrity chefs,
impassioned performances have enthralled audiences for decades. the Cullinarium is an entire city block dedicated to the Slagworks The Last Rivet
She is never far from the minds of those in Sargrad and gladly pursuit of food, spirits, and sophistication. This foundry cluster encompasses four square blocks of the One of the city’s best-kept secrets, this shabby
wields the power that status comes with. city. It is a scorching hot labyrinth of interlinked gantries, neighborhood bar is beloved by the local workers for its
colossal smelting casks, and coagulated dross heaps. amber lager and beer-battered spareribs.
The Drow’s Glare Casino
The Cathedral of St. Varina This stylish nightclub and gambling hall is one of the city’s
The most remarkable architectural marvel in Lawbrand, most exclusive venues. The celebrities and dilettantes who The Grid
the colossal cathedral stands as a bastion of spiritual faith frequent the establishment are blissfully unaware that it is Rows upon rows of guarded warehouses fill this vast
and societal order. controlled by the insidious Draconis Malisath. staging area. Raw steel, industrial components, and
iron goods of every kind are stored here—all awaiting
shipment to the far corners of Lawbrand.

PART 1: WORLD LOCATIONS


106

MEATPACKING DISTRICT
One of the city’s most active centers of commerce, throngs of patrons file in daily to barter for goods and enjoy the lively
atmosphere, unaware that a very different sort of business is being conducted right under their feet.

The Sweep Markets The Ossuary


This open-air bazaar is bustling and raucous. Curious Hidden deep beneath the district’s odious slaughterhouses THE GRANDE THEATRE
visitors from across Lawbrand flock to its stalls and trade lies a secret labyrinth of opulence and intrigue. This
tents, seeking deals on exotic wares. But the real wealth shadowed, subterranean network is the headquarters of When night descends on Sargrad, the rich and powerful come out to play. Wealthy folk
of the Sweeps is in its illicit goods—outlawed weapons, the Draconis Malisath. It is from here that the Malisath in fine clothes flood the casinos, fancy restaurants, and elegant bars in the Trade-City’s
potions, and arcana—all available to the highest bidder. controls organized crime throughout Lawbrand. Gilded District. But there is one establishment that overshadows the rest in size and
prestige: the Grande Theatre.

Archemus Strand Nim's Old Time Distillery The exquisitely designed structure shines like a diamond amid Sargrad’s expanse of
(Male human, Cult Fanatic, Chaotic Neutral) One of the city’s oldest and most beloved landmarks, steel-wrought factories and soot-covered streets. Inside and out, it is a work of art.
The enigmatic Strand keeps a workshop above the bustling the distillery produces arguably the finest whiskey in Vaulted ceilings adorned with crystal rise above an enormous mezzanine, flanked
markets. He is a quirky scholar and sometime adventurer who Lawbrand—Nim’s Old Number Nine. by towering rows of vertical balconies. The theater can seat up to seven thousand
has spent his later years investigating the truth behind the people—and on most nights, those seats are filled.
Draconis Malisath. Convinced that bloodsucking vampires Nim Stonebarrel
run the cartel, he is obsessed with bringing them down by any The Grande Theatre showcases a mix of genres throughout the year, and its current
(Male iron dwarf, Commoner, Neutral Good) lineup has been earning widespread praise for the skill of its performers and the
means necessary. Nim is a true craftsman. The boisterous old dwarf has been the artistry of its productions.
distiller of Old Number Nine whiskey for well over a hundred
years, with no sign of slowing down or compromising in his craft. For the opera lovers, there is A Sunset in Torune, an audacious spectacle with a
hundred-strong cast backed by a full orchestra. The performance tells the tragic
story of Old Sularia’s greatest leader, Emperor Saldred Oth’Sular, and how religious
THE FRONT BAY Cardinals and bloodthirsty warlords manipulated him into conquering the world. At
Jammed with lively taverns, exotic eateries, and innumerable boat slips, the Front Bay offers some of Sargrad’s most the opera’s tragic climax, Saldred laments the rampant expansionism he has enabled
breathtaking harbor views. Patrons and sightseers of all kinds flock to the Front Bay for its many diversions, but it’s and bitterly longs for a return to simpler times before he dies of old age.
Sargrad’s tireless sailors and longshoremen that truly call the district home.
On other nights, the dramatic play The Apron enthralls the packed house. Three
The Jagged Edge Port Authority famous actors, including the beloved Tovi Gavass, switch between twelve different
Built atop a section of the bay’s craggy seawall, this This massive edifice of the Port Authority building looms roles. The rousing story follows a lonely scullery maid who finds her true calling as a
ramshackle, multitiered tavern is a favorite drinking over the bustling harbor like a fortress. Its agents and singer only to have her bitter husband suppress her potential at every turn. The play’s
establishment of locals and tourists alike. officers monitor every ship heading upriver and vigilantly denouement depicts an act of liberation that always brings the crowd to their feet as
police the open waters beyond the bay. she kills her husband and goes on to chase her dream of becoming a beloved luminary.
Laabu In contrast to the theater’s more traditional opera and drama offerings is Street Corner
(Male atsaad, Commoner, Lawful Good) Medley, a weekly night of comedy performed by the famed acting and improvisation
The gregarious Laabu is one of the most renowned troupe the Notables. Their uproarious repertoire of skits revolves around stories of
bartenders in Sargrad. His legendary concoctions—made everyday life, familiar to anyone who has walked the streets of Sargrad. Featuring
from aquatic ingredients and spices from his atsaadi biting commentary about how out of touch the Trade-Guilds and the Sularian
homeland—never cease to please. Church’s leaders are with the masses, Street Corner Medley always plays well with the
working class.
THE OUTSKIRTS
Tickets for the comedy show are inexpensive, allowing commoners to attend. For
Nestled up against the city’s colossal eastern walls is a series of shanty neighborhoods known as the Outskirts. Populated every other performance, the Grande Theatre raises its prices far beyond the means
primarily by gnolls and goblins, the shabby Outskirts are generally avoided by the upper echelons of Sargrad society. of anyone except the elite. Most nights, a specific clientele swarms the theater: rich
tourists, well-off merchants, socialites, members of the influential Trade-Guilds, and
The Snarling Hog the Sularian Church’s wealthy upper echelon. These privileged few are who the theater
Regarded as the city’s best dive bar, the Hog is a truly caters to, just like every other establishment in Sargrad’s famous Gilded District.
rough-and-tumble establishment of gambling, raucous
entertainment, and cheap booze.

PART I: WORLD
108

SKARBOROUGH
THE JEWELED CITY

When dusk comes and the quarry bells ring, the miners of Skarborough crawl from the earth
by the hundreds. They trudge through the city’s broken alleys, dusty boots scuffing along streets
that were once paved in gold. Other folk fall in beside them: smithies, brewers, and black-market
enforcers. They’re all headed in the same direction. Not to the Sularian Churches; those have all
gone dark by now. The only city lights still burning are in taverns like the Strip Mine, the Borrowed
Barrel, and Lion Hands.

The clink of tankards and the sound of good cheer fill the dark streets. Then a friendly game of
dice between a dwarf and an ogre explodes into a drunken brawl that draws in revelers from nearby
taverns. An hour later, they’re all back in their seats, making music together, bloody hands strumming
lutes and split lips singing old folk songs. That’s just the way the folks in Skarborough heal, how they
get through the hard times. And times have been hard for as long as anyone can remember.

For the better part of two centuries, life in Skarborough was good. The small mining town, founded by the
dwarven prospector Dengun Ironskar, grew into a bustling, industrialized metropolis. Precious gems were
mined from the region’s quarries in abundance, and even the working class shared in the wealth.

Skarborough’s affluence made it one of the most preeminent Trade-Cities in Lawbrand. But then
the troubles came. Tensions with the rival Trade-City of Talis ignited a conflict known as the Great
Trade War, which left Skarborough’s economy in shambles. And just as it struggled to rekindle
its floundering industries, a massive quake struck. Hundreds died as the earth swallowed entire
neighborhoods.

Skarborough never recovered from the disaster.

Hints of the city’s glory days are still present, but they’re rare. The Shimmerwall district, where
the city’s brilliant gem cutters practice their trade, still has areas that gleam with the beauty of old
Skarborough. But nearby lies Rock Bottom—the wreckage-strewn remains of the district’s other
half, which collapsed into the mines beneath the city during the quake. The shantytown built atop
the district’s ruins is home to Skarborough’s black market. The petty crime lords who run the place
style themselves as friends of the poor but, in reality, are intent upon exploiting the working-class
inhabitants at every turn.

Only the Miners Guild has the best interests of Skarborough at heart. The workers’ organization is all
that holds the broken city together, a task that of late has become more challenging. Increased mining
activity has roused primitive creatures from the deep caverns. While they snatched miners from the
quarries at first, the brutes have begun raiding the outlying parts of the city, forcing the Miners Guild
to organize defenses.

Despite these attacks, the people of Skarborough keep working hard day after day as they always
have. The taverns still come alive with mirth and camaraderie every night.

If ever the singing stops…that would be the time to really worry.

PART I: WORLD
110
S KARB O R O U G H

MOVERS AND SHAKERS


Guildmaster Burak Den
(Male ogre, Noble, Neutral Good)
This quiet, hardworking ogre has spent his long career as both a miner and a union delegate. Elected unanimously to head the Miners Guild,
the stalwart Burak seeks to improve workers’ living conditions and spur the Trade-City’s sluggish economy into motion again.

5
Gladys Wrest
(Female satyr, Noble, Lawful Good)
A master gemcutter by trade, the irrepressible Gladys Wrest spends as much time hobnobbing with Skarborough’s few affluent 6
socialites as she does laboring in her cluttered workshop. Longing to see her once glorious city renewed, she works assiduously to
maintain a level of excellence in her craftsmanship—just as her beloved city once did.
1. ROCK BOTTOM
2. SHIMMERWALL
4
Thoris Thorne 3. THE MINERS
(Male human, Commoner, Chaotic Neutral) 3
GUILDHALL
2
Known as one of the area’s darkest, edgiest artists,Thorne is a sigilist in high demand.Working from his shop, Deep Cuts, in Rock Bottom, 4. PROSPECT ROW
his tattoos have made him a legend in arcane circles. And for the right price, he can bestow otherworldly power through his mystic body art. 1 5. GREENLIGHT
DISTRICT
6. THE STITCHES

POINTS OF INTEREST 7 7. THE SLAM

PROSPECT ROW
The city’s energetic downtown center, the Row still shows signs of the proud edifices and architecture that defined
Skarborough at its peak. Now its shabby tenement blocks and colossal refineries stand covered in caked-on soot and
ore dust.

POPULATION RULING AUTHORITY PRIMARY INDUSTRY CONSTABULARY


The Miners Guildhall whose graceless demeanor offends the tavern’s patrons
500,000 The Miners Guild Mining, Ore Refinement The Skarborough
Standing proudly at the end of Prospect Row, the Guildhall more often than it titillates them. Its “Open Lute Night”
Milita
is one of the largest buildings in Skarborough. Its vast showcases aspiring bards and draws raucous crowds from
meeting halls are often packed with angry miners fighting all over the city.
for increased pay and better civic rights for their families. ROCK BOTTOM
Agnes Ironskar
(Female iron dwarf, Commoner, Neutral Good) This rubble-strewn neighborhood was once part of the glorious Shimmerwall district that collapsed into the city’s
The Stripmine Bar and Grill The daughter of the city’s storied founder, Agnes is a rough- subterranean mines thirty years ago. It now serves as a refuge for Skarborough’s most impoverished citizens.
Lauded as the best tavern in a town with more than and-tumble iron dwarf who loves good ale as much as a good Littered with hovels, tin shanties, and lean-tos, Rock Bottom is a lawless den of misery and squalor.
its fair share of legendary drinking establishments, the brawl. As the owner-operator of the Stripmine, she gives her all
Stripmine offers some of the best ales in all of Lawbrand. in showing her patrons a good time and lifting the spirits of her The “Whose Fault Is It Anyway?” Pawn Shop Deep Cuts
It’s also notorious for its hobgoblin shimmy-dancers, fellow citizens. Its shelves full of broken heirlooms and treasures scrounged This shadowy tattoo parlor near the center of Rock
from the wreckage of Shimmerwall, the Whose Fault stands Bottom is a mystery to most local citizens. But for those
SHIMMERWALL as one of Rock Bottom’s most lucrative businesses. Local in the know, Deep Cuts is a location that offers a unique
citizens can trade and barter their rare goods for food and means of attaining arcane power. Its owner, the sigilist
Shimmerwall, once the lavish heart of Skarborough’s lucrative gem industry, has fallen on particularly hard
supplies—lending real credence to the age-old adage that Thoris Thorne, can imbue patrons with enchanted tattoos
times. Thirty years ago, a violent quake collapsed half of the district into the mines that ran beneath the city. The
“one man’s refuse is another man’s treasure.” that grant protections and physical empowerments. The
massive embankment of stone and wreckage that remained formed a new city sector—Rock Bottom. While many
truth about Deep Cuts’ tattoo services remains one of
businesses still operate in Shimmerwall, the area is a mere shadow of its former affluence and prestige.
Tigg Scrapcatcher Skarborough’s best-kept secrets.
Glitter Lane The Vault (Male gnoll, Thug, Neutral Evil)
Its streets once paved in gold, Glitter Lane is now a shabby Having served as Skarborough’s primary bank for well over The wily scavenger Tigg Scrapcatcher runs the “Whose Fault”
remnant of commercial success. The area is home to a century, the Vault weathered the city’s devastating quake Pawn Shop. Having accrued most of the shop’s rare goods
numerous pawn shops, black-market gem dealers, and with its structure intact. Its impregnable storerooms house himself over the years, Tig knows a good deal when he sees one.
warehouses packed with illicit goods. all manner of precious stones, ingots of exotic ore, and vast Intensely self-interested, Tigg’s only motivations are acquiring
vaults bursting with coinage. For good reason, the Vault is wealth and coming out on top of every single deal he makes.
one of the most well-guarded sites in all of Lawbrand.

PART 1: WORLD LOCATIONS


112

THE SLAM
Few places are as harsh and unforgiving as the streets of Skarborough, but one
such place lies just within the Trade-City’s walls. It is called the Slam, and it holds
Lawbrand’s most dangerous criminals and monstrous creatures.

The Slam was originally a mine built by Skarborough’s first settlers. They
abandoned the tunnels after finding richer ore deposits in other parts of the region,
and the site lay dark and silent for many years—until the Order Militant found a
new purpose for it. Lawbrand’s authorities had been looking for a place to lock
THE GREENLIGHT DISTRICT up inmates who could not be safely contained in local jails, and the mine’s remote
The Greenlight District in eastern Skarborough is location and nearly impregnable walls suited their needs perfectly.
a relatively tranquil enclave of trees and greenery
The Order Militant took control of the mine and transformed it into the infamous
surrounded on all sides by the city’s industrial refineries.
prison it is today. Far from just a series of shadowy tunnels, the Slam represents the
The vibrant area is full of greenhouses, botanical gardens,
ingenuity and industry of Lawbrand’s Trade-Cities. The prison is fortified with the
and alchemy shops—most of which are owned and
best Sargrad steel, secured by clockwork gates and unbreakable locks engineered in
operated by the enigmatic salamar. Citizens come from
Talis, and warded with enchantments created by the Arcanimus.
far and wide to shop for rare herbs and relax in steam-
filled bathhouses. The Slam is divided into numerous wings, each designed to hold a specific type of
inmate. One section is home to murderers—the kind that file their teeth to sharp
The Steam House points and kill for fun, not for coin. Deranged sorcerers and supernatural beings
The numerous spas and bathhouses of the Greenlight are locked away in a wing marked with the Arcanimus’ sigils, which negate the use
District have proven popular with the city’s grimy of magic in the area. Deeper in the prison lie massive cages containing monstrous
citizens. The greatest of them is the Steam House, a large, creatures that strayed into Lawbrand from the wilds.
intricately tiled complex featuring a world-class massage
The Knight-Paladins are responsible for apprehending and transporting inmates
parlor as well as multiple pools and bathing chambers—
to the Slam, but the task of watching over the prisoners falls to the Wardens. They
all filled with floral-scented steam.
are members of the Order Militant, specially trained to keep the Slam’s unruly
population in line. Wardens are hardened fighters, comfortable putting down a
Lizz-E prison riot with naked steel or their bare fists. Some are armed with enchanted
(Female salamar, Commoner, Neutral Good) weapons or mechanical contraptions to combat the Slam’s supernatural inmates.
The quirky salamar, Lizz-E, has run the Steam House for
decades. A lady of few words, Lizz-E rarely communicates It is said that no one has ever escaped the prison, and the Wardens will do
directly with her patrons—but she’s renowned for somehow everything in their power to keep it that way. Though they have gazed into the eyes
knowing exactly what kind of diversions they’re looking for. of Lawbrand’s most depraved criminals, they observe their task with clear eyes and
steady hands. They know what would happen if even a handful of the inmates ever
broke free: innocents would die.
The Stitches
Located to the north of Shimmerwall, “the Stitches” refers
to a series of winding, interlinked alleyways that feature
innumerable small bars and microbreweries. Some of
the more famous drinking establishments are the Golden
Aleworks, the Borrowed Barrel, and the notorious Borehole.
While the seedy back alleys can be somewhat dangerous, the
nightlife and camaraderie found in the Stitches have proven
to be a consistent draw for citizens and travelers alike.

PART I: WORLD
114

TALIS
CITY OF BRIDGES
Impossible is not a concept the people of Talis entertain. They live by the philosophy that any challenge
can be overcome with enough time, effort, and innovation. Their ingenious city is evidence of that.

Talis is a feat of engineering that has no equal in the world. Like a massive clockwork mechanism,
the city is always in motion, the streets trembling with the collective hum of its moving parts. Steel
levees manipulated by gears taller than a quarry giant rise and fall with the mere push of a button. Vast
torrents of water surge into the city’s network of locks, lifting river barges to elevated canals that reach
into every corner of Talis.

Visitors are always awestruck upon seeing the city for the first time, and the proud residents never tire
of telling them the story of how Talis became what it is today.

When Talis was founded along the mighty Talisande River, it looked much like the other Trade-Cities.
The only thing that set it apart from its neighbors was the network of river tributaries that snaked
through its districts. Its location in the heart of Lawbrand made it one of the busiest ports in the region,
a gateway between north and south. As the Trade-Cities grew, merchant fleets clogged its intersecting
waterways. Ships often collided and sank, stifling the flow of trade for days. Talis was obligated to pay
for any damages suffered in its territory, and many traders bypassed the city entirely to avoid dealing
with the chaos.

To save Talis from financial ruin, the city’s Trademasons Guild and the ambitious Dawnstone
Engineering Company pooled their resources to accomplish the impossible: they harnessed the power of
the river and bent its waters to their will. Many workers died dredging artificial tributaries, damming off
superfluous branches, and constructing a prolific system of mechanized canals. Their sacrifices brought
the audacious vision of Talis to fruition, and trade moving through the city increased tenfold. Wealth
flooded the city’s coffers in its own unending stream.

This grand endeavor’s success made the city more than the center of trade in Lawbrand—it made it the
center of ideas and innovation. To this day, Talis attracts the greatest thinkers in the world. The ruling
Trademasons Guild encourages newcomers to explore mechanical engineering in all its forms, but it
also imposes regulations to keep eccentric inventors from creating contrivances that might harm the
city. These rules are regularly flaunted, and the taverns are filled with stories of visionaries consumed
by hubris.

But these tales are often told with a certain admiration, and sometimes even a bit of envy. Talis’ citizens
celebrate all visionaries daring enough to chase their dreams. That is the essence of life within the city
of wonders. Politics and the daily issues faced by the other Trade-Cities are of little concern. Only the
future—and its glorious possibilities—hold lasting allure for the brightest minds in Lawbrand.

PART I: WORLD
116
TA L I S

MOVERS AND SHAKERS 3

Trademaster Morna Haste


(Female gnome, Noble, Lawful Neutral)
Despite the irony of her surname, Morna serves as the steady and methodical leader of the Trademasons Guild. She oversees the 5
city’s complex shipping traffic with the mathematical precision of a clockmaker. While some of her fellow guild members say she lacks
a certain compassion for others’ feelings, her tireless efforts are intended to create peace and prosperity for all citizens of Lawbrand.

7
Oldruin Dawnstone
(Male iron dwarf, Noble, Neutral Good)
2
One of the city’s most celebrated founders, Dawnstone was among the principal engineers of the city’s levee system. He established the
Dawnstone Company as a think tank for engineers and designers who looked to the future of technology and automation in Lawbrand.
Long since retired from the Trademasons Guild, he now serves as a mentor to the city’s new generation of brilliant futurists. 4 1. KNIGHT'S GATE
2. TINKERS ROW
3. DAWNSTONE
Foreman Gorgel Var LEVEE
(Male hobgoblin, Bandit Captain, Neutral Evil) 9 4. MIDDENTOWN
The crafty Gorgel Var is the foreman of the Stock Slips on the Eastbank. Responsible for the Slips’ ever-moving inventory of 5. INTREPID
1 6
goods and materiel, he keeps his loyal longshoremen working in effective, efficient shifts. Secretly, he runs the city’s lucrative black ENDEAVOR

market—smuggling illicit goods through his own protected channels. In this way, he’s made himself and his henchmen a steady 6. STOCK SLIPS
8
profit over the years. He can procure any goods for the right price—all right under the Trademasons’ unsuspecting noses. 7. SKYBRIDGE
8. THE FLOW
CHANNELS
9. EASTBANK

POINTS OF INTEREST
THE DAWNSTONE LEVEE
POPULATION RULING AUTHORITY PRIMARY INDUSTRY CONSTABULARY
The city’s northmost levee complex, the Dawnstone Levee was the first to be constructed in Talis. It’s here that the river’s 300,000 The Trademasons Shipping, Engineering, The Talissian Bridge
dense water traffic is directed and organized for optimum efficiency. The colossal dam-like complex is comprised of a Manufacturing Keepers
series of automated internal floodgates and flow-control facilities.

Knight’s Gate The Intrepid Endeavor TINKERS ROW


The city’s second-largest levee, Knight’s Gate, is where The colossal, steam-driven ship was one of the first built
This square block, located near the western edge of Middentown, is packed with engineering workshops and cutting-edge design
river traffic passes through southern cargo checks. The Port in Talis after the Trade-City’s founding. Though intended
firms. It’s here that the best and brightest minds in Lawbrand come to find work and make their visions into reality. The Row
Authority’s security services are painstakingly thorough to be a monument to craftsmanship and ingenuity, the
features innumerable boutiques and trade shops that offer all manner of mechanical contraptions and practical devices.
as they search each craft and barge for illicit goods and vessel proved too large to navigate the river’s many
potential stowaways. shallows. Now, with much of Middentown grown up
around its moored hull, it serves as the Trademasons’ Mason & Measure The Groggy Gear
Guild-Hall. One of the oldest taverns in Talis, this upper-crust The Groggy Gear is hands down the best dive bar on the
establishment is located on the third floor of the city’s river. Its regular clientele consists mainly of design students
MIDDENTOWN midpoint power station. Its location offers panoramic views and canal workers who come to relax from their studies
Located between the Talisande’s two main tributaries, Middentown is Talis’ residential and commercial center. Its clean, of the city and the river beyond. Each bar table is fixed with and work. A mainstay for local bards and musicians, the
orderly tenement blocks, upscale apartments, and office clusters are framed by smaller canals and pedestrian waterways. a chessec board for those patrons seeking to test their sharp Groggy Gear’s lively atmosphere offers a welcome break
minds against one another in games of wit and strategy. from the city’s more low-key establishments.
Skybridge Executive Director Jenna Sprigget
This enormous pedestrian bridge links together the (Female gnome, Noble, Lawful Neutral)
commercial districts on either side of the city’s southern As brilliant as she is feisty, Jenna is the newly appointed head
tributary. The cluster of structures at its apex features of the Dawnstone Company. Once one of Oldruin’s most
a few small taverns and cafés, as well as the Dawnstone favored protégés, Jenna now runs Dawnstone’s day-to-day
Company’s headquarters. The well-traveled Skybridge business with the same insatiable curiosity and care that shaped
offers some of the best views in the city. her many remarkable engineering designs.

PART 1: WORLD LOCATIONS


118

THE EASTBANK
Talis’ Eastbank region has less structural density due to
its long stretches of moors and toxic wetlands. Many of
the Trademasons’ top engineers believe the area’s power
plants and abandoned tenement blocks might be slowly
sinking into the mire. The city’s main venting and chemical
treatment plants are also located along the Eastbank—likely THE REGATTA DE BLANC
contributing to the expansion of the area’s fouled wetlands.
The primary industrial hub is the Stock Slips—the river’s
Once a year, crowds line the streets and bridges around Talis’ waterways to witness
main port, where goods are warehoused and transferred to
the greatest boating race in Lawbrand: the Regatta de Blanc. The competition is
cargo ships heading up and downriver.
one of the Trade-City’s oldest traditions, and it draws spectators from far and wide.
The race is famous not only for its intensity and speed but for the unique and awe-
The Stock Slips inspiring vessels that take part in it.
This waterfront warehousing district is the well-oiled
hub of Lawbrand’s overarching economy. The Slips’ The ships come in all shapes and sizes—the Regatta does not impose strict design
massive warehouses are a waystation for all manner of regulations beyond prohibiting the use of weaponry. The only limit is each racing
manufactured goods and raw materials bound for other team’s imagination. Sleek sailboats crewed by daring sailors from Tidesfar are
Trade-Cities along the Talisande. The warehousing and always present, but each year also brings new steam-powered vessels or clockwork
shipping of such a vast volume of material require colossal contraptions that churn the waters with gear-driven fins.
organization and coordination, as goods flow in and out of
Many of the boats are designed by Talis’ own preeminent engineers. They care little
Talis at a steady pace, day or night.
for the race’s prize money—for them, the Regatta is a competition of intellect and
creativity. Throughout the year, these master engineers test and refine their new
The Estuary inventions in the river, covering their vessels in tarps to maintain secrecy. Often they
The Estuary is a massive sewer complex bordered by hire experienced sailors to crew their experimental boats. But now and then, an
industrial landfills. The toxic chemicals stored in its arrogant engineer will captain their own vessel—and sometimes even win.
enormous iron waste vats are treated at refinement plants
and turned into hydroelectric energy that powers the city’s The race itself involves making six complete circuits around the periphery of Talis.
levee engines. While most citizens stay clear of the noxious Merchant vessels and other obstructions are cleared from the waterways, and the
area, there are a number of curious, mutated creatures Trade-City’s dams and levees are opened to give boats full access to the river’s
that inhabit the complex, including moss beasts and primary tributaries.
slightly irradiated fauna. The Trademasons do what they
Unlike Revel Inc.’s gladiatorial matches and no-holds-barred chariot races, violence
can to control the spread of the toxic threat, keeping the
between the boat racers is rare. Teams have been known to sabotage each other’s
Eastbank’s growing ecological peril secret from the other
boats in the days leading up to the competition, but outright cheating during the race
Trade-Guilds…
is almost impossible with so many spectators lining the waterways. Yet the Regatta
de Blanc is not without its dangers. Due to the vessels’ high speeds and experimental
The Flow Channels nature, crashes often occur—and some leave bodies floating in the river.
The Flow Channels are a series of colossal regulator
pipes that run beneath the river, between Middentown Despite these tragic accidents, Talis considers the Regatta de Blanc to be a civilized
and the Eastbank. The interior of the pipes is essentially and honorable competition. Revel Inc. aims to change that. The powerful group is
a labyrinth of interconnected tunnels that are regularly using its deep pockets and intimidation tactics to buy exclusive rights to the Regatta
flooded with the levees’ overflow. The pipes ultimately de Blanc. Thus far, Revel has failed, but it hasn’t given up.
drain out near the Estuary’s toxic treatment plants. It is
Its leaders know they can make a fortune by turning the race into an event more
widely rumored that a group of criminal atsaad control
akin to their other competitions—something shocking and bloody.
the tunnels and use them to run their own black market of
illicit trade goods through the nearby Stock Slips.

PART I: WORLD
120

TANASRAEL
ANCIENT HEART OF THE DESERT

Deep within the Tanaroch Desert, a caravan of devout pilgrims limps across the scorching sand in
search of paradise. It has been weeks since they last saw any sign of civilization, days since they ran out
of water. Just as their faith reaches its breaking point, they see it: an oasis shimmering in the furnace
heat like a mirage.

Brilliant azure canals wind through the landscape, their crystal clear waters feeding verdant orchards
and farmlands. Hundreds of tents flap in the desert breeze, bustling with people from all walks of life
who originated from across Lawbrand. Above it all, a massive ziggurat rises toward the fiery sun.

It is no mirage; it is the paradise the pilgrims were promised. It is Tanasrael.

Here, in the most desolate reaches of the desert, the religious movement known as the Children of
the Sun practices its radical ways. New converts purify their souls with fire by walking barefoot over
smoldering coals or branding themselves with mystical symbols. Crowds of zealots press into the great
meeting tents to hear the elders deliver impassioned sermons denouncing the Sularian Church and
railing against the inequality that plagues the citizens of Lawbrand. In the dark caverns beneath the
colossal ziggurat, heretics and enemies of the faith mine ore as punishment for their unbelief.

Throughout the Trade-Cities, the Children of the Sun’s missionaries sometimes speak of Tanasrael, but
no one believes such a place could exist at the heart of the inhospitable desert. The origin story shared
among the movement’s faithful is that their reclusive leader, the Prophet Tikanen, journeyed into the
wasteland after seeing a vision of paradise. He found the abandoned ziggurat known as Tanasrael,
the remnants of a temple complex built by a long-dead culture. Within its forgotten corridors, he had
a revelation. He discovered unimaginable inner power. Power enough to found a new faith—a new
society. A new order that would last unto the end of the world. The Prophet used his power to bring life
to the bone-dry earth: water and crops enough to feed an entire city. Or an army…

The Children of the Sun’s adherents attribute the miraculous rebirth of Tanasrael and its surroundings
to Tikanen’s inner power. The faith preaches that every individual is capable of such feats, but only
once they have freed themselves from society’s oppressive laws and traditions.

Of late, this message of individual freedom and power has gained traction among downtrodden
laborers across the Trade-Cities of Lawbrand. As the movement grows, more and more pilgrims are
making the perilous trek across the desert to see Tanasrael for themselves. The wonders they witness
there only strengthen their belief and their conviction to unlock the true potential of all
mortal creatures.

Regardless of who—or what—must burn in the process.

PART I: WORLD
122
T A N A S RAE L

MOVERS AND SHAKERS


The Prophet Tikanen
(Male human, Priest, Chaotic Neutral)
No one knows the true origins of Tikanen, the Children of the Sun’s enigmatic founder. Some of his followers claim he was a Sularian
priest. Others say that he held a high office among the influential Trade-Guilds. The one consistency in these stories is that Tikanen 2
7
grew disillusioned with society and ventured into the desert to find a new way of life. At the ruins of Tanasrael, he experienced a
revelation that imbued him with the power of the sun itself—and that with this power, he brought life to the desert. Few people have
ever actually seen Tikanen’s face or heard his voice, but the miracles on display around Tanasrael speak for him. The Children of the 4
Sun’s faithful worship him as a demigod, and they serve him without question.
1. THE ZIGGURAT
2. ANVIL OF
ILLUMINATION
Shayan Shibaar 6
(Female ma’ii, Priest, Chaotic Neutral) 3. JUBLILATION
GROUNDS
Every proclamation or decree issued by Tikanen is passed on to the Children of the Sun’s adherents through Shayan Shibaar. 1 4. PAVILION
She is the Prophet’s voice, and she commands and oversees all activities in Tanasrael. Shibaar cares for everyone who flocks to the OF JOYOUS
PURIFICATION
Children of the Sun’s banner, but she will not hesitate to mete out severe punishment to those who disobey the movement’s rules.
She would die for Tikanen, and she expects nothing less from the rest of his followers. 5. THE SPRING
OF TIKANEN
6. WATERFIELDS
Eric Sunseeker 7. OASIS OF URUSH
(Male human, Ash’ahand (pg. 345), Chaotic Neutral) 5
As the Children of the Sun’s preeminent Ash’ahand, Eric Sunseeker is as skilled wielding cold steel as he is fire magic. He spends 3
much of his time traveling Lawbrand and other parts of the world, seeking out gifted fighters and enticing them to join the Children
of the Sun’s elite military ranks.Whenever he returns to Tanasrael, he trains new Ash’ahand recruits in the ways of martial combat
and fire magic.

POINTS OF INTEREST POPULATION


50,000
RULING AUTHORITY
The Children of the Sun
PRIMARY INDUSTRY
Agriculture, Mining,
CONSTABULARY
The Enlighteners
Mysticism
THE ZIGGURAT
Long ago, the legendary Aldan Thei were destroyed by their own extraordinary magic. Not even their southernmost
temple-city, Tanasrael, escaped the devastation. The great ziggurat was shattered in a catastrophic explosion, and the Anvil of Illumination
surrounding rainforest was transformed into a wasteland. In recent years, Tikanen used his power to restore Tanasrael Atop the ziggurat sits the Children of the Sun’s holiest clarity. Yet very few people have ever set foot in the temple,
and bring life back to its broken edifices. Covered in verdant foliage and surrounded by gentle streams, the ancient site place: an open-air temple called the Anvil of Illumination. and the ones who have rarely speak of what they saw. It is
now serves as the Children of the Sun’s headquarters. The faithful believe that the sun’s rays fall brighter here rumored that Tikanen lives at the site, and the anvil itself
than anywhere else in the world. Those who bask in the is where he experienced his great apotheosis.
searing light are purged of all fear and imbued with true
The Colonnade mezzanine is occupied by the Children of the Sun’s
The Colonnade is an enormous terrace at the ziggurat’s priests. They live, train, and practice their faith within the
lower levels. The Children of the Sun’s faithful gather here terrace’s inner halls and sanctums. JUBILATION GROUNDS
to discuss news and perform rituals. Visitors and aspirants
Clustered around the ziggurat’s base are the Jubilation Grounds, a massive tent city home to thousands of people. Narrow
are welcome in the Colonnade, but they are prohibited
The Sky Gardens alleys snake through the mix of shanties, giant worship tents, and merchant stalls. The Jubilation Grounds are always
from ascending into other areas of the ziggurat without
The Sky Gardens are a collection of magnificent bustling with activity. Caravans that reach Tanasrael unload their wares and passengers here, often drawing large crowds of
permission from the faith’s senior members.
botanical vaults located near the ziggurat’s apex. Adorned interested residents. Day and night, the sounds of prayers, songs, and sermons thrum through the canvas-lined avenues.
with hanging gardens and tiered waterfalls, the open-
Terrace of Searing Winds air terraces are treated as sacred areas of reflection and Pavilion of Joyous Purification Under the guidance of priests, aspirants learn the
The hot desert breeze flows freely through the Terrace prayer. While only a select few of the faithful are invited to The Pavilion of Joyous Purification is located at the faith’s basic tenets and ways. Some even show their
of Searing Winds, stirring the beautiful greenery that visit the Sky Gardens, it is the faith’s highest-level priests heart of the Jubilation Grounds. This ring of enormous devotion by undergoing ritual brandings, walking over
hangs from its open colonnades. Apart from the devout and administrators who call it home. worship tents and altars is where new converts begin hot coals, or purifying themselves in scalding steam.
gardeners who lovingly tend to the foliage, the midlevel their religious journey—and their indoctrination.

PART 1: WORLD LOCATIONS


124

Japhreth The Spring of Tikanen


(Male ogre, Priest, Chaotic Neutral) The Spring of Tikanen is one of the Prophet’s great
Japhreth welcomes each of the recruits he meets with a smile miracles. Legend holds that when he was dying of thirst
and a question: “What do you believe in?” Every wrong in the desert, he miraculously forced water to gush from
reply earns a vicious slap from the burly ogre. Most converts a giant stone. Ever since then, the stream has continued
are left bruised and bloodied by the time they finally give to flow. It is a source of life and religious observance. The
Japhreth the answer he was looking for: “Myself.” When the spring feeds into the nearby Waterfields, and members of
dazed aspirants do pass the test, the ogre hugs them tight and the faith who have crossed the desert to Tanasrael often
praises their wisdom. bathe and refresh themselves at the site.

THE WATERFIELDS THE ASH'AHAND


The Waterfields are another example of Tanasrael’s miraculous phenomena. Located west of the ziggurat, this system of
shallow canals brings crystal clear water to the Children of the Sun’s farmlands. Many animals live and breed in this lush
Among the thousands of aspirants who join the Children of the Sun, only a few
ecosystem—a pocket of life and prosperity in the otherwise unforgiving desert.
will ever become part of the Ash’ahand. The members of this revered order are
chosen for their strength and unwavering loyalty to the religious movement. Most
Oasis of Urush they never stray too far from the water’s edge, as massive of them were capable fighters before joining the Children of the Sun—but in the
At the edge of the Waterfields sits the Oasis of Urush, a crocodiles and other dangerous creatures lurk in the deeper blazing desert heat, they are reforged into something far greater. They become
pristine reservoir surrounded by a dense copse of palm trees. parts of the oasis. vessels of the sun’s divine power, blessed by Prophet Tikanen to lead his people to
Believers seeking respite from the noise and crowds of the their glorious future.
Jubilation Grounds often come here to bathe in peace. Yet
The Ash’ahand are the faith’s most elite fighting force, and their martial skills rival
those of Lawbrand’s Knight-Paladins. They are masters of wielding scimitars and
MINES OF GALAMOK
spears, and they relentlessly train to wage war under any circumstance: as part
The cavernous Mines of Galamok sit deep beneath the ziggurat. They existed long before Tikanen came to Tanasrael, of large formations or alone against overwhelming odds. Yet the Ash’ahand’s true
and some of his followers believe that the ancient temple complex was originally built with stones quarried from the site. power lies not in steel and battle tactics, but in fire and devotion.
The Children of the Sun have recently expanded the mines to extract bloodstone shale. Capable of storing the sun’s heat
and energy, this extraordinary material is held sacred by the faith’s leaders. The current mining activities are no secret to As part of their training, the Ash’ahand ritually brand parts of their bodies with
the Children of the Sun’s rank and file, but few are aware that slaves do the digging. Most of the laborers are captive des- red-hot irons to burn away their fears and weaknesses. The scars they carry are
ert dwarves and ma’ii, but apostates and believers who have failed to uphold the faith’s tenets also toil in the dark tunnels badges of honor, signs that they have purified their spirits and transcended their
as a means of atonement for their sins. former mundane lives. Ash’ahand who have performed enough of these rituals are
then taught how to call on the sun’s power and wield it as their own.
Ratzic Chamber of the Serpent
Around Tanasrael, the devout tell stories of the Ash’ahand charging into battle
(Male gnoll, Thug, Chaotic Neutral) The mysterious Chamber of the Serpent is a
armed with shields of flame and scimitars wreathed in fire. They speak of the
Ratzic knows the Mines of Galamok well—he has lived there subterranean complex adjacent to the Mines of
warriors summoning light from their hands to strike heretics blind or conjuring
longer than most other laborers. The fearless master tunneler Galamok. Though it shares Tanasrael’s architecture,
firestorms from thin air to burn their enemies to ashes. The faithful believe that the
could escape whenever he wants, but he chooses to stay in the there are no passageways that connect it to the ziggurat.
Ash’ahand’s potential is limited only by their conviction in the Prophet Tikanen
caverns to help his fellow slaves. Time and again, he has risked The Chamber of the Serpent’s main hall and adjoining
and his teachings.
his life digging secret passageways and using them to shepherd domiciles are abandoned—at least by anything living.
laborers to freedom. The few people who know of the site believe that it is As extraordinary as the Ash’ahand are, almost no one outside Tanasrael has heard
haunted by ancient, malevolent spirits. An enormous of them or their feats. The holy warriors rarely venture beyond the desert. They
mosaic depicting the Auroboros is embedded in the patrol the outskirts of Tanasrael, protecting it and the faithful from the many
main hall’s floor, and the air thrums with the World dangers of the Tanaroch. Yet the Ash’ahand’s isolation has another purpose. They
Serpent’s supernatural energies. No one, perhaps save are keen to keep their existence a secret from Lawbrand’s authorities…for now.
Tikanen, understands what this enigmatic chamber was
built for…or what the unsettling mosaic portends.

PART I: WORLD
126

TIDESFAR
PORT OF EXPLORERS

When the early morning fog rolls into Tidesfar, the restless city is already awake. The
fishmongers are out announcing the day’s catch in the tightly packed streets. The rhythmic din
of hammers and saws echoes across the shipyards. A navy frigate peppered by cannon fire from
a recent battle limps into the harbor.

Near the docks, a Zanzarra pirate locked in a pillory hums an old sea shanty to pass the time
before he’s hanged. Up on the cliffs overlooking the city, a young captain gazes out at the cold
gray sea, wondering what awaits her beyond the horizon. Maybe fortune. Maybe ruin.

The only thing she’s sure she’ll find on the open sea is freedom, the kind people who live on
dry land will never know.

That freedom is what drew the founders of Tidesfar to settle on this jagged edge of
southeastern Lawbrand. It’s what has kept them here for generations, despite the hardships of
living at the mercy of the tempestuous sea.

The people of Tidesfar have a reputation throughout Lawbrand for being unruly and
unpredictable—a reputation not entirely unearned. The sea folk love a good challenge. They
have always done things their own way, and their culture of self-reliance often creates tension
with the other Trade-Cities in matters of trade and politics. One of the oldest rivalries exists
with Sargrad, which Tidesfar depends on for the steel so vital to its shipbuilding industry.

But even the people who resent Tidesfar recognize that it is a cornerstone of Lawbrand’s
military and economic might. The city’s enormous fishing industry supplies food across the
realm, and its shipwrights are regarded as the greatest in the world. The war frigates built and
launched in Tidesfar are crewed mainly by adventurous locals. They are the only navy that
Lawbrand has, and they bravely risk their lives defending the other Trade-Cities from Zanzarra
pirates and hostile atsaad.

Everything Lawbrand knows of the myriad islands off its coasts is owed to Tidesfar and its
daring explorers. The adventuring tradition is as old as the city itself. Crowds always gather to
see the explorers off, knowing from experience that they don’t always return. The ones who do
come back bring riches, maps of new trade routes, and tales that will be told for generations.

And the ones who don’t come back…at least they tasted the freedom of the open sea. A life
lived without that isn’t much of a life at all.

PART I: WORLD
128

T I D E S F AR

MOVERS AND SHAKERS


Farnus Graydon
(Male human, Noble, Neutral Good)
As boisterous as he is charismatic, Graydon is the polarizing leader of the Seafarers Guild. A former naval officer, he spent years combating 3
the rebel atsaadi tribes of the Wassica Islands. As the leader of Tidesfar’s most prominent guild, he’s become something of an anti-atsaad
activist.While he recognizes that many of his Trade-City’s atsaadi citizens are good, law-abiding folk, he harbors a deep mistrust of their 1
kind. His incendiary rhetoric on the subject has cost him the loyalty and respect of many of his more moderate guildmates.
2

Darma “Saltplank” Dourforge 4


(Female iron dwarf, Veteran, Chaotic Good)
Darma is one of Tidesfar’s most celebrated citizens. A ship’s captain, explorer, and pirate hunter without peer, her exploits on the 1. SHIPWRIGHT
DISTRICT
high seas are legendary. It’s rumored that she once single-handedly repelled a pirate boarding action with nothing more than a 5
2. TRADEWIND
plank of splintered wood.Whatever the truth, Darma embodies Tidesfar’s spirit of daring and adventure. PLAZA
6 3. GULL HILL
4. THE SCULLERY
Vice-Admiral Lora Saalur
5. PORT
(Female atsaad, Veteran, Lawful Good) AUTHORITY
One of the youngest senior officers in Lawbrand’s prestigious navy, Saalur is a dutiful and deliberate leader. Raised by the atsaad of the 6. SALDRED'S
Wassica Islands, she chose to leave her troubled homeland while in her teens and become a citizen of Lawbrand. Committing herself to OATH
7
serve the public interest, she joined the navy and quickly rose through its ranks. Though she holds some sympathy for the atsaadi rebels 7. LONGSHORE
struggling to maintain their sovereignty in the isles, she will not hesitate to carry out her duties as a sworn defender of Lawbrand.

POINTS OF INTEREST
GULL HILL POPULATION RULING AUTHORITY PRIMARY INDUSTRY CONSTABULARY
300,000 The Seafarers Shipbuilding, Fishing, The Tidesfar Mariners
A multitiered district lined with innumerable shops and housing blocks, Gull Hill rises above the Longshore and looks Lawbrand Navy
out, with unobstructed views, upon the open seas. Its most recognizable feature is the colossal statue of Tidesfar’s famous
founder, Captain Trevayl Tyde. Known for its lively, welcoming atmosphere as well as the continually circling seabirds
from whom it takes its name, Gull Hill is a wonder to behold.
THE LONGSHORE
Tradewind Plaza Gilly’s Gullet Ships of all types sail in and out of this bustling port continually, day and night. Overseen by the watchful officers of the
Always bustling with foot traffic and abuzz with The best tavern in town, the Gullet’s walls are lined with Port Authority, the Longshore is full of workers, tradespeople, sailors, and travelers—flowing through the streets and
commerce, Tradewind Plaza is the center of Tidesfar’s fishing nets and razor-toothed shark skulls. Its uncouth intermingling as they focus on their daily tasks and errands. The port’s commercial areas are lined with exotic fishing
lively culture. With goods and materials arriving from clientele includes old sailors, explorers, shipwrights, and shops and inviting taverns.
across Lawbrand daily, its open-air markets and specialty longshoremen—all happy to regale one another with tales
shops stay busy year-round. Traders and merchants alike of danger and wonder on the high seas.
hock their wares from auction blocks and storefronts, The Port Authority Shipwright District
adding to the Plaza’s raucous din. The mighty edifice of Tidesfar’s Port Authority building The Shipwright District is located north of the Port
Ol’ Hurk stands at the center of Longshore’s busy wharves. Authority and serves as the city’s primary industrial hub.
(Male ogre, Thug, Chaotic Neutral) Reinforced with steel plating and outfitted with dozens This is where Lawbrand’s ships are built and launched
The Scullery Renowned for being one of the city’s best storytellers—as well of heavy cannons, the building was designed to withstand to sea. Towering cranes, construction gantries, and
Tidesfar’s famed Scullery encompasses two square blocks as for his legendary “Maelstrom Mai’tai” concoctions—Ol’ direct attacks by seaborne enemies. Alas, the batteries ubiquitous skeletal ship frameworks loom over the area’s
of the finest seafood restaurants, taverns, and bakeries in Hurk has tended bar in the Gullet for decades. Beloved by the have never been fired under threat, and the walls have myriad workshops and warehouses.
southern Lawbrand. Its lively atmosphere is accentuated tavern’s regular patrons, the crusty old ogre won’t hesitate to never been besieged. The Port Authority’s officers content
by the bards and musicians who compete to be heard slam a few heads together if things ever get too rowdy. themselves with settling minor disputes between rival
from nearly every street corner. crews and keeping the port’s dense traffic flowing at a
steady clip.

PART 1: WORLD LOCATIONS


130

Saldred’s Oath Ormuus


This famous galleon, named after Old Sularia’s first and only (Male atsaad, Cultist, Neutral Good)
emperor, Saldred Oth’Sular, once sailed as part of Sularia’s A curious, soft-spoken atsaad, Ormuus is a sigilist of local
grand navy. Nearly three hundred years old, its days of service renown.While he runs the museum and gift shop within
are well behind it. Saldred’s Oath now lies moored next to the Saldred’s Oath by day, he does tattooing and sigil-work by
Port Authority building, the interior of its vast hull serving as night. His stunning tattoo artwork features overlapping wave
a maritime museum and gift shop. themes and water forms that seem to flow and crest as the
bearer moves.
A LONG WAR AT SEA
SORENSWOOD
In Tidesfar, it is common to see a war frigate fresh from battle limp into the
Though its lower reaches have been thoroughly clearcut to provide lumber for Tidesfar’s shipbuilding
harbor. Tired sailors and marines disembark from their battered vessel to visit
industry, this otherwise dense woodland covers much of the Trade-City’s northwestern outskirts. Home to a
loved ones or mend their wounds. Once their ship is repaired and loaded with
number of working lumber camps and small hamlets, it is regularly patrolled by Tidesfar’s Mariner Scouts.
provisions and ammunition, they grimly head back out to sea.

Keiber’s Mill The Ghostly Shores There is no time to rest for the fifty ships and thousands of brave souls who form
The central hub for lumber processing in Lawbrand, This long, boulder-strewn beach dominates the coastline Lawbrand’s navy. Another battle is always waiting for them beyond their beloved
Keiber’s Mill is a large lumber encampment of industrial west of Tidesfar. Blanketed by near-constant fog, the shores. It has been that way for decades. Folk in Tidesfar call it the “Tidal War,” a
sawmills, warehouses, and tracts of modest homes. strand known as the Ghostly Shores is punctuated by conflict that swells and recedes with no end in sight. It is not waged against a single
Founded years ago when the region was densely forested, old shipwrecks and hidden smuggling camps. The air of mighty adversary, but rather dozens of small threats.
the land has since been cleared of trees and foliage to danger and foreboding that permeates the strand has led
The Zanzarra pirates are one such threat. They are a thorn in Lawbrand’s side
allow easier access for bulk lumber shipments to be many locals to believe the region is haunted. While that
that the navy has yet to fully pluck out—and not for lack of trying. War frigates
prepped and moved to the city. Periodically, the Mill theory remains to be proven, the area is nonetheless a
constantly patrol the shipping lanes and coastlines—prime hunting grounds for the
will come under attack by forest-dwelling bands of rebel dangerous one for seafarers and adventurers alike.
pirates. When the navy and Zanzarra vessels meet, the battles are always fierce and
gnolls or satyrs, incensed by the wanton destruction of
bloody. Many of the pirates are former sailors and marines who abandoned the
their precious wildlands. These raids are always repelled
rule of law in search of riches. They know the navy’s tactics, which makes them all
in short order by the Mariner Scouts, the attackers
the more dangerous.
retreating into the wilds from whence they came.
Hostile atsaad from the Wassica Islands are another of the navy’s other familiar
WASSICA ISLANDS enemies. They raid Lawbrand’s coastlines to avenge what they see as intrusions
by merchants and explorers into their territorial waters. Unlike the Zanzarra
An archipelago of four principal islands with innumerable smaller islets, the Wassica Islands lie to the southwest of
pirates, the atsaad do not attack by ship, but from undersea. In recent years, the
Lawbrand’s mainland. Though the various atsaadi tribes are the region’s primary occupants, pirates, smugglers, and
navy has deployed new weapons to deal with their aquatic adversaries: steel nets
Lawbrand’s own intrepid explorers also frequent the islands. Territorial in the extreme, the native atsaadi tribes treat
to block off vulnerable harbors and explosive depth charges engineered in Talis.
most interlopers with naked hostility—especially those flying the colors of Lawbrand. The atsaad rightly suspect that
Friendly atsaad have also joined the navy’s cause, scouting the depths for signs of
it’s only a matter of time before Lawbrand decides to annex the lush island chain into its growing confederation.
imminent attack.

A’laua Tidesfar’s brave sailors and marines risk everything to keep the pirates, atsaad,
This ruined city, nestled at the heart of a dense and other threats from spilling the blood of Lawbrand’s innocents. Yet few people
rainforest, is one of the last monuments of Ardu—the outside of Tidesfar celebrate the navy’s victories or honor its sacrifices. The
fallen empire of the atsaad. Flooded and broken by a common folk are simply unaware of the Tidal War and its true cost.
series of catastrophic quakes some 250 years ago, A’laua
now stands as a sacred site to the atsaadi tribes—the This ignorance has fostered resentment in the navy toward inland folk. Yet the
last bastion of their frayed cultural identity. While the sailors and marines remain dedicated to upholding order on the high seas. They do
disparate tribes are often suspicious of one another, it out of pride. They do it for each other and their friends and family in Tidesfar.
they all gather annually at A’laua to reaffirm what bonds And most of all, they do it because they know they are the only ones who can.
remain between them and celebrate the memory of their
once glorious empire.

PART I: WORLD
134

working
outside the law
Danger, crime, and intrigue lurk around every corner of the Trade-Cities. Rival street gangs clash
for control of their shabby territories, heedless to the innocents that might get caught in the middle.
Neighborhood crime lords squeeze local businesses, already struggling financially, for tributes
and protection money. Smugglers move illicit goods through the expansive black market, viciously
silencing anyone who discovers their dealings. The rich and powerful employ hired muscle to
intimidate their competitors and protect their secret interests.

While the Trade-Cities are governed by strict laws and edicts enforced by each city’s unique
constabulary, crime in all its myriad forms remains a gritty reality in the streets of Lawbrand. In
most instances, the constabularies are stretched too thin to respond to every crime or request for
assistance. Despite the Church’s tenets of honor and civic accountability, the common citizens of
Lawbrand see true justice as a rarity. Many are forced to rely on outside help from mercenaries or
local adventurers to resolve their grievances.

These adventurers are often called upon to perform a wide array of dangerous services, including
recovering stolen property, rescuing kidnapped loved ones, escorting travelers along dangerous
highways, and even toppling petty crime lords who’ve overstepped their bounds.

While mercenaries and adventurers are often celebrated by the common citizens they aid, Lawbrand’s
authorities hold their activities with contempt. Vigilantism of any kind is seen as a serious threat to
maintaining law and order across the breadth of the realm.

Though professional adventurers operate regularly throughout Lawbrand and its surrounding
territories, they often attempt to keep a low profile on their activities and whereabouts at any given
time. Those that are not sanctioned by either the Sularian Church or the Trade-Guilds are often seen as
disruptive interlopers working against the common good of society for their own profit and acclaim.

There are some instances where adventurers and mercenaries can be sanctioned to act as deputized
Peacekeepers and accomplish their various tasks within the bounds of the law. To facilitate this, local
judges and authorities can grant private citizens Writs of Sanction that authorize them to execute a
wide array of lawful warrants.

A list of writs can be found in the Laws, Writs ’n’ Bounties section on page 235.

In the realm of Lawbrand, heroes come in all shapes and sizes.


While there are many races that populate the Trade-Cities, there
are a few that are unique to the world of Drastnia. Whether it be
the adventurous atsaad, ferocious xu’keen, shapeshifting ma’ii,
resilient desert dwarves, or the brilliant salamar, players can use
these races to create their own unique characters. The following
chapter provides an overview of each race’s culture, outlook, and
gameplay rules.

PART Ii: heroes


136 137

HALF-ORCS They are hopelessly estranged from their desert dwarf


PLAYER RACES IN LAWBRAND Most of orc-kind was annihilated to the point of extinction
cousins in Red Bluff. There may even be animosity
between the two groups, as the desert dwarves see the
during the catastrophic War of Light and Shadow over four
iron dwarves as cultural “sellouts” for choosing to live in
centuries ago. Some individuals with strong “orcish blood”
The following section provides context for how existing 5E player races are represented in the realm of Lawbrand. big cities apart from their kin.
in their veins still exist here and there. With no defining
culture of their own, half-orcs make do as they can, eking Iron dwarf characters should use the “Mountain Dwarf”
DRAGONBORN HIGH ELVES out a living in the overcrowded Trade-Cities. subrace rules, but any dwarf subrace can be used.
Dragonborn do not naturally exist in the world of Thought to be extinct for two thousand years, high elves
Drastnia but could come to exist by other means. are almost never encountered by the common folk of the
HUMANS TIEFLING
Trade-Cities. Fewer than a hundred high elves remain,
You may play a dragonborn, but you must either use the chart
and they reside exclusively within their timeless sanctum Humans occupy every corner of Lawbrand—from the Tieflings do not naturally exist in the world of Drastnia,
below to define your character’s origins—or create a suitable
of Feyonnas. The few curious elves who choose to venture heights of the Sularian cathedrals to the hardscrabble but could come to exist by other means. While there
origin of your own devising.
out from Feyonnas usually hide their heritage so as to not work floors of the factories and mills. They are the most are innumerable planes of existence, few in Lawbrand
draw undue attention to themselves. Elves are generally common race in the Trade-Cities. They’ve come a long believe they, or the disparate entities that dwell within
D4 DRAGONBORN BACKGROUNDS way since their more intolerant days as the preeminent
believed to be mythological creatures by the general them, even exist.
1 You’re from a long-dead draconic race from populace of Lawbrand. citizens of Old Sularia. Humans are often seen as the
You may play a tiefling, but you must either use the chart
the Northwilds. You’ve been on your own glue that holds Lawbrand together—taking great strides
You may play a high elf, but you must either use the chart below below to define your character’s origins—or create a suitable
your whole life and are now interested in to redeem their troublesome history by creating bridges
to define your character’s origins—or create a suitable origin of origin of your own devising.
assimilating into society… between the Trade-Cities’ various peoples.
your own devising to explain why you have left Feyonnas.
2 You are seen as an aberration by the Church D4 TIEFLING BACKGROUNDS
and are treated as a cursed pariah… IRON DWARVES
D4 HIGH ELF BACKGROUNDS You are feared by members of the Church
3 You are from another world, mysteriously “Iron dwarf” is the common moniker for the mountain
1 You left Feyonnas to wander the world and see 1 as some kind of devil and actively hide your
deposited on Drastnia… Curious about your new
its sights and peoples on your own terms… dwarf refugees from Mitholme who helped found features from others.
home, you’ve decided to make the best of it.
Lawbrand. The iron dwarves have always been the
4 You were summoned from another dimension 2 You have been sent on a mission from You are uncertain of your origins but fearlessly
solid backbone of Lawbrand’s culture. Their toil and 2
by dark sorcery, but you won’t let anyone Feyonnas and plan to return once it has been face the world as you are…
craftsmanship built the Trade-Cities from the ground up.
define who you are… accomplished…
Good-natured and family-centered, they take great pride
3 You fled Feyonnas because of a family tragedy. in their work, even if they’re seldom appreciated for the You believe you were born human and, at some
3
On your own in the Trade-Cities, you’re not quite point in your youth, fell prey to a terrible curse…
DROW instrumental role they’ve played in the realm’s creation.
sure where you belong anymore…
Scarcely seen in the Trade-Cities, the drow were thought to be You are seen as a mutant aberration—perhaps
4 You were magically expelled from Feyonnas 4
extinct for the past six centuries. Though some have trickled cursed by the unholy power of the Howling…
for an unknown reason, but you long to find a
down into the southlands from their ancestral home of way to return to your people…
Alash’eth, they tend to remain aloof and keep to themselves.
They are generally opportunistic—eking out specialized
roles within the Trade-Guilds and commercial fields. They HALF-ELVES
are fascinated by history and arcana. Despite their historical Like full-blooded high elves, half-elves are incredibly
reputation for being manipulative and self-serving, most drow rare in Lawbrand. These individuals would be seen to
in the Trade-Cities work hard to maintain social equilibrium have “elven blood’—a wondrous gift—but they have no
with their neighbors and coworkers. cultural identity of their own. They get by as best they
can, often hiding their true nature and trying to pass off
as merely human.
GNOMES
Upbeat and bright, gnomes are seen as the brains behind
Lawbrand’s prolific manufacturing and engineering HALFLING NEW PLAYER RACES
industries. Gnomes are often upper-crust, affluent Most of the halflings of Old Sularia were tragically lost
citizens, given their utility to the Trade-Guilds. As a result, during the Battle of the Barrier Peaks 250 years ago. Detailed on the following pages are five new player races that are unique to the world
they can be seen as aloof, elitist, and somewhat self- The few refugee families that survived the battle helped
of Drastnia. Each race is presented with a cultural overview, visual description, name
serving to the toiling masses within the Trade-Cities. Lawbrand’s original settlers to found the Trade-Cities.
Though their numbers are few, these families still suggestions, and unique rules for creating your own characters. When creating a
thrive within Lawbrand, offering their skilled labor and character using one of the new races presented, players can feel free to modify the
irrepressible optimism.
Ability Score Increase to better fit the archetype of their hero as they see fit.

PART Ii: heroes player raceS


138 139

DESCRIPTION
Spending most of their lives either
beneath the waves or on the Wassica
ATSAAD Islands, atsaad are amphibious
humanoids that live for adventure
and exploration. They tend to be
EXPLORERS OF THE OCEAN DEPTHS excellent scavengers, and their
boundless curiosity makes them
invaluable allies whether diving
In the depths of the Kalnorean Sea, atsaadi scavengers weave gracefully through the skeleton of a
deep underwater or spelunking
sunken galleon. The joy of exploring the forgotten wreck is just as rewarding to them as any treasure
through dark caverns.
they might find within it. On the Wassica Islands, a lone atsaad wades into a still lagoon, her scales
shimmering in the sunlight. She closes her eyes and becomes one with the water, sensing where
its currents have come from and the things they have touched before now. Far to the east, atsaadi APPEARANCE
merchants wander through Tidesfar’s bustling Tradewind Plaza—every sight and sound a new
Atsaad are exotic humanoids
experience. And new experiences are what this adventurous race lives for.
with aquatic features. Their facial
An insatiable curiosity has always stirred in the hearts of the atsaad. Long ago, when they ruled features are soft and thoughtful,
over the vast aquatic empire of Ardu, they explored every kelp forest and island chain in their with large dark eyes that seem
domain. They plumbed the endless mysteries of the sea and gathered knowledge and riches beyond to stare into the soul. Their lithe
measure. Yet these treasures—and all of Ardu—were consumed by a sudden, catastrophic upheaval. bodies are covered by fine, mottled
Earthquakes and tsunamis rocked the ocean empire and scattered the surviving atsaad. scales, with colors ranging across
the entire spectrum. Down the
Today, the atsaad live across a broad stretch of backs of their heads, long tendrils
land and sea. The more isolationist tribes dwell flow like braids—often adorned
in the remote Wassica Islands, launching raids with beads or brightly colored
on Lawbrand’s coastal cities and toeing the bands. Their hands and feet have
dangerous line that could lead to all-out war—a slight webbing between the digits.
war that would likely end with their extinction.

Those atsaad that have become citizens of NAMES


Lawbrand seek peace and camaraderie—even Masculine Names
making their homes in the Trade-Cities’ crowded Gruu, Oggle, Druul, Grabbi,
urban centers. Many of them thrive in Lawbrand’s Dorr, Flebb
diverse society due to their innate ability to feel
Feminine Names
the currents of emotion around them. They are
Blaya, Lamma, Abbra,
quick to sense whether a stranger means them Sebbu, Burus
good or ill—and use those instincts to their
benefit. When they forge friendships with others, Family Names
the bonds are as strong as steel. Salaa, Leeru, Sharan,
Eeless, Lasaad
Lawbrand’s atsaadi citizens are known for their
positive demeanors, but changes in the weather
can sometimes affect their moods. When storm
clouds gather, atsaad can become irritable or
forlorn. Every drop of rain that touches their skin
is a reminder of the sea—and the inseparable bond
they share with it. The atsaad are children of the
tides. The ocean is a well of memory, a connection
to their past, and a reminder that their hearts will
always belong to the fathomless deep.

PART Ii: heroes player raceS


140 141

ATSAAD TRAITS
TIDAL BOND There are rumored to be upwards of twenty
different atsaadi tribes, but the three largest are Amphibious
Being amphibious humanoids, atsaad can You can breathe both air and water.
the most commonly recognized by the people
flourish both on land and in the sea. They
of Lawbrand. Their tribal names are roughly
feature unique cranial tendrils that some
translated from Wassic. Darkvision
biologists believe act as psycho-emotional
60 ft., 120 ft. while underwater.
antennae, allowing the atsaad to read other
creatures’ emotional states when they are
L’hale “Daggermaw” Slippery Skin
submerged within proximity to them. The atsaad
You have advantage on Dexterity (Acrobatics)
can also sense the flow of water from region to The L’hale are the largest atsaadi tribe and cling
checks and saving throws.
region—almost tasting the scent of distant places to the warrior principles of their lost empire,
in the particles. They believe that all are one and Ardu. They control a vast area of undersea ruins
bonded by the world’s moving waters; emotions around the Wassica Islands and hold the ruined Water Senses
move like currents, and the atsaad often try to city of A’laua as their sacred capital. They hate Up to three times per long rest, while in contact
keep things in stillness around them. those of their kind who have claimed citizenship with water, you can send out a pulse to sense
in Lawbrand, seeing the urbanized realm as a the exact location of any other creature in
threat to their own faded power and territorial contact with the same water within 100 ft.
HEART FOR EXPLORATION holdings. They have no compunction about
Atsaad are driven by a deep sense of adventure waging attacks and raids on Lawbrand’s coastal Healing Waters
and exploration—an insatiable curiosity about holdings. While taking a short rest, if you are floating
the horizon and the possibility of new exotic or submerged in water, double the amount of
places and peoples. They enjoy interacting with M’puro “Deepfathom” health regained for each hit die rolled.
others, even those not of their own kind, which The M’puro atsaad are scavengers and treasure
drives their curiosity. They hold their family seekers. They’re a medium sized tribe but lack Bioluminescent Burst
pods as the highest priority. the territory and resources necessary to be as Once per long rest, the color bands on your
self-sufficient as the L’hale. They are indifferent scales can glow and burst with bioluminescent
They are generally upbeat and positive in their to Lawbrand and its encroachments and light to target a creature within 5 ft. The
outlook and seek to aid those around them for generally tend to their own affairs. Among other creature must succeed a Constitution saving
the greater good of society. They make great atsaad, they are best known for their hoarding throw DC = 8 + Charisma modifier. If the
teammates and collaborators. If any drawbacks of precious stones and pearls and other natural creature fails the save, they are blinded until the
can be said of them, it’s that some atsaad are treasures of the sea. end of their next turn.
prone to daydreaming and not keeping their Ability Score Increase
head on the task in front of them. K’ani “Stillwater” Your Charisma increases by 2, and your
The smallest of the three primary atsaadi tribes,
Astute Learners
Dexterity increases by 1.
You have proficiency in the Perception skill.
the K’ani are surprisingly industrious—and the
THE TRIBES OF ARDU Age
most likely to seek interaction with outsiders.
While many of the atsaad have moved from the Their traders sometimes come to the ports of Atsaad reach adulthood by age 14 Languages
Wassica Islands and assimilated into the culture Tidesfar and Sargrad to trade for various goods, and live on average for 60 years. You can speak Common and a unique language
of Lawbrand, there are far more that still bringing fruit, fish, and other wares from the (Wassic) among other atsaad.
populate the islands, refusing to abandon their Wassica Islands.
Size
ancient heritage. These holdouts retain their Atsaad range from 5 to 5½ ft. tall
ancestral tribal identities and are committed to and typically weigh 120 lbs or less. Your size
maintaining their own cultural identity. They is Medium.
are often violent and xenophobic to all outsiders
Speed
and see their urbanized land-dwelling brethren
Your base walking speed is 30 ft.,
as traitors to their people.
and you have a swimming speed of 30 ft.

PART Ii: heroes player raceS


142 143

DESCRIPTION
Forged in the heat of the Tanaroch,
the desert dwarves of Red Bluff have
DESERT DWARVES built their lives around defiance.
Defiance against the elements,
against society, and against any
WARRIORS OF THE EASTERN WASTES others who would threaten their way
of life. They are a rugged, obstinate
people who have been hardened by
Under the Tanaroch’s blazing sun, a tattooed dwarf shaman crouches in the sand and listens to the
both exposure to the harsh climate
whispers of the elements. He focuses his mind on a rushing river hidden deep underground and
and their own troubled history.
directs it toward the colossal mesa in the distance: the fortress city of Red Bluff. Atop the windswept
mesa, a dwarf blacksmith tempers the red-hot steel of a new battle axe. A young warrior looks on,
eager to hold the weapon—to wield it in defense of her beloved home. Near the forges, dwarven APPEARANCE
engineers rappel down the side of the mesa-city to repair a broken windmill. A fierce gale nearly tears
Desert dwarves are of average
them from their ropes, but they hold fast to each other until it subsides. That’s the way of things in the
height and build for dwarves. Their
Tanaroch—you only survive by sticking together. The desert dwarves have learned that lesson well.
skin is a rich brown. On average,
During the fall of Old Sularia, the desert dwarves’ ancestors came south with the empire’s other their hair can have a distinctively
refugees but had no desire to start a new society with them. The dwarves wanted a place to call their reddish-blond hue—a lingering
own—a place where they could live free from the discrimination and senseless violence that had trait from their northern heritage.
plagued the kingdoms of Old Sularia. The desolate Tanaroch offered them that chance…if they could But many desert dwarves also have
endure it. brown, black, or white hair. They
adorn themselves with heavy tattoos
Armed with the tools on their backs and their loyalty to each other, they overcame every hardship the desert and piercings. They can appear
threw at them. They carved their fortress-city of Red Bluff into the heart of the vast mesa, and they thrived. rough and unkempt to the more
urbanized citizens in Lawbrand.
Though the dwarves have clung to some of their old traditions, they have adopted many new beliefs The desert dwarves wear skins
and practices as a new society evolved in their adopted homeland. The ancient warrior ethos remains trimmed with light fur and light
a cornerstone of their culture. Some young dwarves join the Gron’Almar caste and learn to fight. leathers and cloth. Many favor
These honor-bound warriors hunt in the desert and defend their city from dangers like the ma’ii, a leather kilts over more traditional
race of nomads that also makes its home in the leggings. They often wear distinctive
unforgiving desert. head wraps, which help to focus
their eyesight in the open desert as
Though their more traditional ancestors
much as keep their heads protected
distrusted magic of any kind, those who came
from the sun.
to the desert eventually embraced the spiritual
path of shamanism. They fostered a deep
connection with the spirits of the land, which NAMES
allowed them to work in harmony with the
Masculine Names
elements and make Red Bluff a completely self-
Dunan, Gremolt, Garn, Borok,
sustaining community.
Torin, Grannik
Most desert dwarves see no need to ever leave Feminine Names
their fortress-city, but some do venture west Thyra, Belora, Greyesh, Sanja,
into Lawbrand’s Trade-Cities. Yet, wherever they Maga, Sandel
go and whatever they do, their hearts remain
in Red Bluff—with the steadfast kin they can Family Names
always count on in times of need. Redrock, Sandaxe, Shalescar,
Irondune, Bloodstone

PART Ii: heroes player raceS


144 145

DESERT DWARF TRAITS


REFUGEES OF The bloodstone’s red dust settled everywhere
THE WASTELAND throughout the mesa-city. Over time, its
particles seeped into the dwarves’ pores and
When the dwarven refugees from Old Sularia
lungs—changing them forever. The red dust
first trekked into the Tanaroch to find a land of
caused the dwarves’ skin to toughen, making
their own, they were led by the mountain dwarf
them highly resistant to the desert’s
hero, Dragran Stonefury. The steadfast Dragran
searing heat.
hoped to create a better, more equitable
dwarven society than that of Mitholme. After Later, as trade was established with Lawbrand Desert dwarves are a subrace of dwarves, inheriting
establishing their stronghold at Red Bluff, the in the west, the wondrous bloodstone became many of the base abilities of the dwarf race. The abilities
dwarves again fell to bickering about how best a precious commodity, and its mining and they inherit from the dwarf race are: Ability Score
to rule and share power between their factional refinement proved to be highly lucrative Increase, Darkvision, Dwarven Resilience, Dwarven
groups. Dismayed that the dwarves’ cycle of enterprises for the craftsmen of Red Bluff. In Combat Training, Tool Proficiency, and Stonecunning.
mistrust might start all over again, Dragran fact, bloodstone became so prolific in their You may choose a desert dwarf when selecting a subrace
abandoned Red Bluff to seek solitude in the society, the dwarves came to use it as a general for your dwarf.
wasteland. He was never heard from again. surname for orphans or those citizens who
Most desert dwarves believe Dragran perished couldn’t trace their lineage from before the Fall
out in the desert. To honor their beloved leader, of Old Sularia.
they built an ornate tomb within the Cavern of
the Last Fist deep beneath Red Bluff.
TERRITORIAL ENMITY
The loss of Dragran’s singular leadership
Since the founding of Red Bluff, the desert
forced the dwarves to pull together and
dwarves have had a longs-tanding feud with
share authority over their burgeoning new
the Tanaroch’s native ma’ii packs. Both
home. With the rise of the dwarven shaman,
peoples, desperate to claim the desert’s meager
a new unity arose between the factions. The Ability Score Increase
resources for their own, have engaged in many
shaman’s deep relationship with the elemental Your Wisdom increases by 1.
bitter battles over the years. Still, both cultures
spirits of the land around them assured the
are few in number, so they tried to avoid costly Dervish of the Sands
other dwarves that they could flourish in the Tempered by the Bloodstone
raids and fights whenever possible. While in an area of extreme heat and not
Tanaroch—spiritually bound to the land as a Used to the brutality of the desert’s heat, you have wearing heavy armor, you gain the following
singular people. These heated skirmishes still occur from time resistance to fire damage and extreme heat. benefits:
to time—and are often compounded by the
BLOODSTONE predations of the Ravenous. These monstrous, Age : +1 AC

The dwarves discovered innumerable deposits


lycanthropic offshoots of the ma’ii people
terrorize everyone within the desert’s eastern
Desert Dwarves reach adulthood by age 30
and live on average for 175 years.
: An additional d4 damage to your
melee attacks.
of strange red shale embedded around the regions. Striking from their savage holds in
mesa and throughout the surrounding desert. Designer’s Note: Some examples of what an
the Ridge of Spears, the Ravenous prey upon Size
They found that the shale had remarkable area with extreme heat could be: a small space with
dwarf and ma’ii alike. The dwarves, making no Desert Dwarves range from 4½ to 5½ ft. tall
properties for storing heat and energy. Naming a raging fire, the barren desert at high noon, or even
distinction between the noble ma’ii and their and typically weigh 180 lbs or less.Your size is
it “bloodstone,” the dwarves began working it a sauna.
Ravenous kin, harbor only hatred and mistrust Medium.
into the alloys of their weapons and tools. They for the whole furry lot.
created great sheets of bloodstone, which they Mesa Born
installed around the periphery of the mesa’s Speed You have proficiency in the Survival and
central cavern—its stored heat helping to keep Your base walking speed is 30 ft. Acrobatics skills.
their crops warm during the cold desert winters.

PART Ii: heroes player raceS


146 147

DESCRIPTION NAMES
Often found hunting in packs, ma’ii Masculine Names
have become masters of the open Ahunei, Oldoa, Eavei, T​haw-hia,​

MA'II desert by trusting their instincts.


With their heightened senses and
Tua, Uonai

Feminine Names
ability to shapeshift into the forms of
Aw-ki, Ahma, Bahi, Kani, Dahee,
shapeshifters of the tanaroch swift coyotes, they take great pride Oeba, Fana
in scouting across the wasteland,
tracking anyone foolish enough to Family Names
As the dawn light spills across the Tanaroch, a ma’ii family gathers its belongings and sets off toward
trespass upon their territory. Na’ta, Si’elo, Tu’mani, Ko’tini,
the horizon. The nomads have no destination in mind; they’ll let fate guide them to their next home.
Lo’haro, Se’notara
Atop a rocky bluff, an elder ma’ii shaman listens to the whispers in the wind. She has nothing to ask APPEARANCE
of the spirits. She simply likes to hear them speak.
Ma’ii are lanky, oddly lupine
Not far away, two ma’ii brothers shapeshift into fearsome coyotes and prowl the dunes just as their humanoids with coarse hair all over
ancestors have done for uncounted generations. They aren’t hunting for prey; they’re just enjoying their bodies, sharp canine teeth,
the freedom that all ma’ii know and cherish—the freedom of living in the endless, untamed Tanaroch. and clawlike fingernails. Their fur
color ranges from sandy grays to
A thousand years before the first Trade-Cities arose, the nomadic ma’ii were already roaming the deep browns. They possess yellow
Tanaroch. In that great span, however, they never needed to burden their society with stringent rules. eyes that seem to pierce through
The closest thing they have to leaders are the shamans, spiritual guides who pass down myths and any darkness.
teach their kin how to survive in the desert.

And there is no one in the world better suited to survive in this unforgiving land than the ma’ii. The
key to their success lies in balancing their innate ferocity and their better natures. On the hunt, they
harness their animalistic instincts and strike without mercy, most often in the form of large, ragged
coyotes. But when they gather around the campfires at night, they revel in their rich traditions with
family and cheerfully tell stories and jokes under the desert stars.

Most folk in Lawbrand know nothing of this


delicate balance. Tales about the nomads
usually portray them as nothing more than
opportunistic raiders who prey on lonely
trade caravans. Merchants traveling through
the Tanaroch live in constant fear of ma’ii
hunting packs.

But the truth is that the ma’ii are the


ones who fear and distrust the people of
Lawbrand. They’ve witnessed how the
“civilized” folk treat each other, how greed
and religious discrimination have driven
many of them to commit horrendous acts
against their neighbors. As far as the ma’ii are
concerned, the less they see of outsiders from
the Trade-Cities, the better. They are content
to enjoy the rugged splendor of their desert
home by themselves, just as they always have.

Just as they always will, even if that means


unleashing the beast within to keep their land
free and unspoiled.

PART Ii: heroes player raceS


148 149

WANDERERS OF him into one of the restless coyotes—fated to


THE WASTELAND wander the desert wastes as a vagabond forever.
It is said that to this day, Doh’bik’s barking
MA'II TRAITS
The ma’ii are a shamanic people—in tune with
laughter can still be heard echoing upon the
the spirits of the land and the spirits of their
southern wind. Ability Score Increase You can’t cast spells, and your ability to speak or
ancestors. Their culture holds the shamanic
Your Wisdom increases by 2, and your take any action that requires hands is limited to
calling in the highest esteem. The ma’ii listen to
Dexterity increases by 1. the capabilities of your beast form. Transforming
the voices within the wind and earth, intent on THE BEAST WITHIN
doesn’t break your concentration on a spell
gleaning whatever insight the capricious spirits While in coyote form, the ma’ii possess full Age you’ve already cast, however, or prevent you from
might share. Every stone, dune, and swirling consciousness—though they can, at times, Ma’ii reach adulthood by age 25 and live on taking actions that are part of a spell, such as call
zephyr is sacred to the ma’ii. To them, the succumb to a base animal instinct and feral average for 75 years. lightning, that you’ve already cast.
entirety of the Tanaroch is holy ground. viciousness. Though rare, these tendencies
can affect them even in their humanoid Size You retain the benefit of any features from your
Their predatory senses and instincts make
state. Thus, at the age of thirteen, most ma’ii Ma’ii range from 5 to 6 ft. tall and typically class, race, or other source and can use them
them master hunters and allow them to survive
children participate in the Sho’kote. During the weigh 175 lbs. Your size is Medium. if the new form is physically capable of doing
the grueling desert with ease. While they have
Sho’kote, young ma’ii are sent off alone into the so. However, you can’t use any of your special
no formal armed forces, their fearless and
desert—to survive for one week and try to come Speed senses, such as darkvision, unless your new
implacable warriors provide a formidable
to grips with the feral beast within. Your base walking speed is 35 ft. form also has that sense.
defense—striking from the desert shadows, only
to fade away as if taken by the winds. Your equipment merges into your new form.
Rarely, some ma’ii fail to control their bestial
Coyote Senses Worn equipment functions as normal, but the
natures and become lost in the desert,
The ma’ii are generally good-natured but have You have advantage on Wisdom (Perception) GM decides whether it is practical for the new
overwhelmed by animalistic rage. They
an intense independent streak and hate to be checks that rely on hearing or smell. form to wear a piece of equipment visually, based
transform into the Ravenous—mindless
confined by rules—especially those instituted on the creature’s shape and size. Your equipment
lycanthropes who live only to murder and feed.
by other societies. They appreciate that some in Darkvision doesn’t change size or shape to match the new
Thankfully, most of the children return home
Lawbrand consider them savage and insular. It 60 ft. form, and any equipment that the new form can’t
to their packs, their humors balanced to live the
amuses them to be seen as such. wear must either fall to the ground or merge with
rich, nomadic life of their people.
Dune Stalker it. Equipment that merges with the form has no
effect until you leave the form.
SPIRIT OF THE COYOTE Once per long rest, the ma’ii can turn into a
JOYFUL TRICKSTERS coyote, replacing your game statistics for Armor
Ma’ii are shapeshifters—able to transform their
The ma’ii’s nomadic family groups are called and Speed with the following profile for up to Mirthful Cunning
bodies into the forms of large desert coyotes.
packs. When gathered together, ma’ii are loud an hour. If the ma’ii is reduced to 0 hit points Once per long rest, you can choose to gain
This unique aspect has been part of their
and boisterous people—reveling in family while in this form, they turn back into their advantage whenever you make an attack roll,
makeup from their beginnings. None know the
and their ancient, eccentric traditions. The humanoid form. an ability check, or a saving throw. You can also
true origins of this ability, but many tales have
story of the ma’ii is woven into the tapestry of choose instead to give an enemy that attacks
been woven over the years to account for their
destiny. Due to the kindness of fate, the ma’ii While retaining all of your statistics, skills, and you disadvantage. Your next roll after using
miraculous shapeshifting. The most famous
live carefree, as the desert provides for all their saving throw proficiencies, you additionally gain Mirthful Cunning always has disadvantage
legend—the Tale of Laughing Paw—is known by
needs. This leads to the ma’ii being a cheerful, the following properties. regardless of when and where it is taken.
all ma’ii tribes.
upbeat people. Older ma’ii are prone to blindly
The tale holds that a stubborn human man, make decisions, as whatever the winds of fate : ARMOR CLASS: 13
Survivor of the Wastes
Doh’bik, was the first ma’ii—and that he was have in store for them is destined to be. : SPEED: 50 ft.
ACTIONS
You have proficiency in one of the following skills
known to laugh in the face of destiny. Seeking of your choice: Medicine, Nature, or Survival.
his own enjoyment, he had left his people
behind and was dying of thirst and starvation
However, they can be distrusting of outsiders—
especially those who hail from the cities of
: BITE: Melee Weapon Attack: 1d4 piercing
damage. If the target is a creature, it must In addition, any climb that requires hands and
succeed a Dexterity saving throw of DC = 8 + feet is especially easy, given your claws and strong
in the desert. Coyotes hunted him every Lawbrand. Culturally it is the way of the ma’ii
their Dexterity modifier or be knocked prone. physiology. Your climb speed becomes 30 ft. when
night. The voice of the South Wind, offering a to be tricksters, and when conversing with an
making such a climb.
benevolent bargain, sent him jackrabbits to eat outsider, they often speak in cryptic puzzles that
leave much to interpretation. They are a wily When you revert to your normal form, you
every morning—he could live if only he would Languages
but honorable people. Ma’ii pride themselves on return to the number of hit points you had
go back home to his people. But the stubborn You can speak Common and Ma’ish.
always keeping their word—even if their intent before you transformed. However, if you revert
Doh’bik laughed at the South Wind and bucked
is somewhat obfuscated. as a result of dropping to 0 hit points, any excess
fate by feeding the rabbits to the coyotes—
damage carries over to your normal form.
perpetuating the silly game. The South Wind,
offended by the laughing mortal, transformed

PART Ii: heroes player raceS


150 151

SALAMAR
SEEKERS OF ANCIENT CONNECTION DESCRIPTION
Often seen as aloof or uninterested
As a raucous celebration gets underway in Lietsin, an old salamar shuts his windows and to others, salamar are incredibly
prepares his alchemy experiments. He watches the elixirs boil and sniffs at the pungent fumes clever lizard-like humanoids who
that waft through the air. He has no desire to join the frivolous festivities outside—the quest for excel in alchemy and biology.
knowledge is what he lives for. In the misty forests outside Orinfell, a salamar mother teaches Though these skills have their
her daughter the names of plants and their medicinal uses. Just as her own mother did, and her uses in day-to-day life, the salamar
mother before that. Out in the sweltering Tanaroch Desert, a young salamar applies a poultice employ them to connect to their
to a fellow traveler wounded during a ma’ii raid. He gazes out across the barren wasteland and mystic origins and uncover the
imagines what it once was like so very long ago: a lush jungle teeming with his noble ancestors— secrets of their past.
the great salamar empire of Ax’oloth. An intense longing for connection fills his soul. Every
salamar knows that spiritual desolation.
APPEARANCE
In the ancient days of Ax’oloth, the wise salamar nurtured a mystical bond with nature and with Salamar appear as diminutive
one another. They shared their experiences and emotions as if they were one consciousness, lizard-folk, akin to bipedal geckos.
and they lived in a state of transcendent harmony. This oneness was ripped away from them five They have smooth, rubbery skin,
thousand years ago when the enigmatic Aldan Thei unleashed the Auroboros’ catastrophic power. long tails, and large, round black
The destructive energies incinerated Ax’oloth and snuffed out the salamar’s communal link. eyes. Their bodies can have a broad
range of natural color patterns
Even after so many millennia, the salamar still
and striping—some of these being
feel the ache of what was lost. The emptiness
distinctive of different tribes or
haunts them. Most salamar have turned
family groups. They tend to move
to alchemy, botany, and even the arcane
slowly and deliberately. Their facial
arts to restore the bond they once shared.
expressions are often unreadable—
They spend their whole lives experimenting
causing many to believe that
and recording their research. Their natural
the curious race is aloof and
patience and profound intellect make them
disconnected from the day-to-day
experts in these fields, and salamar are highly
realities of Lawbrand..
sought after for their elixirs, potions, and
compounds of rare herbs.
NAMES
The salamar are happy to share their
knowledge, but they have earned a
Masculine Names
Sess, Shri, Salass, Theel, Thress,
reputation for being somewhat indifferent
Saffoth, Jexx
and aloof to outsiders. So focused on their
lofty experiments, they struggle to assimilate Feminine Names
into Lawbrand’s society and create lasting Saress, Jaxxa, Axxra, Salamn,
friendships. Tragically, their obsession with Jaya, Sissra
the past has blinded them to the present—
and the potential for developing the
Family Names
Liss, Nass, Zarda, Leth,
emotional connections they truly long for.
Sazzi, Talla

PART Ii: heroes player raceS


152 153

A LOSS OF CONNECTION… Though many salamar survived the ruin of their paradise, SALAMAR TRAITS
their race never fully recovered from the loss of their
The ancient salamar empire of Ax’oloth was a glorious
bonded existence. For them, the longing to get back to
merging of nature and craftsmanship, where stone temples
the state of transcendent oneness was less of a desire and Ability Score Increase Slow Metabolism
were built around living trees and streams—creating a
more of an overriding racial imperative. Over time they Your Intelligence increases by 1, and your The effects of potions, poisons, and alcohol last
perfect natural balance. The salamar held a miraculous
came to see lost Ax’oloth as less of a place and more of a Wisdom increases by 1. twice as long on you.
link between themselves and the trees within their realm—
state of being. Given this perspective, modern salamar set
like a collective dream that bonded them to each other and
themselves to discovering a way to regain their bond with Age
to the natural world. In this way, the salamar experienced Languages
each other and with nature. Salamar reach adulthood by age 25 and live on
a deep, profound wholeness. Yet, five thousand years ago, a You can speak Common and Salamari.
horrific catastrophe consumed the rainforests of Axo’loth average for 150 years.
Believing that by looking closely enough in the right
and brought ruin to its grand temples. As their beloved places and dedicating themselves completely to their Curious Concoctions
land burned, the salamar’s delicate bond collapsed, leaving experiments, they could find a way back to the unity they Size Once per long rest, you can brew a potion
them to wallow in isolation and bitter grief. experienced in Ax’oloth. Using modern-day sciences such Salamar average about 4 ft. tall and typically using whatever components are at hand. These
as botany and chemistry, and even the study of the arcane weigh 90 lbs or less. Your size is Small. positions have a mud-like appearance and
arts, the salamar hope to devise a means to reconnect with texture. They are worthless in value and are only
the natural world. Speed potent for 24 hours, after which the potions
Your base walking speed is 30 ft. no longer grant their effects. Their unique
properties and ingredients allow them to only
CURIOUSLY DISINTERESTED Sticky Feet convey their bonuses to salamar.
While they are generally good-willed and view Lawbrand’s Your climb speed is 30 ft.
“younger” races with humor and patience, the salamar are D10 POTION CREATED
often treated with skepticism and mistrust. Their non- Adaptive Molting 1 Potion of Healing
salamar neighbors often find them hard to relate to—and Your skin markings convey a benefit to you based
while they seem nice enough, it’s as if they’re indifferent to on the color of their banding. Once per long rest, 2 Potion of Growth
the lives and experiences of others. Their big, unreadable you may change the color of your markings as 3 Oil of Slipperiness
black eyes and neutral facial expressions can add to this soon as the long rest is finished. The color of the
general impression of disinterest. markings bestow the following bonuses: 4 Potion of Superior Healing

5 Potion of Poison
UNLIKELY HEROES : Yellow Scales: +1 Charisma

: Green Scales: +1 Dexterity 6 Potion of Supreme Healing


In recent years, many younger salamar have been swept
up in Lawbrand’s burgeoning youth movement. Drawn : Blue Scales: +1 Constitution
7 Potion of Mind Reading
to engage with the world around them as opposed to Natural Camouflage 8 Potion of Heroism
ignoring it like their elders traditionally have, these Your markings can also adapt to look exactly like
rock, dirt, sand, or bark while staying motionless. Potion of Giant Strength
curious salamar saw new opportunities to appreciate the 9
(Hill Giant)
beauty and wonderment of society—and to create lasting As a bonus action, you can adapt your markings
relationships with their fellow citizens. These youths to blend against such materials, and you gain 10 Potion of Speed
abandoned botany and alchemy and instead took a wide proficiency to Stealth while staying still among
array of jobs and roles within the Trade-Cities. Eager to that material.
learn and be productive members of society, many of
them even became explorers and adventurers with great Studious Nature
potential for daring heroism. Once per long rest, you can gain advantage
on an Intelligence check for either Nature or
Arcana.

PART Ii: heroes player raceS


154 155

DESCRIPTION APPEARANCE
Once peaceful halflings forced to The xu’keen are small, wiry
survive the unforgiving wilds on humanoids with taut muscles and
XU'KEEN their own, xu’keen have become
hardened individualists who tend
sharp facial features. Their skin
tones range from a chalky white
toward aggressive behavior and to warm grays. They have beady
SURVIVORS OF THE SAVAGE WILDS combativeness. They use their eyes, often ringed with yellow
natural traits and experience to set irises, and sharpened teeth. They
their own path in life, often seeking favor scarification as the primary
In an illegal fighting ring beneath Sargrad, a massive ogre grins ear to ear at its opponent: a tiny xu’keen
to prove themselves against “bigger means of decorating their bodies
halfling. The big brute cracks its knuckles and tells the poor little fellow that it’ll all be over soon. That’s
folk” that might underestimate their and have numerous piercings.
the last thing the ogre says before the xu’keen breaks its kneecaps and knocks its teeth out. In Lietsin’s
prowess and courage. They are fond of wearing
bustling Sand Markets, the crowd parts to make way for a xu’keen decorated with bone piercings and
outlandish bone-fetish trinkets.
self-inflicted scars. She doesn’t mind the stares folk give her—the fear in their eyes. She savors it. Deep in
They often look dangerous and
the Barrier Peaks, a young xu’keen files his teeth to sharp points in preparation for his rite of passage: a
intimidating, as if ready to spring
solitary hunt in the wilds. If he brings down a beast larger than himself, he will join the ranks of his kin as
to violence, even when calm.
a true hunter. He will become the predator, and everything in the forests will be his prey.

Once carefree halflings, the xu’keen were reshaped in the turmoil that came after the fall of Old
Sularia. Centuries ago, most other races ignored and ridiculed the smallfolk. When the chaos of the
serpent-storm engulfed the empire and the panicked masses fled south, many of the halflings were
trampled underfoot. Still more of them were cut down in the ferocious battle that erupted among
Old Sularia’s refugees at the Barrier Pass.

The remaining halflings scrambled into the surrounding forests for safety. Scarred and broken by
the horrors they had suffered, they made themselves stronger. They learned to fight. They learned to
hunt. They learned how to survive in the brutal, unforgiving wilds.

They changed over time, becoming something


new—the xu’keen.

Many of the descendants of the first xu’keen


now walk among Lawbrand’s Trade-Cities
without an ounce of fear in their hearts. Short-
tempered and suspicious of other peoples,
they tend to keep to themselves, but they have
taken strides to assimilate into society. Most of
the xu’keen specialize in their favorite kind of
work—the bloody kind. Despite their diminutive NAMES
size, they are renowned as fearsome gladiators, When acclimating into urbanized
bodyguards, and mercenaries. Though some society, most xu’keen choose
of them have taken on less perilous jobs in the to take on Common word
textile and smithing industries, they still enjoy nicknames, rather than use
the same wary respect as their warrior kin. their traditional tribal or family
names. Often, these nicknames
Whatever their profession, no one will ever
are as edgy and fierce as the
ignore or ridicule them again.
Xu’keen themselves.

Nicknames
Shank, Rip, Shiv, Gruff,
Shrike, Bite, Spar,
Gnaw, Skar

PART Ii: heroes player raceS


156

UNDERFOOT them even resorted to cannibalism to survive over time.


AND OVERWHELMED This claim has never been validated, but the troubling
mystique remains. As the centuries passed and Lawbrand
The halflings of Old Sularia were rarely taken very
came to power, many of the xu’keen traveled south into
seriously by the “big people.” When the empire fell and
the Trade-Cities seeking to escape from their hardscrabble
the mass migrations to the south began, the halfling
survival in the wilderness.
refugees were caught underfoot and nearly trampled by
the other races. When the refugees bottlenecked at the
Barrier Pass and the violence erupted—the halflings
NOT QUITE MODEL CITIZENS
scurried for their lives. Most of their kind never made it Xu’keen tend to be solitary and abrasive. They are
out of the battlefield known as the Sea of Bones…and somewhat selfish and paranoid by nature—as if they’re
those that did were changed forever. constantly being hunted by some predator or another.
They hate the idea of confinement—either physically
INDOMITABLE SURVIVORS or emotionally—and seek to live by their own rules and
desires. Distrustful and aggressive by nature, it’s hard for
The former halflings that survived the Battle of the
the xu’keen to make friends or endear themselves to the
Barrier Peaks were left scarred and broken by their ordeal.
other citizens of Lawbrand. But when they do commit
Taking the name xu’keen, an old dwarven term for “feral,”
to their neighbors, they prove to be extremely loyal, if
they changed significantly in temperament and aspect.
somewhat caustic, friends.
Their skin and eyes drained of color—leaving them with
a bone-white appearance. It is rumored that many of

XU'KEEN TRAITS
Ability Score Increase
Your Strength increases by 2, your Dexterity increases by 1.

Age
Xu’keen reach adulthood by age 16 and live on average
for 30 years.

Size
Xu’keen average about 4 ft. tall and typically weigh 75 lbs or
less.Your size is Small.

Speed
Your base walking speed is 25 ft.

Cut Them Down to Size


When attacking Large or bigger creatures with a melee Compact Chaos
attack, you can make an additional attack and receive one You are proficient with any improvised weapon, and you
of the following bonuses for that attack: deal +2 damage when attacking with an improvised weapon.
Before making a melee attack with an improvised weapon,
: Whenever you attack a Large creature, add +2 damage
to the attack.
you can choose to take a −5 penalty to the attack roll. If you
do so, and the attack hits, add +10 to the attack’s damage.
: Whenever you attack a Huge creature, add +3 damage
to the attack.
The weapon then breaks and becomes unusable after this
action, regardless if the attack hits or misses. The realm of Lawbrand is home to countless heroes and
: Whenever you attack a Gargantuan creature, add +4
damage to the attack.
Wild Ones
adventurers as well as dangerous criminals and shadowy villains.
You have proficiency in Intimidation and Survival. To reflect this, the following chapter provides context for playing
Almost Utterly Fearless
You cannot be intimidated or frightened by nonmagical existing classes, as well as background and gameplay rules for four
Languages
means from creatures larger than you—but you have
You can speak Common and Xu’keeni.
new player subclasses that are unique to the world of Drastnia.
disadvantage against being frightened by Tiny creatures.

PART Ii: heroes


158 159

SORCERER
PLAYER CLASSES IN LAWBRAND D4 PALADIN BACKGROUNDS
Sorcerers are a rarity in Lawbrand—often keeping to
1 You believe you’re a throwback to Old Sularia—a
themselves at the edges of society. Drawing their powers
righteous hero reborn to redeem dark days…
The following section provides context for how existing 5E player classes are represented in Lawbrand. from various supernatural sources, sorcerers are often
2 You fear others discovering what you can do seen as apostate witches by the Church and dangerous
and using your gifts for their own agendas… renegades by the Arcanimus. Whatever the origin of their
BARBARIAN DRUID 3 You believe your powers were granted to powers, known sorcerers are zealously hunted throughout
right a specific wrong or bring a specific Lawbrand.
While barbarians are common enough in the wilds of Few druids make their home in the bustling Trade-Cities.
party to justice…
the Barrier Peaks and the more desolate regions of the Their kind prefers the tranquil, unfettered wilds beyond
Tanaroch, they are a rarity in the Trade-Cities. These Lawbrand’s borders. While the overwhelming majority of 4 You believe you’re cursed and fear what your WARLOCK
exotic warriors, often seen as uncultured and brutish to druids active in Lawbrand owe their allegiance to the Oram powers might do if you can’t control them…
Few in Lawbrand believe in the existence of devils or
Lawbrand’s common citizenry, are held with a mix of awe Hai, a few serve nature in their own secret ways. Regardless,
extra-planar entities. There are fewer still who would
and grudging respect. the common citizenry is largely unaware that the druids and
imagine that mortals would willingly bind their souls
their hidden enclave of Kannibus Hills even exists. RANGER to them. Those in the Church and the Arcanimus who
BARD Rangers are common throughout Lawbrand and its know the truth keep the existence of warlocks a secret
Bards are a common sight throughout the Trade-Cities.
FIGHTER surrounding wilderness territories. They usually stay clear from the masses—fearful of the terror that might ensue
of the major urban centers, preferring to operate at the among the faithful. The few warlocks operating in
Whether performing for large festival crowds or playing Fighters are common throughout Lawbrand. From
edges of society; patrolling the forestlands, mountains, Lawbrand are seen as an absolute danger and are hunted
for tips on busy street corners, bards are a cornerstone of street thugs and professional security guards to Revel
and vast stretches of the open desert. While the general with extreme prejudice.
Lawbrand’s culture. While some are more recognized for Inc.’s celebrity Slamstars, warriors come in all shapes
their talents than others, bards are generally celebrated by and sizes. Given their prowess and dangerous natures, citizenry has little use for these weathered trackers, those
the common citizenry. fighters are often treated with equal amounts of respect who live in the more outlying Trade-Cities value their WIZARD
and trepidation. services greatly.
While the students and graduates of the Arcanimus
CLERIC Academy are common enough within the Trade-Cities, true
MONK ROGUE magic users are a rare breed. Since the common citizenry
Clerics are commonly seen working throughout the
Rogues are numerous in every Trade-City. Ideally suited doesn’t believe true magic even exists, Academy members
Trade-Cities. However, the vast majority of them are in Other than those of the Bohen Dur order, monks are
for urban environments, rogues thrive in Lawbrand’s are treated as respected scholars and academics. Those few
service to the powerful Sularian Church. It is possible rarely seen in the Trade-Cities. While the Bohen Dur’s
grimy streets and densely populated industrial districts. who are fortunate enough to become full-fledged wizards
that some small percentage of clerics adhere to lesser numbers are few, they are highly honored and celebrated
Feared by the general citizenry and constantly hounded often use their powers only with extreme discretion—fearful
offshoot faith movements or secretive sects. Regardless by the common citizenry. There are other smaller
by the authorities, rogues live a dangerous—but often they’ll be persecuted by the public as well as the Church’s
of their creed, most clerics in Lawbrand have no holy monastic orders within Lawbrand, but their members
profitable—lifestyle. authorities for wielding “unholy” power.
powers whatsoever. True healing and divine power were tend to remain isolated from the larger populace.
thought to be lost with the fall of Old Sularia. Given
this fact, those rare individuals who actually possess
divine gifts are often held as either hallowed saviors or
PALADIN
dangerous witches. The existence of true paladins within Lawbrand is
practically unheard of. Once celebrated as the paragons
When playing a cleric in Lawbrand, you must either use the
of Old Sularia, the paladins were rumored to have
chart below to define the origin of your character’s holy powers—
disbanded when the empire fell—their holy magic having
or create a suitable origin of your own devising.
all but vanished from the world. A few true champions
D4 CLERIC BACKGROUNDS of the light exist in the present age, but they often mask
their holy powers and serve the greater good in hidden
1 You can’t explain your holy powers and fear
the Church will brand you a witch… ways. As with true clerics, paladins know that if their

2 You’re unafraid to use your holy powers,


miraculous powers were ever revealed to the public, the
Sularian Church would stop at nothing to conscript them
NEW PLAYER SUBCLASSES
convinced you’re a vessel of righteousness…
and use them to further their own agenda.
3 You struggle with loyalty to the Sularian Detailed on the following pages are four new player subclasses that are unique to
Church and want to serve the community on When playing a paladin in Lawbrand, you must either use
your own terms… the chart below to define the origin of your character’s holy the world of Drastnia. Each subclass is presented with an overview, background
4 You feel unworthy of such power and grace, powers—or create a suitable origin of your own devising. lore, and new gameplay rules.
and are determined to do whatever it takes to
prove yourself to the masses…

PART Ii: heroes player CLASSES


160 161

FIGHTER

WILDKEEPER
SOLDIERS OF THE DEEP WILDS

In the forested heart of the Barrier Wilds, a figure slips through the dense undergrowth—a hunter in
search of prey. Camouflaged in moss and brambles, she disappears into her surroundings. Not even
the woodland creatures can sense her approach, but they have nothing to fear from this Wildkeeper.
She is their sworn protector, a living manifestation of nature’s fury.
Wildkeepers are the elite warriors
of the Oram Hai, tasked with Only those who would defile the forest will ever know the Wildkeeper’s wrath. And most likely, it will
guarding Lawbrand against the be the last thing they ever know.
sinister Howling. They effortlessly
wield druidic magic alongside The Wildkeepers are unyielding in their pursuit of nature’s enemies. They give no quarter and
their martial weapons, calling on they expect none in return—especially from the nightmarish Howling, a bloodthirsty army that
the power of nature to dispatch periodically storms through the wilds and corrupts whatever it touches. The Wildkeepers are the
their foes.When taking on the role bulwark against the Howling’s onslaught, and they will not hesitate to give their lives to keep it at bay.
of a Wildkeeper, the fighter must
also take on an animal totem The Wildkeepers are entrusted with this sacred duty by the Oram Hai, an order of druids dedicated
of their choosing, causing one of to upholding nature’s balance. Though peaceful by nature, the Oram Hai recognized the need for
their body parts to permanently warriors to defend their cause—warriors who could match the Howling’s primal fury in battle. The
morph into an additional weapon druids were well aware of the heavy burden they asked their stoic guardians to carry. Facing the
in battle. Howling in battle leaves more than just physical scars; it marks the mind and spirit as well.

The Oram Hai spare no effort or resources in arming the Wildkeepers for the horrors they will face.
The warriors are trained in the arts of martial combat as well as the ways of druidic magic. But their
greatest strength comes from the totemic aspects they adopt. Through grueling ritual vision quests,
the Wildkeepers bond with their unique spirit animals—bears, ravens, elk, and numerous other
creatures of the wild.

Once they have bonded with their totemic animal, Wildkeepers take on many of the animals’
physical traits. Razor-sharp claws can split from delicate fingertips. Proud antlers could sprout from
a forehead. Cloven hooves might harden around tireless feet.

Empowered by their spirit animals, the Wildkeepers disappear into the forests to wage their lonely
war against the darkness. Some of them remain in the woodlands for years on end without ever
seeing a sign of civilization. The isolation pushes their minds and bodies to the breaking point, as do
the Howling’s depraved warriors.

But no matter what hardships the Wildkeepers face, their solemn duty to protect nature always
remains unbroken.

PART Ii: heroes player CLASSES


162 163

CLASS FEATURES WILDKEEPER TABLE Feral Resistance


SPELL SLOTS
At 7th level, you gain an additional +2 AC whenever you
FIGHTER TOTEMIC CANTRIPS SPELLS PER SPELL LEVEL
LEVEL ADAPTATION KNOWN KNOWN
are attacked by a creature with advantage.
SPELLCASTING SPELLCASTING ABILITY 1ST 2ND 3RD 4TH
Animalistic Fury
When you reach 3rd level, you augment your martial Wisdom is your spellcasting ability for your druid 3rd 1d6 1 3 2 ­— — — Starting at 10th level, your Totemic Adaptation gains a +1
prowess with the ability to cast druid spells. See Spells spells, since your magic draws upon your devotion and bonus to attack rolls and damage.
Rules for the general rules of spellcasting and the Spells attunement to nature. You use your Wisdom whenever a 4th 1d6 1 3 2 — — —
Listing for the druid spell list. spell refers to your spellcasting ability. In addition, you 5th 1d6 1 3 2 — — — Totemic Surge
use your Wisdom modifier when setting the saving throw
6th 1d6 1 3 2 — — — At 10th level, you may draw upon your totemic power to
DC for a druid spell you cast and when making an attack
CANTRIPS roll with one. perform superhuman feats. Once per long rest, you can
7th 1d6 1 5 3 2 — —
You learn one cantrips of your choice from the druid spell gain one of the following benefits:
list. You learn an additional druid cantrip of your choice 8th 1d8 1 5 3 2 — —
at 10th level and a third druid cantrip of your choice at : Spell save DC = 8 + your Proficiency
Bonus + your Wisdom modifier 9th 1d8 1 5 3 2 — — : Increase your Dexterity by 4 and double your
movement speed for one minute.
13th level.
: Spell attack modifier = your Proficiency
Bonus + your Wisdom modifier
10th 1d8 2 5 4 2 ­— —
: Increase your Strength by 4 and double your
Proficiency Bonus when making Strength checks for
SPELL SLOTS : Spellcasting Focus: You can use a druidic focus as a
spellcasting focus for your druid spells.
11th

12th
1d8

1d8
2

2
5

5
4

4
2

2



one minute.
The ​Wildkeeper’s ​Spellcasting table shows how many
spell slots you have to cast your druid spells of 1st level 13th 1d8 3 7 4 3 2 —
: Increase your Wisdom by 4 for one minute and regain
your highest-level spell slot.
and higher. To cast one of these spells, you must expend a Totemic Bond
slot of the spell’s level or higher. You regain all expended At 3rd level you can bond with an animal totem by 14th 1d12 3 7 4 3 2 — Warden of the Wilds
spell slots when you finish a long rest. performing a vision ritual. The ritual is completed by taking Starting at 15th level, you become a master at traversing
15th 1d12 3 7 4 3 2 —
a long rest after consuming your druidic herb (found in the the wilds as well as the cityscapes. You gain the
For example, if you know the 1st-level spell Entangle and starter gear). During the ritual, a totemic spirit animal of 16th 1d12 3 7 4 3 3 —
have a 1st-level and a 2nd-level spell slot available, you following bonuses:
your choice appears in a vision—and you and the animal
can cast Entangle using either slot. 17th 1d12 3 7 4 3 3 —
bond as one being. Upon awakening from the ritual, a body
part of your choosing is replaced or augmented by a physical 18th 1d12 3 7 4 3 3 — : You can move through difficult terrain unimpeded at
full speed.
feature of your spirit animal. Examples of this include: your
Spells Known of 1st Level and Higher
feet become cloven hooves, your hand transforms into a talon, or
19th 1d12 3 9 4 3 3 1 : You can move stealthily at the normal pace.
You know three 1st-level druid spells of your choice,
which you must choose from the evocation, conjuration,
antlers sprout from your forehead… 20th 1d12 3 9 4 3 3 1 : When making attacks with your Totemic Adaptation,
you have advantage.
and transmutation spells on the druid spell list. Totemic Adaptation
Starting at 3rd level, the Wildkeeper may make any Alpha’s Essence
The Spells Known column of the Wildkeeper Spellcasting Designer’s Note: Our intent is that players can use any At 18th level, you are able to project the savage essence
attack with their Totemic Adaptation for 1d6 damage.
table shows when you learn more druid spells of 1st level animal they like as their totemic spirit animal, be they mundane of your animal totem once per long rest. As an action for
This die changes as you gain levels as a Fighter as
or higher. Each of these spells must be an evocation, or mystical.When determining whether or not your animal the next minute, all creatures are frightened while within
shown in the Wildkeeper table. Your attacks with your
conjuration, or transmutation spell of your choice, and “resembles” another for other abilities, feel free to work out with 10 ft. of you. Any beast that resembles your respective
Totemic Adaptation count as magical for the purpose
must be of a level for which you have spell slots. For your GM whether or not it is a similar type of beast. totem (avians, predators, marine animals, etc.) within 30
of overcoming resistance and immunity to nonmagical
instance, when you reach 7th level in this class, you can ft. must follow any command you give unless it succeeds
attacks and damage.
learn two new spell of 1st or 2nd level. a Wisdom saving throw DC 18.
Whenever you gain a level in this class, you can replace Totemic Strike
one of the druid spells you know with another spell of Starting at 3rd level when you take the Attack action
your choice from the druid spell list. The new spell must with a weapon that isn't your Totemic Adaptation, you
be of a level for which you have spell slots, and it must may make an attack with your adaptation as a bonus
be an evocation, conjuration, or transmutation spell, action. This attack uses the same ability modifier as the
unless you’re replacing the spell you gained at 3rd, 8th, primary attack for its attack roll (you do not addthe
14th, or 20th level from any school of magic. ability modifier to the damage, similar to other offhand
weapons).

PART Ii: heroes player CLASSES


164 165

MONK

WAY OF EMINENCE
GUARDIANS OF ENLIGHTENMENT

A vicious typhoon lashes a passenger ship, threatening to drag it into the deeps. Broken rigging lines
whip through the salt spray. The crew has all but given up—they mutter prayers and cling desperately
to whatever the waves can’t sweep away. From the passenger quarters, a lone Bohen Dur monk
emerges and calmly surveys the chaos. Moments later, something happens to the crew. Their fear
fades. Courage fills their hearts. One by one, they scramble across the sea-slicked deck to right the
ship and fight the tempest until it passes.

They will never know that the quiet monk who booked passage on their vessel was the one who saved
them. They will never know that he granted them the strength to persevere with the power of his will.

The Bohen Dur monks call this inner power Moru’sha, the state of Eminence. Those who master it
can project their will to every nearby mind. Through thought alone, the monks can sway a person’s
emotions, move objects, or even warp reality around themselves. If necessary, they can even kill. Yet
violence of any kind is always a last resort.

The monks do not see their Eminence as a weapon, but as a means of spreading enlightenment and
peace across the world. This noble ethos is ingrained in them from the moment they begin their studies
at the Bohenna Monastery, nestled in the windswept peaks above Innis. For years, they study history,
philosophy, art, and, most importantly, themselves. They look within and without to gain wisdom
and perspective. They nurture a deep empathy for all cultures and beliefs. By taking this journey of
studious learning and quiet reflection, some of them reach the enlightened state of Moru’sha.

Though most people in Lawbrand are unaware of their extraordinary powers, they hold the monks
in high regard. The enlightened Bohen Dur occasionally wander the Trade-Cities, adorned in their
distinctive orange ku’shak scarves. The monks do not hide their intentions; they openly extol the
virtues of peace, and wherever they go, they perform acts of kindness for those in need.

Yet the monks’ greatest deeds are those of which Lawbrand’s common folk will never see or hear.
The Bohen Dur order is ever vigilant for the rise of monstrous creatures, wayward sorcerers, or
supernatural phenomena that might threaten innocent lives. In secret, the monks hunt down these
dark forces and stop them before they can bring harm to innocents. And if they must use violence to
do so, they will.

The monks of the Bohen Dur spend their entire lives training to harness what they
have come to call “Eminence.” These warriors project a sphere of Eminence around
them at all times, exerting their will to nearby beings. Through thoughts alone, they can
detect creatures, strike with their minds, and even disrupt the flow of magic itself.

PART Ii: heroes player CLASSES


166 167

CLASS FEATURES

Sphere of Eminence Sever Mana


When you choose this tradition at 3rd level, you project When you reach 11th level, as a Reaction, you can
an intense aura in a 5 ft. diameter. The size of your Sphere spend ki points on a creature within your Sphere of
of Eminence increases to 10 ft. at 6th level, to 15 ft. at Eminence that is attempting to cast a spell to interrupt
11th level, and again to 20 ft. at 17th level. that spell. The amount of ki points you must spend to
interrupt a spell in this way is equal to the level of the
Your Sphere of Eminence can be turned on or off with
spell being cast.
a bonus action and provides the following benefits
while active: If it is casting a spell of 4th level or higher, make an
ability check using your Wisdom score. The DC equals
10 + the spell’s level. On a success, the creature’s spell
: You know the location of all creatures within your
Sphere of Eminence. fails and has no effect. This may only be used up to
three times per long rest.
: You have Advantage on Wisdom checks caused by any
creature within your Sphere of Eminence.

: You can use your reaction to increase your AC +2 when


you are attacked by a creature that is within your Sphere of
Singular Will
As soon as you reach 17th level, you can spend 2 ki points to
Eminence. reroll one of your die rolls. You can only reroll this dice once.

Mind Strike
Melee attacks may be made with your mind against any Veil of Thoughts The two vampires charged at Belu, fangs bared and claws ready to tear the flesh from his bones. He
creature within your Sphere of Eminence that you can Upon reaching 17th level, as an action, you may spend 6 ki did not run. He closed his eyes, calmed his breathing, and listened to the Trade-City.
see—without requiring you to physically touch them. points to make any number of creatures within your Sphere Click. Clack. Click. Clack.
Martial Arts attacks made in this way use Wisdom of Eminence perform a Wisdom saving throw against your ki The ever-turning gears of Talis reverberated through the streets and through Belu’s bones. The
modifiers instead of Dexterity or Strength. save DC. If they fail, they are paralyzed for 3 rounds. Bohen Dur monk enjoyed the sensation. The pure order of it all was strangely comforting. The more
time he spent here, the more it seemed like his heart was beating in sync with the movements of the city’s
innumerable gears and colossal mechanisms.
Expel A body in harmony with a city. How very interesting.
Starting at 6th level, you can spend 1 ki when your next Strange that he had these vampires to thank for bringing him here. He’d been tracking them for
melee attack hits a creature to deal damage equal to your months. From Sargrad to Orinfell. Now here. They’d left a trail of bodies in their wake. Just two days
Martial Arts die. The creature must then make a Strength ago, one of their mutilated victims had been found floating in Talis’ canals. It would be their last.
save against your ki save DC. If they fail, they are knocked Eyes still closed, Belu channeled his inner eminence. His will unfurled like psychic tendrils,
back 5 ft. outside of your Sphere of Eminence. connecting him with the surrounding world. He sensed the vampires drawing closer, their hearts
sitting cold and lifeless in their chests. He sensed the predatory hunger that drove them, the malice
Overwhelming Presence that stained their every thought and emotion.
At 6th level, you can spend 2 ki points as a bonus action He knew there was no chance to lead them to the path of peace but was ready for the
to force a creature within your Sphere of Eminence to alternative. He and the entire city were ready.
make a Strength save against your ki save DC or fall Click. His eyes snapped open.
prone if they fail. Clack. Belu whirled with a roundhouse kick and shattered the lead vampire’s ribs.
Click. Caved in the other’s skull with his fist.
Clack. Spun again and snapped the first vampire’s neck with the edge of his hand.
Focal Lattice The vampires’ ruined bodies lay motionless in the street. Not dead, though. Not yet. Belu could
Beginning at 11th level, when you spend ki points on sense the sorcery in their blood, a gift from their Malisath masters. In time, the magic would mend
Flurry of Blows, Expel, or Overwhelming Presence, you their wounds. And then they would kill again.
may spend 1 ki point to target an additional creature Belu focused his will on the magic coursing through the vampires. With the sheer power of his
within your Sphere of Eminence. will, he set it alight, igniting a fire within their veins. The creatures convulsed. Their skin cracked and
smoked. Split apart. Gouts of violet fire erupted from their eyes and mouths.
As the flames reduced the vampires to ash, Belu straightened the orange ku’shak scarf around
his neck. Such destruction was never his goal, but sometimes it was necessary. Sometimes removing
a broken gear was the only way to bring order back to the machine—to the world.
He closed his eyes and listened to the Trade-City. He would miss this place.

PART Ii: heroes player CLASSES


168 169

ROGUE

WRAITHBLADE
HUNTERS OF THE DARKNESS

A warm summer night in Skarborough. Flanked by his ogre bodyguards, a would-be crime lord
strolls through the streets—his streets, he muses. From the corner of his eye, he sees a strange mist
spill out of a side alley and slither behind him. Before he can react, his bodyguards are dead—their
throats slit ear to ear. The crime lord turns to run, but the mist swirls into his path and slowly
coalesces into the form of a person.

A Wraithblade.

She remains still just long enough for the crime lord to understand what she is and who sent her.
Long enough for him to remember the day he double-crossed the Draconis Malisath. Long enough
for him to regret it. The Wraithblade punches a dagger through his heart before he can utter a word
of protest. No negotiations or second chances tonight. The Malisath only sends a Wraithblade for one
reason: to kill the cartel’s most hated enemies.

There’s no one in the world better at it, either. Wraithblades undergo intense physical training
to hone their bodies into living weapons, but they are more than just ordinary assassins. At the
Malisath’s secretive headquarters beneath Sargrad, the cartel’s sorcerers empower these elite killers.
The criminal underworld is rife with rumors about what happens during these fabled rituals. Some
claim that the Wraithblades drink the putrefied blood of an ancient vampiric dragon called Malis, an
act that infuses them with supernatural abilities.

Though the assassins are not truly vampires, they do wield powers beyond any ordinary mortal.
Wraithblades can dissolve into mist to escape danger or ambush their unsuspecting prey. The
supernatural energies coursing through their veins make the assassins incredibly resilient; any wounds
they suffer in battle rapidly heal on their own. These shadowy rogues bear the
touch of the Draconis Malisath—
In exchange for this incredible power, the Malisath demands unwavering loyalty from its the shadowy crime organization
Wraithblades. As far as the cartel is concerned, they are investments—property—weapons to be with vampiric origins. Able to
wielded at the sole discretion of the Malisath’s shadowy leaders. Any hint of disloyalty is met with move through and bend the
severe punishment. shadows themselves, they use their
skills to strike with deadly force on
Yet that hasn’t stopped some Wraithblades from breaking away from the cartel. These renegade unsuspecting foes. As Wraithblades
assassins roam Lawbrand, selling their deadly trade to the highest bidder as mercenaries for hire. grow in power, the vampiric
They answer only to themselves, but they live in a constant state of paranoia. They know better than nature of the Malisath comes to
anyone that the Malisath never forgets…or forgives. The cartel will do everything in its power to hunt the forefront, allowing them to
down these turncoat Wraithblades and return them to the fold. absorb the life force of creatures
with a killing blow.

PART Ii: heroes player CLASSES


170 171

CLASS FEATURES “A splendid display of talent,” the


spectral voice echoed through
the street, drifting from the
Wall Walk Shapechange: Mistform shadows into the lamplight and
When you choose this archetype, at 3rd level, you gain At 13th level, you can use the vampiric art of shape back again. “Blakeney has come
the ability to take a bonus action to increase your climb changing to turn into a cold, damp mist as a free action. into his own as an actor.”
speed to 30 ft. While moving, you may take the form of mist, allowing you Blakeney was jolted by the
to move about undetected and fit through any gap. While sound. He turned, searching for
in this form, you have a flying speed of 20 ft., can hover, the source, but he was alone.
Wraith Strike “Hello?” He tried to put on a
and can enter a hostile creature’s space and stop there.
Starting at 3rd level, as a bonus action, you can surround commanding tone, but it was dripping with
If air can pass through a space, your mistform can do so
yourself in mist—teleporting up to 15 ft. into an fear. “Who’s there?”
without squeezing; however, it cannot pass through water.
unoccupied space within 5 ft. of a creature—and make an On the tavern rooftop overlooking the street,
Moving away from a creature in combat grants the same
attack with a wielded light weapon. the Wraithblade rose from her perch. She eyed the
benefits as a retreat action. While in this form, you are
immune to all nonmagical damage, and have advantage on pamphlet in her hand—a review of Blakeney’s recent play, The
Terrifying Gaze Strength, Dexterity, and Constitution saving throws. If at Seven Spears of Sularia. “What we witnessed this night was the rise
When you reach 3rd level, you also gain the ability to any time you would become stationary, you immediately of a new star in our great city,” she read aloud.
Charm an intelligent creature through supernatural return to your corporeal form. This time, Blakeney saw her. Silhouetted against the night
means once per long rest. A creature making direct eye sky. Eyes ablaze with the Malisath’s sorcery. She let him see her.
contact with you must make a Wisdom saving throw DC Designer’s Note: A Wraithblade’s Mistform is intended to Wanted him to see her. Wanted him to know he was being hunted.
= 8 + Charisma modifier + Proficiency Bonus. If it fails, function while they are actively moving and performing actions. Those had been the orders passed down to her. The Draconis
they are Charmed as long as you maintain eye contact It is not intended to be functioning between a player’s turns in Malisath had helped Blakeney get his start in the acting business,
with them. When the effect ends, the creature does not combat, allowing them to stay incorporeal indefinitely.We ask and they’d asked for his allegiance in return. A friend in high places.
know it was Charmed by you. that players work with their GM to use their best judgment when But once he’d tasted fame, he’d spurned them.
determining if a player is currently moving or not. Blakeney shuffled back, lost his footing on a loose
cobblestone, and tumbled to the street. When he looked up
Vampiric Blade at the Wraithblade, she was dissolving into a cloud of smoke,
Beginning at 9th level, you may take action to inscribe a Touch of the Malisath indistinguishable from the rest of Sargrad’s night haze.
bladed weapon with the runes of the Draconis Malisath, Starting at 17th level, whenever you make a Sneak Attack, Blakeney sucked in a trembling breath, got to his feet, turned,
imbuing it with 3 charges. When you successfully hit an you deal an additional 1d8 damage + your Dexterity bonus and she was standing in front of him. Ribbons of smoke drifted
enemy with this weapon, you can expend a charge to to one creature.You immediately receive healing equal to the from her shoulders.
regain 1d6 + Constitution modifier hit points. You may damage done with this attack. If this kills the target of the “Please!” Blakeney pressed his hands together like a pilgrim at
only inscribe a weapon once per day. attack, you use the ritual of the Draconis Malisath to absorb the Cathedral of St. Varina. “I know I’ve ignored their missives. I will
its life force, gaining 2d10 + the target’s Constitution bonus honor them. I swear! Give me another chance!”
in temporary hit points.You also gain a Proficiency of your “And I promise you,” the Wraithblade read from the
choosing that the enemy possessed permanently. The next pamphlet, her voice as cold and hard as the cobblestones, “we
time you kill an enemy in this manner, you can choose to have yet to witness the heights to which he will rise.”
replace that Proficiency with a new one. She carefully rolled up the pamphlet and stuffed it into the
pocket of Blakeney’s silk-lined coat. The actor stared at her in
confusion. A hint of relief washed over him—a hint of hope.
With blinding speed, the Wraithblade slashed her twin
daggers across his throat. Deep enough to kill him but shallow
enough to draw it out. She wanted to give him time to think about
what it meant to die. Think about the deal he’d broken—the
people he’d crossed.
As he bled out into the street, she vanished into the night.

PART Ii: heroes player CLASSES


172 173

WARLOCK

THE SOULEATER
DEVOURERS OF MIND AND SPIRIT

Beside a quiet stream near Hearthvale, a warlock brands a new tattoo on her skin. Her flesh is
covered in them, cryptic runes pulsing with dark magic. Each sigil represents a soul she’s stolen—a
person she has driven to madness. The body of her latest victim bobs in the stream like driftwood. He
drowned himself after he caught on fire. The flames were so hot, so excruciating. They crawled down
his throat and cooked him from the inside out.

At least, that’s what he believed. The fire and the searing pain it brought were just illusions. Cruel tricks
to break the man’s mind so the warlock could rip out his soul and claim it for herself.

She can feel her victim’s presence in her mind, pressed in with the other souls she’s claimed. She’s lost
count of them by now. She can hear them whispering, babbling…raging against their fate. But one
presence at the back of her mind overpowers all the rest: the monstrous entity, Karybdiss. Her master.

Like all members of the Fangs of Scyllia cult, warlocks like her exist only to serve Karybdiss. They
recognize no other law or authority in the world. Karybdiss is the source of their power, and its
endless hunger is what drives them to seek out innocents on which to prey. Sometimes the warlocks
keep the souls they steal for themselves, but more often, they deliver their harvest to Karybdiss’
hungering maw.

The grotesque creature to which they have given their fealty dwells in the cult’s underground lair,
the Pit of Scales. In the Pit’s winding, haunted tunnels, the warlocks learn their dark arts: how to
conjure illusions, torment their victims’ psyches, and bind souls to themselves with enchanted tattoos.
They become unfeeling husks, single-minded in their hunt. For every soul they feed to Karybdiss,
the warlocks receive greater arcane power. Far from a blessing, this reward only makes them more
dependent on their monstrous master—and less likely to ever break free from its oppressive will.

Less likely…but not impossible. Some warlocks have summoned the fortitude to abandon the cult and
reclaim their freedom, but their number is few. They stalk Lawbrand’s Trade-Cities and backroads in
search of their own destinies. Yet they can never truly escape their past. The call to feed Karybdiss will
haunt them till the end of their days.

Warlocks in Lawbrand are granted their power by Karybdiss, The Souleater—a hydra-
like beast that is sustained by the souls of the living. These twisted magic users can
warp the minds of others with their aura and harness Karybdiss’ power to absorb souls
themselves. This not without faults, however. Carrying another being’s soul can be a
terrible burden on oneself, but the power afforded by it is immeasurable.

PART Ii: heroes player CLASSES


174 175

Hallucinatory Magic Devouring Cascade


CLASS FEATURES Beginning at 1st level, while casting any spells, as a free At 10th level, your connection to Karybdiss grows even
action you may choose for it to target the mind of your stronger, and you are flooded with the great Souleater’s
foe. (You can do this a number of times per losing rest profane power. You can now cast the following spells at will
equal to your Charisma modifier.) Any spell cast in this by gaining a level of exhaustion:
As a warlock, you are able to select from a new pact, EXPANDED SPELL LIST
eldritch invocations, and a new patron. Warlocks living in way is visible only to the affected creatures. If it is a spell
Lawbrand may take the Pact of the Ink and strike a bargain
The Souleater lets you choose from an expanded list of that deals damage, it deals an additional 1d4 damage as
: Dimension Door
with Karybdiss the Souleater for their source of power.
spells when you learn a warlock spell. The following spells psychic damage.
: Mass Cure Wounds
are added to the warlock spell list for you. Additionally,
they can use the Warlock spells found in the the Spells : Sending

PACT OF THE INK section of this book (pg. 200). Soul Shackle Sacrifice Soul
At 6th level, as a free action, you can use an eldritch At 14th level, once per short rest, you may force a target
Your patron gifts you with a magical needle and ink, allowing
tether to chain the soul of a recently killed creature to to make a Wisdom save against your Spellcasting DC. If
you to scribe spells on yourself in the form of tattoos. 1st Charm Person, Command yourself. You are able to store a number of souls equal your target is already under a magical charm effect from
Once per long rest, you can scribe one of your known 2nd Hold Person, Suggestion to double your warlock level. While you are storing these you, they have disadvantage on this save roll. If they fail,
spells onto your skin, using the magical ink and needle. souls, the essence of Karybdiss gnaws away at your they become paralyzed. They may roll to free themselves
3rd Bestow Curse, Stinking Cloud
These skin etchings glow with faint, sickly green light. existence, preventing you from sleeping while taking a from the effect at the end of their turn. If they remain
Once the spell is scribed, you are free to cast it without 4th Black Tentacles, Confusion long rest. This causes your long rest to only restore your paralyzed due to this effect for 5 rounds (30 seconds),
consuming a spell slot as a bonus action, but the tattoo 5th Dominate Person, Cloudkill spell slots and hit points, and prevents any exhaustion Charybdis consumes their soul, killing them instantly.
is consumed. You cannot cast another spell in the same level reduction. Additionally, you must take a DC 10
round that you use this bonus action. Constitution saving throw to avoid increasing your
Scribing yourself with a tattoo takes 30 minutes. You can Terrifying Aura exhaustion level by 1.
only have one spell scribed onto your skin at a time. Starting at 1st level, you may emanate an air of psychic You can then “devour” these bound souls to produce a
terror in a 15 ft. radius. When a hostile creature comes variety of effects:
within range of your aura, they must make a Wisdom
ELDRITCH INVOCATIONS
Hellion of the Souleater
saving throw equal to your Spellcasting DC. Each
creature can only be affected by this ability once every : Devour 2 souls to cast a known cantrip as a bonus
action (cannot be used if you cast another cantrip
Prerequisite: Pact of the Ink 10 minutes. this turn).
Hellish Rebuke is added to your spell list. Once
D8 EFFECT (lasts 1d10 minutes) : Devour 5 souls to reduce your exhaustion level by 1.
per long rest you can cast Hellish Rebuke without
: Devour 6 souls to regain a spell slot.
consuming a spell slot.

1
The character loses attention as their mind
seems to skip for a moment, causing their next
: Devour 10 souls to regain the use of an arcanum.

Soul Feast attack to have disadvantage.


Prerequisite: Pact of Ink, 12th-level warlock
You are able to increase your exhaustion level by 3 in A crippling dread washes over the creature, and
2
order to regain all spent spell slots. they are struck speechless for their next action.
The creature is terrified at the mere sight of
3 you. They must use their movement action next
KARYBDISS, THE SOULEATER round to move away from you.
You have made a pact with the monstrous abomination,
The creature feels nauseous, causing it to have
Karybdiss. This colossal, hydra-like beast is so bloated it 4
a movement speed of 0 until its next action.
is incapable of moving from its putrid subterranean lair
within the Pit of Scales. Possessed of an insatiable hunger The creature is overcome with rage and must
5
for souls, Karybdiss is reliant upon its minions—the Fangs use their next attack on the nearest creature.
of Scyllia cult—to keep it sated with stolen mortal spirits. Horrific thoughts flood the target’s mind. They
Karybdiss is a creature of immense supernatural power, 6 have disadvantage on saves until the end of
and it holds near-absolute control over the cult’s acolytes, their next turn.
but it revels in empowering its greatest servants—warlocks
The creature cowers in fear, immediately
with a modicum of its ravenous power. 7
dropping their weapon.
The creature is stunned in fear until
8
the next round.

PART Ii: heroes player CLASSES


177

PLAYER BACKGROUNDS
When creating your character, you can choose one of the following backgrounds based on the
factions of Lawbrand. Each relevant faction will provide proficiencies, starting equipment, and
a unique feature. The descriptions are intended to act as a guideline for possible stories—we
encourage you whenever possible to use them as inspiration for your own creations. Additionally,
GMs can use them to generate NPCs for their parties to engage with while traveling the world.
In addition to the character backgrounds based on the unique factions of Lawbrand, you can also
choose one based on the location your character hails from. These backgrounds are intended to be
unique to Lawbrand, though in many cases are less specific than faction ones. The proficiencies and
bonuses apply to any of the chosen examples for each location.

backgrounds by faction

ARCANIMUS
Alumni
For over a century, Lawbrand’s brightest minds have flocked to the Arcanimus Academy to study the
mysteries of magic in all its forms.

Skill Proficiencies: Arcana, History


Equipment: Mystical research tomes on the subject of your choice, a set of Arcanimus robes, and a
signet ring with the Arcanimus symbol.
Feature: Magic Academia—As an associate of the Arcanimus Academy in good standing, you
can access the grounds at any time. This allows you and your companions to access the library
containing a great deal of historical tomes and books, though there are some that only the most
decorated faculty may access.

D10 BACKGROUND OPTIONS

I was a student at the Academy—top of my class, academically. They said I didn’t have the
1-2
talent to practice true magic, but the longing to do so has never left me…

I served as a Grounds Steward, guarding the Academy’s gates and the artifacts held within
3-4
its arcane vaults…

As a child, I had… unexplainable powers that terrified my religious neighbors. The


5-6 Academy’s wizards rescued me before I could be harmed. I’ve studied at the Academy
ever since…
I was an academic research assistant, privy to arcane secrets and historical facts no one
Quam Accessus’p decembris Purus-Vivitp, et leo pulvinar methodum te hic 7-8
would even believe…
Muneris Rerum, qui suscipit aperte dignissimos id dui Regnorum – rem nemo est I once served as an assistant Arcanologist—traveling the breadth of Lawbrand seeking out
9-10
Every
quaeque meritos magni si great character
gentium Pede -has
quiancertus
originvinctas
story. id qui Reclamente rare artifacts and sites of ancient arcana…

Theullam a diam
following parum
chapter te praesentium
provides louor
players with nam anteactis
background rhoncus.
concepts that are
intended to enrich their character’s history and root them in Lawbrand’s
unique fictional tapestry. Also included in this chapter are Group
Origins—background concepts that add flavorful context for how
your adventuring party first came together!

backgrounds and group origins


178 179

Renegades and Dropouts Monastics


For as many students that train at the Academy, there are just as many who are expelled or hover at its mystic fringes. These laypeople come to the monastery seeking peace and solace. While they will never achieve mystic power, they care
for the grounds and tend to the monastery’s upkeep as best they can.
Skill Proficiencies: Arcana, Insight
Equipment: Two stolen research tomes on the subjects of your choice, a set of common clothing, a pilfered potion of Skill Proficiencies: History, Insight
your choosing. Equipment: A set of common clothing, a scroll case full of notes regarding the history of Lawbrand, and a small trinket
Feature: Academy Castout—Though you may no longer have any affiliation with the Academy, you possess knowledge about that helps you concentrate.
the whereabouts of particular items on its campus and likely have relationships with those who still reside there, allowing you to Feature: Friend of the Bohen Dur—Though you are friendly with the monks of the Bohen Dur, you are not counted
access things that others cannot. among their ranks. You can access the library, but they are not likely to let you take any scrolls or tomes from it. You can
stay overnight in the monastery’s rooms for free.

D10 BACKGROUND OPTIONS


D10 BACKGROUND OPTIONS
Wielding true magic was my joy, but I chafed at the Academy’s restrictions prohibiting the casting of spells in
1-2 I was a scroll keeper in the monastery’s library. It was a privilege to help archive the vast body of knowledge
public. I left the Academy to find my own path to power… 1-2
the monks have accumulated over the centuries…
3-4 I was expelled because my casting was erratic and unpredictable. Fools. I’ll show them…
I had lost my way in life. I came to the monastery seeking answers. The monks took me in and showed me
3-4
I seek to learn about all types of magic. Necromancy. Demonology. Wild magic. There’s so much the faculty unconditional kindness…
5-6
fears to teach us—but I am not afraid.
For a few years I served as an Honor Guard, protecting the monastery grounds. Of course, they could defend
5-6
I was elected to become an Inspector-Magus, but resigned when I was ordered to apprehend a dear friend themselves far better than I ever could—but it was a privilege to watch over them, nonetheless…
7-8
suspected of being a witch…
I can’t recall much of my past. A few years ago, I woke up at the monastery with no idea of who I was or how I
7-8
I could never afford to attend the Academy, but I follow all the top wizards and collect their profile cards. I got there. The monks nursed me back to health and promised to help me find answers…
9-10
just love them all so much! Sometimes I camp out at the Academy gates just to catch sight of one of them…
I ring the monastery’s bells that call the monks to their daily meditations. It’s a simple joy, being part of what
9-10
they’re doing here, taking part in all this…harmony.

BOHEN DUR
DRACONIS MALISATH
Moru’shani
The Moru’shani are those who come to study and train at the Bohenna Monastery. While they don’t all achieve the state of Agents of the Cartel
hallowed Eminence, most of them find a modicum of peace and centeredness during their time among the Bohen Dur. The cartel’s shadowy agents come from every walk of life and inhabit every grimy corner of the Trade-Cities’ vast underworld.

Skill Proficiencies: History, Insight Skill Proficiencies: Stealth, Intimidation


Equipment: A set of Bohen Dur clothing, a scroll case full of notes regarding the history of Lawbrand, and a small Tool Proficiency: Thieves’ tools, Forgery kit
trinket that helps you concentrate. Equipment: A cartel hidden blade, a disguise kit, a set of dark fine clothing, a signet ring containing the Malisath’s
Feature: Trained at the Monastery—As one trusted by the Bohen Dur, you are granted access to the monastery’s library, as mark, and a crowbar.
well as its rooms for staying overnight. Though they don’t typically let outsiders enter the inner cloisters, your companions Feature: Belong to the Shadows—Your training by the Draconis Malisath allows you to notice their patterns. You are able to
can accompany you unfettered. track their safehouses in the city you worked in, but they may not want you to bring any companions along. Additionally,
you are able to use your experience with the Malisath in conversations where you deem it would help you, though their
existence is secretive to most.
D10 BACKGROUND OPTIONS

As a young monk, I briefly achieved Eminence—but my power burned out instantly. I was left blind to my
1-2 D10 BACKGROUND OPTIONS
inner light…
I once served as a Witness, using the insight and empathy the monks taught me to help families and I was young when the Malisath killed my parents. I had nowhere else to go, so I took work from them to survive.
3-4 1-2
individuals express their pain and heal from the traumatic events they had suffered… I’ve done terrible things for them over the years….
I was apprenticed to one of the monks and traveled with her as she aided people all across Lawbrand. She I used to be an Enforcer for the Malisath. I roughed some folks up. Made collections. Threw my weight around.
5-6 3-4
taught me to see peoples’ true worth—and treat everyone with dignity… Small potatoes compared to some of the stuff the cartel gets up to…
I was a monk Aspirant. I learned discipline, the art of self-defense, and developed a deep and abiding I was promised immortality from the Malisath, but I was judged unworthy. The bite never came. Now I
7-8 5-6
appreciation for peace and quiet. But Moru’sha—true Eminence—still eludes me, even after all this time… languish in bitter shame and monotonous servitude…

I was honored to serve as a Watcher—guarding the prison beneath the monastery. There’s no comfort for the I was one of the Malisath’s private contractors for a few years. Low-level thievery. Few warehouse heists. Some
7-8
9-10 crazed, wretched souls chained down in that darkness. The things I saw and heard during my time there still caravan hijacking. I feel bad about some of it, but the pay was just too good to pass up…
haunt my dreams… I was born into a powerful family with deep ties to the cartel. Life within the Malisath is all I’ve ever known.
9-10 But it’s… it’s just wrong. We live like predator-kings—preying upon the weak and the less fortunate. I’ve
broken free and hope to live a simpler life…

PART Ii: heroes backgrounds and group origins


180 181

Victims of the Cartel


These poor souls crossed paths with the murderous Malisath, but lived to tell the tale. Skill Proficiencies: Arcana, Insight
Equipment: A set of common clothing, a small dagger stolen from the Fangs of Scyllia, a bag of survival equipment
Skill Proficiencies: Perception, Athletics used to escape the cult, and a pouch containing 5 gp.
Equipment: A disguise kit, a set of common clothing, a bag containing belongings from your previous life, and a poorly Feature: Captive of the Cult—Your time with the cult gave you limited knowledge of their particular brand of arcane
drawn map of Lawbrand. magic and behaviors. You are able to detect their presence nearby, recognize some of their patterns at a rudimentary
Feature: Escaped from the Malisath—Your experience in fleeing from the dangerous cartel has led to you living a level. Additionally, you may have dreams about them and the location where you were.
particularly careful life on the run. You are able to recognize some of the signs of Malisath cartel’s presence, and you’re
an expert at covering your tracks in urban environments.
D10 BACKGROUND OPTIONS
I lived with the cult for years before realizing how terrible it all was. Though I escaped, I still have crippling
D10 BACKGROUND OPTIONS 1-2
nightmares…
I was a shopkeeper forced to pay protection money to the local Malefactor. One day, I just snapped and chased My family was taken captive by the cult when I was very young. I escaped, but my brother is still under their
1-2 3-4
the collectors out of my shop. I knew they’d be back eventually, so I gathered up my things and ran… control. One way or another, I’ll find a way to free him…
I was kidnapped by the Malisath and held for ransom. My family paid for my release, but the terrifying experience I was once a warlock in Karybdiss’ thrall. Though I fought my way free of the curse, sometimes I can still hear
3-4 5-6
left us all fearful and paranoid. Now, I can’t even walk down the street without looking over my shoulder… his voice in my mind…
Our family business was ruined by the Malisath when we couldn’t afford to pay for their “protection.” I’m so I was attacked by a warlock who filled my mind with horrifying thoughts and images. Even after all this time, I
5-6 7-8
tired of being afraid of them. One way or another, I’m going to take them down…
sometimes can’t tell if my thoughts are my own…
I did some light work for them as a street-level thief. But I didn’t want that life for myself. I skipped out on a
7-8 I was taken captive within the Pit of Scales and held there for months. The torture I endured pushed me to my
job—and now I think they’re after me. I’m afraid I’ll be on the run from them forever! 9-10
limits. I managed to escape, but I sometimes wonder if they let me go for some dark purpose I can’t fathom.
I was hired as a bookkeeper and given access to the Malisath’s expansive financial records. I know way too
9-10 much about their dealings for them to just let me go my own way. I’m afraid I’m the kind of loose thread they
NECROMANTI
have no compunction about snipping…
Initiates
FANGS OF SCYLLIA Those who seek to practice the Necromanti’s dark arts know all too well that the promise of great power can be all-consuming.

Children of Karybdiss Skill Proficiencies: Arcana, Deception


The cult recruits troubled people from all walks of life—and preys upon their fears and desires for corporeal power. Tool Proficiencies: Forgery tools
Equipment: A set of common clothing, a set of cultist’s robes, a tome of forbidden knowledge about the history of Drastnia,
Skill Proficiencies: Arcana, Deception a small ritual dagger, and a pouch containing 5 gp.
Equipment: A set of Karybdiss cult clothing, an ancestral dagger, five torches, and a flask containing a liquid that can Feature: Tempted by Power—Your learnings of the dark arts from the Necromanti gives you access to additional
render a creature unconscious. knowledge about evil magic in Lawbrand, as well as some knowledge of the order’s hideouts. You’re also able to stay at
Feature: Cult Adept—As a full-fledged member of the cult, you know of their magic, behaviors, and even some of their the White Palms Hotel in Lietsin at no charge as long as you are in good standing with the Necromanti.
hiding locations. You can more easily recognize other cult members by their tattoos and clothing and can talk to them
about the Fangs of Scyllia.
D10 BACKGROUND OPTIONS
D10 BACKGROUND OPTIONS 1-2 I once studied the dark arts with the Necromanti, but I cared little for their secrecy and infantile rituals…
I was an orphan found and raised by the cult members. I was taught their ways, but sometimes I wonder if all 3-4 The secrets of immortality will be mine, eventually. Even if I must suffer these fools to achieve them…
1-2
the suffering I’ve seen has some kind of cost.
As a scholar, I studied the Necromanti’s prolific influence over civilization. It was all so inspiring; I knew I had
5-6
I joined the cult willingly, convinced that the weak exist only to empower the strong. Everything I’ve seen since to join them and be part of that tradition…
3-4
joining them just confirms the point…
The Arcanimus Academy teaches nothing of import. The Necromanti offered me a real path to power—and I
Though it’s an unpleasant task of gathering… materiel… from the cult’s captives, I create the rarified inks the 7-8
5-6 took it willingly.
warlocks use to craft their tattoos…
9-10 I have always had a…fondness…for dead things.
I was a guardian of the Pit of Scales—keeping outsiders from discovering its hidden entrances. I would give my
7-8
life for the cult. Karybdiss be praised…
9-10 I bear the cult’s tattoos proudly—and long for when I’ll be empowered with souls of my very own…

The Unchained
Over the years, a few lucky souls managed to escape the cult’s sinister clutches. But those who break their chains often
realize they’re still enslaved by fear, guilt, and ongoing psychological trauma.

PART Ii: heroes backgrounds and group origins


182 183

Shadow-Touched The Gentlefolk


Though their numbers are few, there are some ragged souls who have left the order or been expelled from its ranks. Seekers from all walks of life and from every corner of Lawbrand come to Kannibus Hills to find solace and peace amid the
region’s natural splendor.
Skill Proficiencies: Arcana, Insight
Tool Proficiencies: Forgery tools Skill Proficiencies: Animal Handling, Nature
Equipment: A set of common clothing, a disguise kit, stolen tome of forbidden knowledge about the history of Tool Proficiencies: One musical instrument
Drastnia, and a small knife. Equipment: A set of common clothing, a walking stick, a musical instrument of your choice, a smoking pipe, and a
Feature: Touched by the Shadows—You’ve learned of the Necromanti’s tricks. You can spot their agents in crowds easier hand-drawn map of Kannibus Hills.
than others, and you know that they have something to do with that damn hotel… Feature: At Peace With Nature: You may not be one with nature as you once were, but you still know forests better than
most. You can determine the most effective pathway through the forest for your party and travel through the difficult
D10 BACKGROUND OPTIONS terrain there more easily.

1-2 I was once one of them and took part in their rituals, but I fear I’ve damned my soul…
D10 BACKGROUND OPTIONS
3-4 They tried to recruit me years ago. I had to move to a new city and change my identity to escape them…
I grew up with the druids in Kannibus Hills. They taught me all about the wonder and balance of the natural
I thought they were just another mystic cult with cool outfits, so I joined up for fun…I fled after discovering just 1-2
5-6 world. It was a good life. But eventually, I got restless and moved to the big city…
how long they’ve been creeping around, manipulating civilization…
7-8 I saw it once… the Deathseer they worship. To this day, I still feel like it can see me no matter how far I run… I was a survivalist of a kind. I wanted to test myself against the unforgiving elements and see if I had what it
3-4
I tried to prove myself worthy to the order. I offered my mind and industry…my very soul to them. But I was took to survive in the wilds on my own. Turns out, I could do all that—but I didn’t have to do it alone…
9-10 found to be unworthy. Too much conscience, they said. Too much sentiment. Perhaps my rejection was a
I dreamed of studying with the Drimir seers, obsessed with glimpsing my own future. Eventually, I realized I
blessing in disguise? 5-6
was just trying to avoid my gritty past. These days I just try to abide and live in the moment…

ORAM HAI I ran afoul of the Knight-Paladins in the city and became a fugitive from the law. What I found in Kannibus
7-8
Hills was more than just amnesty… I found real belonging with the gentlefolk there…
Druidic Servants
I couldn’t wait to get out of the bustling city and live free in the wild open spaces. I found Kannibus Hills—or
The denizens of the wilds seek to protect nature and live in harmony with all creatures. 9-10
maybe it found me? I’ve never once thought about going back to civilization…

Skill Proficiencies: Animal Handling, Nature


Tool Proficiencies: One musical instrument REVEL INC.
Equipment: A set of druidic clothing, a walking stick, a musical instrument of your choice, and a smoking pipe.
Feature: At One with the Wild—Your time living with the druids of the Oram Hai allows you to have a unique connection Wannabe Slamstars
to nature. You can use this connection to sense which direction you are traveling while in nature away from an urban From gladiator matches to brutal chariot races and chaotic battle royales, Revel’s events draw seasoned warriors and hopeful
environment, as well as to help track living beings in the forests. Additionally, you can traverse difficult terrain in the amateurs from all over Lawbrand—each of them hoping to attain fame and riches that only Revel Inc. can provide…
forest easier than others and determine more efficient paths of travel for your party.
Skill Proficiencies: Performance, Athletics or Acrobatics (choose one)
Tool Proficiencies: One gaming set, Vehicles (Land)
D10 BACKGROUND OPTIONS Equipment: A set of common clothing, a performer’s outfit for your preferred sport, a record of your performance in
I was an outrunner—charged with patrolling the wilds around Kannibus Hills and heading off threats before your sport, and a pouch containing 10 gp.
1-2 they could reach the enclave. I’ve faced off against every kind of beast that walks, craws, or slithers at one Feature: Prospective Champion—Your experience and training to try and be at the top of your sport gives you a
time or another… competitive edge whenever you are competing against others, especially in your preferred sport. Your familiarity with the
I was once one of the Drimir visionaries, adept at glimpsing the future’s winding possibilities. Yet it seems that scene allows you to easily find and compete in back-alley Revel Inc. events of your choosing.
3-4
years of squatting in a cave smoking pipe-weed all day has dulled my future-sight…
I trained hard to become a Wildkeeper. I’ve never wanted anything more in my life. But when the moment of D10 BACKGROUND OPTIONS
5-6
truth came, I was unable to bond with my spirit animal… I was a frustrated chariot racer. My career wasn’t going anywhere fast—that is, until Revel Inc. bought up my
1-2
I’ve always had a knack for finding rare, magical herbs in the wilds. It’s like I can just smell them. My talents contract. Now I’m slated to race at RevelSLAM at the end of the season. I think it’s finally starting to happen for me.
7-8
always came in handy when the druids needed components for the spells and potions… I’ve always been inspired by the gladiators and their signature moves. Slams, pins, limb-locks…I developed a few
3-4
I was a tree tender, one of the enclave’s gardeners that cared for the ancient trees. I even learned to speak the moves of my own, and I love trying them out on people whenever I get the chance…
9-10
trees’ language…Or at least, I’m pretty sure I did… Ok, I’ll admit it—I was a wannabe Slamstar. I used to wear glittery spandex pants and started nearly every
5-6
sentence with “Hey, brother.” I could’ve made it to the big time, for sure. I just never got my big shot…
I was a young gladiator with real prospects. All the Revel bigwigs thought I’d be their next star. It all ended
7-8 when I suffered a knee injury and was kindly informed that I was no longer “viable” as a contender. Revel
dropped me like a bad habit…
I could always fight. I was even marked by one of Revel’s talent scouts. But those executives said I wasn’t
9-10
“marquee” enough, whatever that means…

PART Ii: heroes backgrounds and group origins


184 185

Up-and-Comers
From business folk and administrators to wealthy investors, Revel Inc.’s shameless amassing of wealth and influence
attracts all those with rampant greed and ambition.

Skill Proficiencies: Persuasion, Deception


Tool Proficiencies: One gaming set, forgery tools
Equipment: A set of fine business clothing, a list of contacts in the business world, a gaming set of your choosing, and a
pouch containing 10 gp.
Feature: Well Connected—You’ve spent some time moving and shaking in the business world by working with Revel, you
know how to haggle for better deals, make connections, and find the information you need as it relates to business. Your
knowledge of business deals also allows you to interface with the Trade-Guilds directly.

D10 BACKGROUND OPTIONS


I was what they call a “middle-management bro” for Revel. My job was drafting unfavorable contracts for
1-2
upcoming “talent.” Working for Revel was fun, but after a while, I got tired of screwing people over, and I quit…
I was a junior investor at a small firm—and I invested heavily in Revel Inc. when they first got their start. Needless to
3-4
say, the investment paid off, and now I’m a senior partner at my firm…
I was a real partier back in the day. Such as I can remember, at least…My friends and I would travel wherever
5-6 Revel events were happening, just to get trashed and tear it up a bit. I still don’t really get it, but I guess Revel
liked my vibe and hired me to oversee community relations at big events…
I love working for Revel! I’m a huge fan of all the Slamstars, and I still can’t believe I get to work with them!
7-8 I’m in charge of washing their costumes and weapons before each event—and I swear, there’s no amount of
caked blood I wouldn’t scrub for them!
Crushing the competition isn’t something that’s just reserved for the arena. At Revel Corporate, it’s a way of
9-10 life. The Slamstars kill with blades and chains, but my methods are more subtle. Bribes, blackmail, doctored
indictments—those are my weapons of choice. And I always make the kill…

PART Ii: heroes backgrounds and group origins


186 187

SULARIAN CHURCH D10 BACKGROUND OPTIONS

Clergy I served as a Peacekeeper in the Order Militant for a few years. There was a strict code of conduct, but the pay
The dedicated members of the Sularian clergy give tirelessly of themselves serving their local communities by bolstering 1-2 and lodgings were decent. I remember feeling proud of the way people looked at me when I was in full uniform,
faith and performing acts of service. like I was someone important. Worthy of respect…
I chose to become an Enforcer—indentured to a Knight-Paladin’s entourage—in order to cut time off my
Skill Proficiencies: Religion, Medicine
3-4 prison sentence. I used my thieving skills to help him capture other fugitives. Dispensing justice for the
Tool Proficiencies: Your choice of artisan’s tools or a musical instrument
Knight-Paladin felt dirtier than anything I ever did as an honest criminal…
Equipment: A set of vestments, a trinket containing a symbol of the Sularian Church, a set of artisan’s tools or
musical instrument of your choice, a writing kit (small pouch with a quill, ink, parchment, and a wax seal), and a I was an orphan, raised as a ward of the Church. The priests and attendants were always good to me. I
5-6
pouch containing 10 gp. wanted to make them all proud, so I joined the Order Militant to serve the greater good…
Feature: Acolyte of the Church—As someone who worked extensively for the Church, you can use many of their I was a chaplain in the Order Militant. My job was to look after the Peacekeepers and bolster their faith and
7-8
services for free. This includes free food, lodging, and access to some of their inner sanctums and libraries, though in morale. I had to dispense tough discipline from time to time, but I think I was well regarded by most of them…
some of the larger cathedrals, many doors will be locked to even the most trusted members of the Church.
For a time, I served as a Martial-Captain over a detachment of Peacekeepers. We saw plenty of action: quelling riots,
9-10
breaking up drunken brawls—even arresting chariot street racers when we could catch them…
D10 BACKGROUND OPTIONS
I was a scribe at the local basilica. I spent my days studying and transcribing the holy scriptures passed down
1-2 from Old Sularia. But looking at the world outside my window, I became interested in documenting the
simple, everyday moments of faith that occur throughout the Trade-Cities…
I was once a dedicated Sularian priest. As much as I condemned the vices in those around me, I secretly fell prey to
3-4
my own internal demons. It all caught up with me, and I was excommunicated in disgrace…
As an initiate priest, I clung to the strictest interpretation of Church doctrine. Like those orthodox believers
5-6 in the Circle of Thorns, I believed that the Church had lost its moral authority in this complex modern age. I
vowed to regain it through the example of my own discipline and piety…
I was a missionary for many years. I traveled to outlying communities like Baker and Red Bluff, bringing the
7-8 light of faith and performing what acts of service I could. Not everyone I encountered was interested in what I
had to share, but it was an amazing experience, nonetheless…

I was a fearless evangelist for the faith. A real firebrand. I spent my days preaching from street corners and
9-10 market-centers. Strangely, I only ever converted a handful of believers; most people treated me with naked
contempt. And yet they have the audacity to wonder why salvation eludes them…

Order Militant
These stalwart, volunteer soldiers serve with honor and distinction while keeping the peace throughout Lawbrand.

Skill Proficiencies: Religion, Athletics


Tool Proficiencies: Your choice of an artisan’s tool
Equipment: A uniform bearing the mark of the Church, a trinket containing a symbol of the Sularian Church, a set of
manacles, a small knife, and a pouch containing 10 gp.
Feature: Soldier of the Church—Acting as a soldier for the Church allows you unique access to both Church and Order
Militant facilities. Though the Order Militant doesn’t normally interfere in matters that do not concern the Church, as a
member, you can requisition Church resources in emergency situations.

PART Ii: heroes


188 189

INNIS
backgrounds by location
Troubadours
Drawn to Innis’ thriving music scene, aspiring bards and musicians of all kinds have made the City
BAKER of Melodies their home.

Racing Crew Skill Proficiencies: Performance, Acrobatics


Daring drivers, engineers, and crew members of all kinds come to Baker to take part in the region’s Tool Proficiencies: Your choice of a musical instrument
grueling chariot races. Equipment: A performer’s outfit, a music instrument of your choice, a bottle of your favorite
alcohol, and a pouch containing 10 gp of tips.
Skill Proficiencies: Survival, Performance Feature: Almost Famous—Your experience in the music scene gives you VIP access to Bard-In
Tool Proficiencies: Vehicles (Land), vehicle repair tools and the various venues around Innis. You can easily play at any of them to earn some money, get
Equipment: A mechanics outfit or racing gear, a set of vehicle repair tools, a map of popular roads discounts on food and drinks, or haggle for a room.
to travel in Lawbrand, and a pouch containing 5 gp.
Feature: Chariot Expert—Your experience with racing chariots allows you to not only pilot them with
ease, but you are an expert at repairing them and even stealing them. D6 BACKGROUND OPTIONS
Burned-Out Bard: I was one of the biggest acts in town, but I got tired of the constant
1-2 grind of the music scene. Now I just write songs for myself. I’m not interested in the fast
D6 BACKGROUND OPTIONS
life anymore.
Test Driver: I was a chariot test driver at Baker’s Crash Circuit. The racing machines
Street Musician: I was a wandering street musician for years. But it was Innis—this
1-2 they built out there were insane, to say the least. After my last spectacular crash, I decided
3-4 amazing city of music—that really took me in. I’ve learned more about music and the
that maybe retiring from test-driving was in my best interest, so I walked away…
performing arts here than I ever could have by myself on the road…
Chariot Mechanic: I was a chariot mechanic for Revel Inc. I helped various racing
Roadie: I’m a member of the Bard-In stage crew! I got the gig while I was still a roadie
teams tune up their rigs before all the big races. Revel pressured me to sabotage certain
3-4 5-6 for Wyrmrider. Anyway, I’m learning all about stage lighting and pyrotechnics now, so I
rigs, thinking that spectacular crashes would thrill the spectators. I didn’t want to have
have that going for me…
anything to do with people getting hurt that way, so I quit…
Parts Scrapper: I was a junk scrapper—combing the desert outside of Baker, looking LIETSIN
5-6 for lost parts and wrecked chariot chassis. I found a particular crash site littered with
salvageable wrecks, but the ma’ii drove me off before I could recover anything… Truckers ’n’ Traders
The hardy folks that move goods along Lietsin’s highways and byways are the real drivers of the
HEARTHVALE local economy.

Hardworkin’ Folk Skill Proficiencies: Athletics, Persuasion


The hardy, dedicated people of Hearthvale are some of the hardest-working folk in all of Lawbrand. Tool Proficiencies: Vehicles (Land), navigator’s tools
Equipment: A set of common clothes, a small simple land vehicle of your choosing, 25 gp of
Skill Proficiencies: Animal Handling or Nature (choose one), Survival merchandise to sell, and an order from a favorite client.
Tool Proficiencies: Your choice of an artisan’s tool Feature: Trade Expert—After years of working with customers, you’ve come to know your way
Equipment: A set of common clothes, farming tools, a set of strong working boots, and a pouch around the mercantile business. You can easily work with other merchants and traders to obtain the
containing your last day of work’s pay with 5 gp inside. best deals, or work out transportation for free.
Feature: Hardened Worker—Your experience in working the land allows you to find edible things in the
wilderness, grow your own food, chop wood efficiently, and even raise animals.
D6 BACKGROUND OPTIONS
Caravanner: I made a living running caravans along the Shining Road out toward Baker
D6 BACKGROUND OPTIONS and Red Bluff. I did it all—loading and unloading goods, driving wagons, fixing broken
1-2
Ranch Hand: I was a ranch hand for the Staghearts. They seemed like good enough folks, axles—even fighting off bandits when the need arose. It was hard work, but I’ve seen parts
1-2 but their rivalry with the Hillblooms started to get violent. I wasn’t paid enough to get of the world my family back in Innis never dreamed existed…
hurt in their stupid feud, so I quit… Junk Trader: They say one person’s junk is another’s treasure. I say that’s damn right!
Blacklisted Farmer: I called out the Leparte family for being in the pocket of the I’ve been scouring the edges of the Tanaroch, lookin’ for broken chariot parts, lost
3-4
3-4 Harvesters Guild. They used their influence to brand me as a rabble-rouser. Now, I spend caravan rigs, and discarded weapons for years now. A few repairs here and there—a good
my days moving from farm to farm, finding whatever work I can just to get by… cleanin’—and the stuff I find earns me a nice profit in the Sand Markets…
Lumberjack: I was a lumberjack at Barrow Mill. We were attacked by the Howling, and my Long-Hauler: I used to drive long-haul trade rigs all the way from Sargrad to Lietsin.
5-6 family was captured and taken into the wilds. I won’t rest until I’ve found them and brought Sometimes we’d have a full convoy of rigs—all loaded with lumber and steel—winding
5-6
them home… down the highway like a huge, slow-rollin’ snake. The days were long and kind of bled
together in a way—but drivin’ those rigs was good honest work.

PART Ii: heroes backgrounds and group origins


190 191

ORINFELL SKARBOROUGH
Sinners of the Mile Scrappy Entrepreneurs
Whether they be hiding for the law or religious persecution, the denizens of Sinners Mile are adept at Though often down on their luck, the resourceful citizens of Skarborough will try just about
keeping a low profile. anything to make some coin.

Skill Proficiencies: Stealth, Survival Skill Proficiencies: Investigation, Survival


Tool Proficiencies: Disguise kit Tool Proficiencies: One type of artisan’s tools
Equipment: A set of common clothes, a disguise kit, a simple dagger, enough food to last two days, Equipment: A set of common clothes, a trinket found in the scrap, 50 ft. of rope, and a pouch
and a pouch containing 10 gp. containing 5 gp.
Feature: Living In the Fringe—You’re used to living under the radar. You can easily dodge militia and Feature: Sifting Through Scrap—You’re familiar with making your way through seemingly useless
Knight-Paladins, and know their patrol patterns. Additionally, you’ve become rather adept at stealing things to find treasures. You can recognize useful things better than most and, when haggling for
from churches and know their interiors quite well. trinkets and other rare items, can get better deals due to your knowledge of their worth.

D6 BACKGROUND OPTIONS D6 BACKGROUND OPTIONS


Persecuted Mystic: I was a mystic in Sinners Mile. My fellow seers and I were branded Artisan Brewer: I used to run a small bar in the Stitches. My honey lager was the best
1-2 as witches by the Circle of Thorns. I alone survived the bloody purge that followed. Now, I 1-2 in town, hands down. Now, I travel around the region looking for inspiration for my next
seek to aid others who might be unjustly persecuted by the Circle’s intolerance… craft brew…
Militant Subversive: I’ve always hated the Church and its stranglehold over our culture. Junk Trader: I spent some time as a junk trader in Rock Bottom. Anything to make some
At a young age, I vowed to oppose it with any and all means at my disposal. I wouldn’t 3-4 coin, right? I’d sift through rubble looking for lost valuables to hock at pawn shops—or
3-4
want to bring any trouble down on the good folks in the Mile—but I’ll never hesitate in even sell back to their original owners at a discount price, of course!
making the Church pay for its crimes against our people…
Crooked Gem Cutter: I studied gem cutting in Shimmerwall. Planned to make some money
Disgraced Zealot: I was a member of the Circle of Thorns—trained to root out and 5-6 crafting wedding rings and custom jewelry. Turns out, there’s far more profit in valuing stolen
punish heretics and witches wherever they could be found. I spoke out against the unjust gems for the black market…
5-6
persecutions I witnessed, and for my audacity—I was expelled from the order in shame.
Now I live among those poor souls I used to torment…
TALIS
SARGRAD Mechanical Designers
Some of the greatest minds in modern engineering make their living in the think tanks, design firms,
Aspiring Performers and workshops of Talis.
Performers of all kinds are drawn to the big city lights, grand stages, and adoring crowds of Sargrad’s
cosmopolitan Gilded District. Skill Proficiencies: Investigation, Perception
Tool Proficiencies: One type of artisan’s tools, Vehicles (Water)
Skill Proficiencies: Performance, Persuasion Equipment: A set of common clothes, a type of artisan’s tools of your choosing, a set of measuring
Tool Proficiencies: Your choice of a musical instrument or gaming set tools, a blank scroll of parchment paper with a quill, and a pouch containing 5 gp.
Equipment: A set of common clothes, a performance costume or outfit, a simple dagger, enough Feature: Mechanically Minded—You can easily visualize solutions to complex issues, including
food to last two days, and and a musical instrument or gaming set of your choice. mechanical puzzles and machinery. You’re able to fix broken vehicles of all types, as well as work on
Feature: Stage Presence—Your time working in show business gives you VIP access to some of the mechanical objects.
shows in town, with knowledge of how to obtain tickets to the larger ones. You also know many
people in the scene, giving you access to information and contacts that others might not have.
D6 BACKGROUND OPTIONS
Brilliant Designer: I was trained as an industrial draftsman by the Trademasons. I always
D6 BACKGROUND OPTIONS 1-2 marveled at the automated levees that harnessed the river’s power. All I ever wanted was to
Dejected Actor: I was an aspiring actor. I’d always dreamed of making it to the big city help build things like that—machines that changed how the world actually works…
1-2 and becoming the Gilded District’s newest star. Well, I see now that it was just a silly Blacklisted Engineer: I was an engineer with the Dawnstone Company. I grew bored
dream. The cold hard reality of this city tends to swallow dreams like mine… designing bridges and pulleys and developed a line of automated, rapid-fire cannons.
3-4
Starry-Eyed Playwright: I am a playwright and a composer. For me, Sargrad is like The higher-ups condemned me for “war profiteering” and blacklisted me from working
3-4 paradise. Certainly, there’s crime and corruption around every corner—but the people of anywhere in Talis…
this city know good art when they see it! They seem to actually appreciate my genius…
Tinkerer: I love crafting gadgets and gizmos for different practical purposes. One day, my
Street Puppeteer: I love giving performances of my handmade puppets for anyone who will 5-6
work will be recognized. I just know it! I’ll be a full-fledged Trademason, you’ll see!
5-6 stop and watch. I always draw crowds as I weave stories of love and loss, adventure and everyday
life. I can make puppets out of almost anything—the trick is animation. It’s all in the hands!

PART Ii: heroes backgrounds and group origins


192 193

TIDESFAR
Seafarers
GROUP ORIGINS
It’s said that the citizens of Tidesfar are one with the sea.

Skill Proficiencies: Athletics, Perception


GETTING IT TOGETHER… D10 PARTY TYPE
Tool Proficiencies: Navigator’s tools, Vehicles (Water) Adventuring parties come together in many different 1 Buccaneers
Equipment: A set of common clothes, a set of navigator’s tools, 50 ft. of rope, a small knife, and a ways for a variety of reasons. Whether they’ve come
pouch containing 5 gp. together to right some great injustice or whether 2 Deputized Constabulary
Feature: Raised on the Water: Your experience with the ocean allows you to navigate via the stars. In they’re on the run from the law, adventuring parties
3 Explorers
addition, you’re able to negotiate for passage from Tidesfar via boat for free (though your party may often benefit from having a common point of origin.
have to work to pay their way). Developing the story behind a party’s origins can lead 4 Hired Security
to strong group interactions and a richer role-playing
experience for all players. 5 Mystic Seekers
D6 BACKGROUND OPTIONS
To aid this process, the following table can be used to 6 Outlaws
Fleet Survivor: I was second mate on a navy galleon and dreamed of being captain of determine a specific “type” for your player party. In
1-2 my own ship one day. Our galleon was attacked by pirates, but before it sank, the captain 7 Professional Thieves
addition to adding flavor and context for the group’s
pushed me overboard. He implored me to live a good life and make good on my dream… origin, these party types also convey additional starting 8 Relic Hunters
Reformed Pirate: I was a wild Zanzarra pirate for many years. Eventually, I was caught currency, gear, bonus proficiencies, and special “group
3-4 and did time in the Slam. I earned my parole and became a reformed citizen. But I still abilities” to each player. 9 Traveling Band
hear the call of the wild sea in my heart… Your party type can be randomly determined by 10 Urban Missionaries
Vengeful Fisherman: I come from a long line of fishermen. A few years ago, our rolling on the following chart.
family vessel was capsized by a colossal, tentacled sea creature. I was the only survivor. A
5-6
fisherman no more, I’ve sworn to kill the beast that took my family—no matter where it
BUCCANEERS
lurks in the deeps…
Your party spends a great deal of its time upon the high seas hunting pirates, stopping smugglers,
and fighting rebel atsaadi forces. Sanctioned by the navy based in Tidesfar, you are authorized to use
whatever means are necessary to protect Lawbrand’s safety and interests from any seaborne threat.

Starting Monetary Bonus: 15 gp (per party member)


Additional Starting Equipment: A small shared boat docked in the city of your choice
Group Skill Bonus: Athletics
GROUP ABILITY

:Shipcraft: Party members can sail just about anything and are considered to have proficiency in any
skill checks that directly relate to performing operations or maneuvers on a ship.

D4 BUCCANEERS VENTURES
Zanzarra pirates have attacked a civilian vessel and killed all aboard. The navy has asked for
1
aid in apprehending the bloodthirsty pirates…
A navy ship, foundering off the coast of Tidesfar, has fired a distress flare—indicating that they’ve
2
been attacked…
A suspected smuggling ship, headed up the Talisande toward Talis, failed to stop for a
3
mandatory cargo inspection…
Your ship has been targeted by rebel atsaad who seem convinced that you strayed into their
4
territorial waters…

backgrounds and group origins


194 195

DEPUTIZED CONSTABULARY HIRED SECURITY


Your party was deputized by the local constabulary to help keep the peace and serve lawful writs Your party works as security for various public venues and high-profile events, as well as providing
to lawbreakers and fugitives (see Laws, Writs ’n’ Bounties, pg. 235). You are sanctioned to use any bodyguard services to the rich and powerful. Focused and disciplined, your party can be trusted to stay
necessary, non-lethal force to subdue criminals and escort them to local holding cells to await trial. cool in dangerous situations and assure that your clients’ safety and well-being are maintained.
Your jurisdiction only extends to your group’s chosen starting Trade-City. You are not authorized to
pursue criminals across Trade-City boundaries. Starting Monetary Bonus: 25 gp (per party member)
Additional Starting Equipment: Manacles, fine black clothing
Starting Monetary Bonus: 25 gp (per party member) Group Skill Bonus: Intimidation
Additional Starting Equipment: Manacles, constabulary badge (give limited access GROUP ABILITY
and authority)
Bonus Proficiencies: Investigation :Body Shield: When a friendly creature within 5 ft. is hit by a nonmagical attack, you can use
your reaction to reduce the damage the target takes by 1d6. Once per long rest.
GROUP ABILITY

:Lawful Authority: Party members have advantage on Intimidation checks when they are
attempting to give orders to criminals or unruly citizens.
D4 SECURITY VENTURES
The local warehousing facility has been targeted by gangrunners who hope to sell the pilfered
1
goods on the black market…
D4 CONSTABULARY VENTURES
A Sularian missionary seeks to make peace between various local street gangs, but the work could
2
1 An aggressive, drunken ogre is harassing patrons at a local tavern… be perilous unless they have someone to watch their back…
2 Angry citizens have cornered a known thief in an abandoned warehouse… The local Trade-Guild is holding a gala event for its top delegates, and the event organizers
3
A group of traveling merchants is suspected of having brought unauthorized arcana into are seeking aid in keeping the “wrong sort of people” out of the posh venue…
3
town… One of the city’s top actresses has received death threats from an “adoring fan” and
4
There have been reports of centaur gangrunners attacking travelers on the highway outside seeks protection…
4
of town…
MYSTIC SEEKERS
EXPLORERS Your party is obsessed with uncovering the truth behind the prevalence of magic and the occult
Your party revels in blazing trails through the uncharted regions that surround Lawbrand. From throughout Lawbrand. Whether it be secret cults of sorcerers or powerful magi hiding in plain sight,
the dangerous Barrier Wilds to the farthest reaches of the Tanaroch, you are equipped to handle you believe there’s far more magic threading through Lawbrand than the authorities will admit. You’re
any situation in nearly any environment. Whether you’re scouting new trails, mapping impassable committed to investigating rumors and instances of the paranormal wherever they occur.
wilderness regions, or even plumbing the depths of ancient ruins—your party is driven to venture
Starting Monetary Bonus: 25 gp (per party member)
boldly into the unknown.
Additional Starting Equipment: Wand of Magic Detection
Group Skill Bonus: Arcana
Starting Monetary Bonus: 20 gp (per party member)
Additional Starting Equipment: Explorer's pack, a map of Lawbrand’s known regions GROUP ABILITY
Group Skill Bonus: Survival :Arcane Awareness: If two or more party members are concentrating and making physical contact,
they can sense magic within 5 ft., and they can also read magic script together.
GROUP ABILITY

:Dynamic Traversal: When traversing difficult terrain and using tools to climb or cross it, party
members are considered to have proficiency in Athletics and Acrobatics for that traversal. D4 SEEKERS VENTURES
Rumor has it that students from the Arcanimus Academy frequent a secret tavern in Lietsin,
1
where they’re free to display their magical power without fear of discovery…
D4 EXPLORERS VENTURES
Some believe that a secretive group of “seers” has taken up residence in Sinners Mile near
Ruins of a sunken atsaadi city have been discovered off Lawbrand’s southern coast, but so far, no 2
1 Orinfell…
one’s been daring enough to explore them thoroughly…
A nervous Sularian priest claims to have information about a clandestine order of sorcerers
It’s rumored that a subterranean vault system lies beneath the desert outside of Lietsin. Who 3
2 operating out of a posh hotel in Lietsin…
knows what wonders might be contained within it…?
Recently arrived travelers have told tales of a forest commune in the deep wilds where
Off-road racing organizers are seeking to map out a new race course through the 4 druids, faeries, and manticores are commonplace. However, the travelers did admit that
3
treacherous Barrier Wilds north of Innis… they might have hallucinated the whole sordid thing…
An old sea captain from Tidesfar believes there’s an as yet undiscovered island chain that lies far to
4
the west of the Wassica Islands. He seeks daring volunteers to help him prove his theory…

PART Ii: heroes backgrounds and group origins


196 197

OUTLAWS RELIC HUNTERS


Whether you’re actually guilty or innocent, your party is nonetheless wanted by local authorities for Your party is adept at researching and recovering ancient artifacts and arcane items. Your services
crimes they believe you committed. Desperate and on the run, your party has become a tight-knit are always in demand from Lawbrand’s more esoteric factions due to your consistent ability to
group, adept at evading capture and always staying one foot ahead of the law. recover treasures from dangerous, outlying locales.

Starting Monetary Bonus: 20 gp (per party member) Starting Monetary Bonus: 25 gp (per party member)
Additional Starting Equipment: Forgery kit Additional Starting Equipment: Explorer's pack
Group Skill Bonus: Survival Group Skill Bonus: History
GROUP ABILITY GROUP ABILITY
:Notoriously Resourceful: Party members have advantage on Persuasion and Intimidation
checks when attempting to get help from others when hiding from or escaping the authorities. :Trap Experts: Party members have proficiency in Perception when detecting traps, as well as
Investigation checks when deducing how to disable or avoid them.

D4 OUTLAWS VENTURES
D4 RELIC HUNTERS VENTURES
One of the locals, having recognized your party as being “wanted,” has alerted the local
1 The Conservatorum believes that priceless historical tomes from Old Sularia might still lie within
constabulary to your whereabouts… 1
the abandoned keeps scattered throughout the Barrier Wilds…
A local bard, having heard about your situation, wants to travel with you and write a great ballad
2 A special map has come up for sale on the black market. Rumor has it that it shows the locations
about your group’s exploits… 2
of several Aldan Thei vaults buried beneath the Tanaroch’s sands…
A notorious bounty hunter has been seen in town. Their presence couldn’t be a
3 The Arcanimus seeks aid in recovering a series of enchanted orbs that were stolen by
coincidence… 3
occultists outside of Lietsin…
Seeing as how you’re already wanted by the authorities, a local crime boss wants to put you
4 A wealthy atsaadi collector is convinced that a cache of Ardu’s lost ceremonial weapons
on the payroll… 4
might be found in recently discovered coastal ruins. He’ll pay handsomely for their return…

PROFESSIONAL THIEVES
TRAVELING BAND
Your party is a tight team of thieves, specializing in infiltration, burglary, and subterfuge. Rather than
You are a party of musicians, writing and performing music together on the road. You share deep
picking pockets out in the grimy streets, your group is most often hired to steal priceless heirlooms,
camaraderie with one another and revel in playing your music—especially your new songs—for
invaluable industrial designs, and secret Guild communiques from some of the most well-guarded
receptive audiences throughout the Trade-Cities. While you enjoy the troubadour’s life on the road,
sites in Lawbrand.
you dream of making it big and playing on Lawbrand’s most prestigious stages.
Starting Monetary Bonus: 20 gp (per party member)
Starting Monetary Bonus: 10 gp (per party member)
Additional Starting Equipment: Thieves’ tools, grappling hook
Additional Starting Equipment: A musical instrument of your choice
Group Skill Bonus: Stealth
Group Skill Bonus: Performance
GROUP ABILITY
GROUP ABILITY
:Coordinated Infiltration: When all party members are entering a structure using stealth, each
member gains advantage on stealth checks, lasting until they are inside the structure. :Jam Session: When your party plays musical instruments together, they can easily draw a crowd
and earn additional gold performing. In addition, if you attempt to Charm a creature with a
musical instrument, add an additional bonus equal to your Proficiency Bonus.
D4 THIEVES VENTURES
A desperate Guild-Delegate seeks aid in procuring sensitive trade documents from a rival D4 BAND VENTURES
1
Guild-Hall…
The headlining act at a local tavern has canceled at the last minute, and the desperate
An eccentric art collector will pay an extravagant amount to anyone that can deliver 1
2 proprietor needs an act to fill the slot…
them the priceless statuette known as the Weeping Saint from the local museum…
The organizers of Lietsinfest are looking for new acts to spotlight, but the bands will have to
A top bard from Innis is staying at one of the city’s most lavish hotels, and rumor has it 2
3 compete for the top spots in a local “battle of the bands”…
that their entourage travels with huge sums of money wherever they go…
A very wealthy factory owner seeks a fresh new band to play at his daughter’s exclusive
An engineer in Talis wants to get their hands on patented designs that are currently being held in 3
4 sixteenth birthday party…
a secured, local vault…
One of Lawbrand’s most renowned songwriters wants to try out new material, but they
4
need a reliable backing band to bring the music to the people…

PART Ii: heroes backgrounds and group origins


198

URBAN MISSIONARIES
Your party came together to serve the needs of local communities that have been affected by
poverty, sickness, and rampant crime. Sanctioned by the Sularian Church, you offer medicinal aid,
protection, and—most importantly—hope to all those suffering at the edges of society.

Starting Monetary Bonus: 15 gp (per party member)


Additional Starting Equipment: Extra rations, bandages
Group Skill Bonus: Religion
GROUP ABILITY

:Soothing Presence: When two or more party members lay hands upon a creature, they can
suppress any effect causing a target to be Charmed or frightened.

D4 MISSIONARIES VENTURES

The Church has donated shipments food and clothing to destitute neighborhoods, but local street
1
gangs keep stealing it all for their own ends…
A recent trade protest turned violent as frustrated workers threw rocks and debris at their local
2 Guild-Delegates. The constabulary intervened with force, and many protestors were left wounded
and traumatized by the event…
The “gray fever” has ravaged its way through a local neighborhood, and the local Sularian
3
priests are desperate to find a cure…
A collection has been taken up for the poor in local neighborhoods, but the money box is a
4
prime target for thieves and bandits…

The following chapter provides rules for a host of new magic spells that
are unique to the realm of Lawbrand. From summoning spectral bards to
overwhelm their foes with haunting music or blasting their enemies with
the cyclonic “Winds of the Tanaroch,” players can access a dazzling array
of new powers and effects to aid in their adventuring.

PART Ii: heroes


200 201

AQUATIC LIMB COMBUSTIVE PITCH


1st-level conjuration 2nd-level evocation
SPELL LISTINGS BY CLASS Casting Time: 1 action
Range: Self
Casting Time: 1 action
Range/Area: Self
This section provides spell lists for each class, as well as full spell descriptions listed in alphabetical order. Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: 1 minute
Create a water appendage that protrudes from the casting You spray highly flammable tar from your hands, covering
creature. The limb can manipulate objects, such as opening the ground in a 20 ft. square in front of you. Creatures
BARD RANGER an unlocked door, pouring liquid out of vials, and carrying in that square must make a Dexterity saving throw. If a
Aquatic Limb (Conjuration) Earthsight (Divination) small objects weighing no more than 5 lbs. All objects creature fails, their speed is reduced to 10 ft., and they are
Combustive Pitch (Evocation) Stonehide (Transmutation) manipulated in this way become extremely wet. considered to be ensnared in the tar. An ensnared creature
Dead Man’s Party (Conjuration) may use its action to try and free themselves by making a
As a bonus action, you may use the limb to make a melee
Flame Lash (Evocation) Dexterity saving throw against your spell save DC.
spell attack against any creature within 10 ft. This attack
Strength Beyond Strength (Transmutation) SORCERER deals 1d4 bludgeoning damage + your spellcasting modifier. If the tar is ignited by fire, all creatures within it must
Thundering Roar (Evocation)
Aquatic Limb (Conjuration) make a Dexterity saving throw, taking 3d6 fire damage on
At Higher Levels. When you cast this spell using a spell
Combustive Pitch (Evocation) a failed save, and half as much on a successful one.
slot of 2nd level or higher, the damage increases by 1d4 for
Dead Man’s Party (Conjuration) every two slot levels above 1st. At Higher Levels. When you cast this spell using a spell
CLERIC Endless Tankard of Toughness (Conjuration) slot of 3rd level or higher, the damage caused by the tar
Benediction of St. Jenhra (Abjuration) Flame Lash (Evocation) when ignited increases by 1d6 for every two slot levels
Endless Tankard of Toughness (Conjuration) Ring of Flame (Conjuration) BENEDICTION OF ST. JENHRA above 2nd.
Gaze of Judgment (Transmutation) Strength Beyond Strength (Transmutation) 3rd-level abjuration
Halo of Righteousness (Abjuration) Thundering Roar (Evocation) Casting Time: 1 minute
Ring of Flame (Conjuration) Valor’s Crest (Conjuration) Range/Area: 10 ft. DEAD MAN’S PARTY
Scintillating Shield (Abjuration) Winds of the Tanaroch (Evocation) Components: V, S, M (holy oil) 6th-level conjuration
Strength Beyond Strength (Abjuration) Wrath of Cinders (Transmutation) Duration: Concentration, up to 1 hour Casting Time: 1 minute
Stone Burst (Transmutation) Range: 30 ft.
Anoint a creature within range that is visible. The
Wrath of Cinders (Transmutation) Components: V, S
anointed creature gains the following effects for the
WARLOCK duration: the creature can use their reaction to gain Duration: Concentration, up to 10 minutes
Blazing Smite (Evocation) advantage for a saving throw and also gains resistance to Summon a band of spectral bards that perform a raucous,
DRUID Flame Lash (Evocation) necrotic, radiant, psychic, and force damage. rollicking spectacle of music. When you cast this spell, you
Benediction of St. Jenhra (Abjuration) Soulpurge (Necromancy) At Higher Levels. When you cast this spell using a spell can designate any number of visible creatures within range
Combustive Pitch (Evocation) Thundering Roar (Evocation) slot of 4th-level or higher, you can target another creature to make a Charisma saving throw. On a successful save, the
Earthsight (Divination) for each slot level above 3rd. creature is unaffected.
Spirit Guide (Conjuration) Choose one of the following effects for the song to have on
Stone Burst (Transmutation) WIZARD BLAZING SMITE affected creatures:
Stonehide (Transmutation)
Aquatic Limb (Conjuration) 4th-level evocation
Wrath of Cinders (Transmutation)
Blazing Smite (Evocation) : All affected creatures have disadvantage on attack rolls.

Combustive Pitch (Evocation)


Endless Tankard of Toughness (Conjuration)
Casting Time:1 bonus action
Range: Self : All affected creatures have disadvantage on saving
throws.
PALADIN Flame Lash (Evocation)
Ring of Flame (Conjuration)
Components: V, S
Duration: 1 minute : When attacking affected creatures, attackers have
advantage on attack rolls.
Benediction of St. Jenhra (Abjuration)
Soulpurge (Necromancy) The next time you hit a creature with a melee weapon
Endless Tankard of Toughness (Conjuration) Additionally, affected creatures have disadvantage on
Thundering Roar (Evocation) attack during this spell’s duration, your weapon strikes
Flame Lash (Evocation) Concentration checks while the spell lasts.
Valor’s Crest (Conjuration) with magical fire, and the attack deals an extra 4d6 fire
Gaze of Judgment (Transmutation)
Winds of the Tanaroch (Evocation) damage to the target. All creatures besides the caster
Halo of Righteousness (Abjuration) EARTHSIGHT
Wrath of Cinders (Transmutation) within 10 ft. of the target must make a Dexterity saving
Ring of Flame (Conjuration) 2nd-level divination
throw, with a successful save causing them to take half as
Scintillating Shield (Abjuration)
much damage from the blast. Casting Time: 1 minute
Strength Beyond Strength (Transmutation)
Wrath of Cinders (Evocation) Range: 100 feet radius
Components: V, S
Duration: Concentration, up to 1 hour
You touch the ground and enter a trance, gaining
knowledge on the following subjects of the immediate

PART Ii: heroes spells


202 203

surrounding area within range: History, Nature, and points and advantage on all saving throws while the caster’s HALO OF RIGHTEOUSNESS The Spirit Guide will also protect its summoner. Hostile
Survival. While in this area, you gain proficiency in concentration is maintained or until the duration ends. Abjuration cantrip creatures that end their turn within 10 ft. of the caster must
these skills and your Proficiency Bonus is doubled when make a Wisdom saving throw or take 1d6 force damage.
If the creature has an evil alignment, instead of granting Casting Time: 1 action
making checks using these skills. You lose the knowledge
temporary hit points and advantage, they take 5d12 Range: Self
when your concentration is broken or after the spell ends. SOULPURGE
radiant damage and must make a Charisma saving throw. Components: V, S
On a successful save, they take half as much damage. Duration: Concentration, up to 1 minute 2nd-level necromancy
FLAME LASH Whether or not they pass or fail the saving throw, they Casting Time: 1 action
A halo of blinding light forms above your head, striking
2nd-level evocation have disadvantage on all saving throws while the caster’s Range: 30 feet
a supernatural fear in all undead creatures within 5 ft.
Casting Time: 1 reaction, which you take when a concentration is maintained. Components: V, S
of you while this is being concentrated on. All undead
creature makes a movement within 30 ft. of the caster At Higher Levels. When you cast this spell using a spell creatures and aberrations have disadvantage while Duration: Instantaneous
Range: Self slot of 5th level or higher, it may target an attacking you. Drain the soul of a creature within range, causing them
Components: V, S additional creature. to take 2d10 necrotic damage and they must make a
Duration: Instantaneous
RING OF FLAME Constitution saving throw. On a successful save, the
With a lightning-fast movement of the caster’s arm, a whip 2nd-level conjuration creature takes half the damage. You then regain hit points
of magical fire extends from your wrist, lashing a creature equal to the damage dealt as a result of this spell. If a
Casting Time: 1 action
that makes a movement within 30 ft. of the caster. The creature is killed by this spell, learn one of the creature's
Range: Self (5 feet)
creature must make a Dexterity saving throw. It takes 2d8 languages and a random skill they possess until you kill
Components: V, S
fire damage on a failed save and becomes grappled until another creature with Soulpurge.
Duration: Concentration (1 minute)
your next turn. On a successful save, the creature takes
half as much damage and avoids being grappled. Create a 5 ft. raging ring of fire around yourself that deals
STONE BURST
2d6 fire damage to all creatures that come in contact with
At Higher Levels. When you cast this spell using a spell Transmutation cantrip
it. Creatures damaged by the ring must make a Dexterity
slot of 3rd level or higher, the damage increases by 1d8 for Casting Time: 1 action
saving throw. On a successful save, they take half as much
every two slot levels above 2nd. Range: Touch
damage. This ring continues to deal damage to creatures
at the start of your turn while concentrating and moves Components: M (a stone)
ENDLESS TANKARD OF with you. Duration: Instantaneous
TOUGHNESS At Higher Levels. When you cast this spell using a spell
School: Transmutation
5th-level conjuration You touch a piece of stone and prime it for detonation.
slot of 3rd or higher, increase the damage by 1d6 per level
Casting Time: 1 action above 2nd level. The stone detonates at the end of your turn, dealing 1d6
Range: Self piercing damage to creatures within 5 ft.
Components: V, S SCINTILLATING SHIELD The spell’s damage increases by 1d6 when you reach 5th
Duration:1 hour 2nd-level abjuration level (2d6), 11th level (3d6), 17th level (4d6).
Conjure a legendary tankard into your hands that can Casting Time: 1 action
be passed around. Drinking from this tankard will Range: Self STONEHIDE
temporarily grant you resistance to all nonmagical damage Components: V, S 2nd-level transmutation
until your next turn. You may use a bonus action to drink Duration: Concentration, up to 10 minutes Casting Time: 1 action
from the tankard, and it contains limitless magical brew.
Surround yourself in a shield of brilliant sunlight, gaining Range: Self
Each time you take a drink from the tankard, reduce your
+1 AC, and when you make a saving throw, add your Components: V, S
Intelligence score by 2, up to four times. If a creature
Charisma modifier. Duration: Concentration, up to 1 hour
drinks this brew more than four times in a day, it falls
unconscious due to the magical strength of the brew. Your skin hardens and becomes tough like stone, granting
SPIRIT GUIDE you advantage on Constitution saving throws and
1st-level conjuration resistance to a nonmagical damage type of your choice.
GAZE OF JUDGMENT
4th-level transmutation Casting Time: 1 minute
Range: Self (10 feet)
Casting Time: 1 action Components: V, S
Range: 30 ft. Duration: 10 minutes
Components: V, S
Duration: Concentration, up to 1 minute Call forth an animal visage that dances around you,
shedding bright light up to 10 ft. around the caster. For
Make direct eye contact with a creature within range, the duration, the Spirit Guide grants you advantage on all
causing their soul to be purged of the fear and guilt plaguing Survival, Investigation, and Animal Handling checks.
them, temporarily granting the creature 5d12 temporary hit

PART Ii: heroes spells


204

STRENGTH BEYOND STRENGTH WINDS OF THE TANAROCH


2nd-level transmutation 1st-level evocation
Casting Time: Instantaneous Casting Time: 1 action
Range: 30 ft. Range: Self
Components: V, S Components: V, S
Duration: 10 minutes Duration: Instantaneouss
A friendly creature within 30 ft. becomes bolstered, Release a gust of wind from your hands, pushing small
causing their muscles to tighten and their blood to objects and small creatures in a 15 ft. cone backwards.
boil. Their carrying capacity is doubled, and they gain Creatures take 1d6 damage and must make a Dexterity
advantage on all Strength checks. When the bolstered saving throw, with a successful save causing the creature
creature makes an attack, they may take a −5 to hit to take half as much damage. If the save is failed, the
penalty to add +10 damage to the attack. creature falls prone.
At Higher Levels. When you cast this spell using a spell
THUNDERING ROAR slot of a higher level, it receives one of the following bonuses:
2nd-level evocation
Casting Time: 1 action
Range: Self
: At 3rd level: Medium creatures are now affected, and
all creatures take 2d6 damage instead of 1d6 damage.

Components: V
Duration: Duration: 1 minute
: At 5th level: Large creatures are now affected, and all
creatures take 4d6 damage instead of 1d6 damage.

You augment the volume of your voice, enabling it to : At 7th level: Huge creatures are now affected, and all
creatures take 6d10 damage instead of 1d6 damage.
be heard from great distances. For the duration of this
spell, as a bonus action on your turn, you may unleash a : At 9th level: Gargantuan creatures are now affected,
and all creatures take 12d12 damage instead of
deafening scream, causing all creatures in a 15 ft. cone 1d6 damage.
to make Constitution save, becoming deafened for the
duration of the spell and taking 2d6 damage on a failed
WRATH OF CINDERS
save. On a successful save, they take half as much damage
2nd-level transmutation
and are not deafened.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell Range: 30 ft.
slot of 3rd or higher, damage increases by 1d6 for every Components: V, S, M (brandishing a flame or ash)
two spell slot levels above 2nd. Duration: Concentration, up to 1 minute
Choose up to two willing creatures you can see within
VALOR’S CREST range. For the duration, when an affected creature makes a
8th-level conjuration damage roll, they may deal an additional 1d6 fire damage.
Casting Time: 5 min At Higher Levels: When you cast this spell using a spell
Range: 150 ft. slot of 2nd level or higher, creatures deal an additional
Components: V, S, M (ship in a bottle) 1d6 fire damage for each slot level above 2nd.
Duration: Continuous
A fully armed barge rises from the depths of the water at
the location of your choosing (it must be summoned in a
body of water where it can fit, the barge is 195 long and
35 ft. tall). The barge is a Tidesfar vessel lost long ago, The world of Drastnia is saturated by ancient, powerful magics and
containing 30 spectral sailors that function as if summoned forgotten traditions of arcane lore. One such tradition, the art of
by the Unseen Servant spell. These sailors keep the ship
bestowing magical tattoos, known as sigils, is still practiced by a select
clean, are able to sail it, and can man the cannons. The
cannons have 40 hit points each and an AC of 10, and few in the realm of Lawbrand. Through their craft, these sigilists are
can be fired with +5 to hit up to 250 ft. away for 4d12 able to permanently transfer arcane energy into another’s flesh—
bludgeoning magic damage. The barge itself has a speed
granting the recipients powerful abilities and resistances. The following
of 50 ft., 250 hit points, and an AC of 20. You can use this
barge to travel along the water until it is destroyed.. chapter provides an overview of using sigils in your campaign.

PART Ii: heroes


206 207

SIGILS SIGIL TABLE


LEGENDARY
INTRODUCTION
Sigils are arcane symbols intrinsic to the ancient art of inscribing magic onto a person’s body. This
SIGIL ARTWORK EXAMPLES RARITY EFFECT
delicate but rigorous artform is still practiced today by modern artists known as sigilists. The practice
can produce works of sublime beauty and power. Players wishing to be tattooed with sigils of their own Blissful flowers, rainbow, ivy leaves Legendary Creatures near you are extremely relaxed,
can visit various sigilists that operate throughout Lawbrand. While most of them can provide a wide causing a short rest to yield the benefit of a
array of common symbols, only a select few can inscribe the most powerful sigils onto another’s flesh. long rest.

Add +2 to your Wisdom score and increase the


THE ANCIENT ART cap of your Wisdom modifier by 2.
Despite the fact that the artform's true origins remain lost to antiquity, sigilcraft has been a constant Cosmic shooting stars, crescent moon, Legendary You may use a spell slot that is one level lower
source of power for the people of Drastnia. Though they were codified and given their current form by an eclipse than the spell you are casting twice per long
the high elven Tir’Assar over three thousand years ago, some believe that sigils date back even further rest with no penalties to its effects.
to the ancient Aldan Thei civilization.
Add +2 to your Intelligence score and increase
The basic pictorial language of sigils is such that they must retain their fundamental shapes and
the cap of your Intelligence modifier by 2.
components to give them power. However, the Tir’Assar were the first artisans to enhance sigils by
weaving in more complex patterns and visual flourishes, resulting in works of incredible artistry. Heroic crossed swords, broken shield, Legendary Increase your critical hit range by one.
Initially, the elven artists used the basic language to empower inanimate objects, but they eventually battle scene
Add +2 to your Strength score and increase the
moved toward tattooing them onto the flesh of other people—empowering them in incredible ways.
cap of your Strength modifier by 2.
Despite the Tir’Assar fading into the annals of history, their wondrous artform is still evidenced today.
Macabre skulls, bones, blood-filled Legendary You may use your reaction to halve the damage
Sigilists of all cultures and backgrounds continue the tradition of fusing beautiful art and arcane
chalice taken for one round. This sigil can be used
power onto the flesh of soldiers, adventurers, and criminals alike. However, Lawbrand’s strict laws and
once per long rest.
regulations surrounding the use of magic have forced many of these sigilists to work from the shadows.
Each of these artisans has their own unique visual style and preferred sigils to work with—allowing Add +2 to your Constitution score and increase
those seeking their power to obtain truly unique works of enchanted art on their bodies. the cap of your Constitution modifier by 2.
Monstrous claws, dragon’s head, owlbear Legendary When you make a melee or ranged weapon attack,
OBTAINING A SIGIL add additional damage equal to your Proficiency
In order to obtain a sigil, you’ll have to visit a sigilist—a mystical artist with the ability to inscribe Bonus, and any attack with a melee or ranged
magic tattoos directly onto your body. Each sigilist tends to have their own selection of sigils available, weapon you make is considered to be magical.
with rules for determining their inventory available later in this section.
Add +2 to your Dexterity score and increase
If you’re able to convince a sigilist to tattoo you, whether it be with coin or other favors, such as the cap of your Dexterity modifier by 2.
completing a quest for them, you’ll be able to pick an available sigil to be etched anywhere on your
Theatrical drama masks, inscribed Legendary You can grant up to six friendly creatures
person. The sigil itself holds the power of a specific enchantment and is then enhanced with whatever
ribbons, poetic script (which can include yourself) temporary hit
beautiful artwork you desire. Most often, visual flourishes expand and enhance the sigil’s essential
points equal to your level + double your
theme. For example, the sigil for “avian” is defined by a simplistic bird-shaped pictograph that can be
Charisma modifier. This effect lasts for 1 day
embellished in a number of ways, including a full avian form, a predatory cawing head, or even the
and can be used once per long rest.
shape of majestic wings.
Sigils themselves have a rarity listed in the sigilist tables; this rarity dictates how hard they are to find, Add +2 to your Charisma score and increase
their cost, and their respective potency. Rarer and more complex symbols afford a greater degree of the cap of your Charisma modifier by 2.
power to the bearer. It is very uncommon for a sigilist to willingly give a particularly powerful sigil to a
stranger unless they have proved themselves worthy of bearing it.
When you obtain a sigil, it requires a tattoo session that spans the duration of a long rest. The process
is exhausting for both the sigilist and the recipient, resulting in the bearer needing to take another long
rest before the powers of the sigil are active. You can only have up to three sigils at a time, and only
one of each. A sigilist can scribe over a previously obtained sigil at no extra cost. Any bonuses gained
from having a particular sigil are lost when it is replaced.

PART Ii: heroes sigils


208 209

VERY RARE RARE

SIGIL ARTWORK EXAMPLES RARITY EFFECT SIGIL ARTWORK EXAMPLES RARITY EFFECT
Academic books, scrolls, scripted phrases Very Rare As a reaction, you may reroll a single dice that Avian feathered wings, talons, eagle Rare Holding your breath allows you to fly with a
you have rolled. This sigil can be used three speed of 10 ft.
times per long rest.
Elemental volcano, waves, mountains Rare Gain resistance to a damage type of your choice
Add +1 to your Wisdom score. (chosen when you receive this sigil) from the
following list: Cold, Fire, or Lightning.
Comedic grins, laughing face, clowns Very Rare You can roll a D6 and add the number rolled
to one ability check, attack roll, or saving throw Furious screaming face, blood drops, Rare When you throw an object as an attack, you
it makes. You may roll the die after the d20 axe may infuse the item with the power of your sigil,
is rolled, but it must be before the GM says increasing its damage by 1d6. This sigil can be
whether the roll succeeds or fails. This can be used once per long rest.
used three times per long rest. Intoxicating keg, stein, crossed bottles/ Rare You are resistant to poison and immune to the
glasses effects of alcohol.
Add +1 to your Charisma score.
Reflective fancy mirror, shattered glass, a Rare As a bonus action, you can copy and cast the last
Harmonious bridge over water, sunset/ Very Rare Your Unarmed Attacks have +2 bonus damage. crystal ball spell that another creature used with the same
dawn, clouds spellcasting DC by spending a spell slot of the
You can use the following ability once per short
same level. This sigil can be used once per long
rest or long rest:
rest.
You can take the Disengage or Dash action as Scholarly feathered quill, scrollwork, Rare Gain proficiency in a skill of your choice (when
a bonus action on your turn, and your jump stylus you receive this sigil).
distance is doubled for the turn.
Wailing banshee face, a hooded ghost, Rare While performing any verbal act, you can unleash
Ironclad shield, chains, gears Very Rare As a reaction, when you are required to make a screaming cockatrice an otherworldly shout, causing all creatures
a Dexterity saving throw, you can instead use within 200 ft. to hear what you said. Any creature
your Constitution modifier. This sigil can be within 15 ft. must take a Constitution saving
used three times per long rest. throw to avoid being deafened for 1 minute. This
sigil can be used once per long rest.
Add +1 to your Constitution score.
Majestic crown, scepter, tower Very Rare You can add your Charisma bonus to your
saving throws. Friendly creatures 15 ft. around
you also add your Charisma to their UNCOMMON
saving throws.
Mighty warriors, castles, mountains Very Rare As a bonus action, when you hit a creature SIGIL ARTWORK EXAMPLES RARITY EFFECT
with a melee attack, you can attempt to shove
Bestial roaring lion, tiger stripes, Uncommon You gain advantage on any Animal Handling or
them, either knocking them prone or away. If a
jagged claws Survival roll.
creature is shoved into another creature, object,
or terrain feature, it takes 1d4 + your Strength Bombastic brass horn, megaphone, Uncommon You have advantage on any Performance roll.
modifier in bludgeoning damage. yelling face
Convincing mouth to ear, swirl of wind, Uncommon Whispering when performing a Charisma check
Add +1 to your Strength score.
law book and gavel gives you advantage on that check.
Mystical arcane lightning, fireballs, Very Rare As a bonus action after casting a spell, roll a
Fashionable glitter patterns, diamonds/ Uncommon You may change the aesthetic of the clothes you
energy ribbons D6. If the number rolled is higher than the
rhinestones, exotic fashions… are wearing into any color configuration or style.
spell level of the consumed spell slot, that spell
The value of the clothing does not change. This
slot is not consumed. This sigil can be used
sigil can be used three times per long rest.
three times per long rest.
Immortal ancient holy symbol, pillars/ Uncommon The first death save you fail instead is
Add +1 to your Intelligence score. temple ruins, imagery of the considered to be a success, and this sigil vanishes
Stealthy spiders, cloaked strangers, Very Rare Increase the maximum Dexterity modifier for heavens/sky from your body.
snakes medium armor by +2.

Add +1 to your Dexterity score.

PART Ii: heroes sigils


210 211

SIGIL ARTWORK EXAMPLES RARITY EFFECT


Inconspicuous mouse, pixie, cartoonish Uncommon As a bonus action, you can change your
creature appearance to that of a small creature. This
lasts 1 hour, until you speak, or take any SIGIL FORMS
damage. Creatures can detect your ruse with a
DC 15 Perception check. This sigil can be used
once per short rest.
Indomitable shield, fortress wall, bull Uncommon Increase your AC by 1 (to a maximum of 18).
Linguistic printed words/phrases, a Uncommon Learn a random language that the last creature
tongue, a grin you touched knows. Each time this is used,
unlearn the previous language.
Odorous fog/gas clouds, mushrooms, Uncommon You can release a noxious cloud that is ACADEMIC AVIAN BESTIAL BLISSFUL BOMBASTIC COMEDIC
offal extremely unpleasant, giving any creature
within 10 ft. disadvantage on Wisdom saves
for 10 minutes. This sigil can be used once per
short rest.
Psychic “third eye,” open hand, infinity Uncommon You are able to use telekinesis to slowly move
symbol small objects within 30 ft. to your hand as long
as you are concentrating.
Sacrificial blood drops, winding thorns, Uncommon As a bonus action, you may drain 2d8 life from CONVINCING COSMIC ELEMENTAL FASHIONABLE FURIOUS HARMONIUS
holy symbol yourself and heal a creature you touch. This
sigil can be used once per short rest.

SIGIL PARLORS
Off of public record and hidden away from the eyes of the law, sigilists set up their parlors wherever they can, sometimes HEROIC IMMORTAL INCONSPICUOUS INDOMITABLE INTOXICATING IRONCLAD
squirreled away in dark shop corners or even in the open, masquerading as legitimate businesses. These artists have mastered
the mystical arts and made them their own, offering adventurers a unique assortment of sigils for the right price. Most Trade-
Cities have at least one active sigilist in residence, but you’ll have to look hard or make the right contacts to find them.
One does not simply stroll into a sigilist’s parlor unwelcome. Sigilists often require their patrons to be known associates or
referred by other trusted parties. While seeking sigilists might be difficult at first, in time, the underground will typically start
to open up to those seeking power in its streets.
Each sigilist has a table of available sigils. GMs can choose from the table below or roll a D8 to determine how many are
available to their players. At the GM’s discretion, the available sigils can be refreshed over time. The gold cost of each sigil LINGUISTIC MACABRE MAJESTIC MIGHTY MONSTROUS MYSTICAL
(or other requirements) should also be determined by the GM on a case-by-case basis, but we’ve provided a table of example
prices by rarity. Sigils should be attainable, but expensive luxury items, but every GM has their own sense of economy and
the more expensive sigils could instead be obtained by a unique quest from the sigilist.

D8 SIGILS SIGIL PRICE TABLE


1 2 Uncommon Sigils RARITY GP COST
2 4 Uncommon Sigils Uncommon 500 gp
ODOROUS PSYCHIC REFLECTIVE SACRIFICIAL SCHOLARLY STEALTHY
3 4 Uncommon, 1 Rare Sigils Rare 5,000 gp
4 4 Uncommon, 2 Rare Sigils Very Rare 10,000 gp
5 4 Uncommon, 3 Rare Sigils Legendary 20,000 gp
6 4 Uncommon, 3 Rare, 1 Very Rare Sigils
7 4 Uncommon, 3 Rare, 2 Very Rare Sigils
8 4 Uncommon, 3 Rare, 2 Very Rare, 1 Legendary Sigil
THEATRICAL WAILING

PART Ii: heroes sigils


THE MARK
OF THE
TAKING THE MARK

SERPENT Throughout the history of Drastnia, a single source of power has led to more
corruption, catastrophe, and societal collapse than could possibly be conceived. The
Auroboros—the World Serpent—is the dread power behind all things. It is the power
to transform reality itself—or to shatter it beyond repair.

Mortals can harness the power of the Auroboros, but at great cost to themselves.
The Mark of the Serpent—the legendary sigil depicting a serpent devouring its
own tail—offers the bearer the ability to tap into the Auroboros itself. By taking the
Mark, the bearer becomes one with the skeins of life and death, order and chaos,
and madness and enlightenment that are woven into the very fabric of creation.
Such powerful individuals are known as the serpent-marked.

Serpent-marked characters possess power enough to cause massive destruction to the


environment, heal stricken masses, and even warp reality itself. However, as they use
the Mark’s power more and more, its debilitating effects take hold. Over time, serpent-
marked characters begin to suffer physical detriments (permanent or otherwise), as
well as the emotional and mental stresses that come with bearing the Mark.

Does your character have the will to take the Mark of the Serpent? Will you be
able to utilize its unimaginable power to save the world, or will your actions damn
it utterly? These are questions that can only be answered by seeing your journey
through to its end.

To obtain the Mark itself, you’ll have to either find a master sigilist hidden in one
of the Trade-Cities or convince one of Lawbrand’s factions possessing the ability to
bestow it to do so. GMs can find information on this process in the Adventuring
section, as well as additional information for running the Mark of the Serpent for your
party (pg. 243). More than one adventurer in your campaign can take the Mark of the
Serpent—the number of its willing vessels does not limit the Auroboros’ power…

If some members of your party decide not to take on the Mark’s dread burden, they
might instead choose to take the path of the Marksworn—those who have formed
unique bonds with serpent-marked individuals and seek to help them along their
journey. The Marksworn’s proximity and connection to the serpent-marked allows
The following chapter provides players all the tools they’ll need them to manipulate some of the Auroboros’ power and share some of its terrible
for taking the Mark of the Serpent and wielding the power of the burden in unique ways. The following pages provide information about the role that
Auroboros for themselves. While the Mark offers players access Marksworn play in parties containing serpent-marked individuals.

to incredible power, it can also take a tremendous toll on their


bodies and minds, drawing them inexorably deeper into the
perilous Coils of the Serpent.
214 215

The Mark of the Serpent is a game system intended to help players and GMs craft a narrative that USING MARK POWERS
invokes heavy emotional themes. The system’s purpose is not to simply afford massive power boosts to
Serpent-marked characters may invoke the power of the Auroboros once per long rest by performing an
characters, but to give players “power with consequences” that can be used to enrich your campaign’s
action to use a Mark Power in accordance with their current Coil Tier. Examples and limitations of these
storytelling. Every group and every player may deal with this burden in different ways, and in turn, have
miraculous feats are listed on the Coils Table and the following pages, which describe each Coil Tier in
their own reasons for taking it on.
detail. The Mark Powers themselves are limited only by your imagination (and the GM’s discretion, of
When deciding to take the Mark, you should consider why your character would justify the risk—and course). You can only access the powers available to you via your current or previous Coil Tiers.
what goals they seek to achieve with the Mark’s incredible power.
Channeling the Mark requires the bearer to focus, with any Mark Power requiring at least 12 seconds
Below are some unique prompts for characters who have existed in Drastnia’s long history and their of concentration, though, in the case of extreme actions, it could require up to a minute (to be decided
reasons for taking the Mark’s power for themselves. Their group, known as the Five, may not have met by the GM when the action is declared). In addition, due to the concentration required, taking damage
with the happiest of endings, but the tale of their struggle proved to be a compelling and impactful one. while channeling a Mark Power will cause the power to fail, and you cannot use one again without
taking a long rest.

: A mighty dwarf warrior, fearful of his peoples’ future, took the Mark to safeguard the dwarven
homeland…
If you are able to channel a Mark Power, it is automatically successful and no check is required. Once
the effect is resolved, fill in the next blank space on your Descent Chart (found on the Auroboros
: A noble-hearted human paladin, crushed by the Church’s lies, took the Mark to dispense justice
and redeem the faith…
character sheet as well as on pg. 216). If the spot you fill in is a circle, you must roll on the Detriment
Table with the Detriment Penalty specified for your current Coil Tier.
: A cunning elven thief, shamed by a lifetime of selfish deeds, took the Mark to rewrite his past
mistakes and make the world a better place… Each Coil Tier also has a level requirement representing the minimum level required to begin

: A troubled human warrior, desirous of attaining greater power, took the Mark to become an
invincible conqueror…
descending through that Coil. This means you may be required to gain experience before you can
continue through the Coils—all the more reason to consider moderation when using Mark Powers!

: A brilliant drow sorcerer, disgusted by society’s corruption, took the Mark to unleash utter
destruction upon civilization… When a row on the Descent Chart is completed, you then descend to the next Coil Tier. If there are no
more Coil Tiers to descend to, you will be utterly devoured by your own rampaging power…

CHANNELING THE SERPENT COILS TABLE


Use the Coils Table to determine the details for your current Coil Tier. In addition to the specific
When you receive the power of the Auroboros, you begin a spiraling journey through the throes requirements and uses, it also provides some shorthand examples of what sorts of powers each Coil
of mortality and power. This journey is represented in six distinct phases known as the Coils of unlocks—with more exhaustive descriptions and examples available in the Coils of the Serpent
the Serpent. As you descend through the Coils, the experience becomes increasingly intense. entries found on the subsequent pages.
The breadth of your power, the costs to your body and psyche, and the speed of your descent all
accelerate until you inevitably arrive at the final Coil, where your story ends and you become one When using Mark Powers, you must also check the Descent Chart (found on pg. 216 or on the
with the universal cycle of creation and destruction. Auroboros character sheet) to see if you suffer a Detriment.

The goal of taking the Mark should always be to use it in extraordinary situations to solve
problems that lie before you. A group of adventurers can solve most problems without tapping into COIL COIL LEVEL DETRIMENT POWER
USES
such momentous power, so it’s important to remember that doing so could take away from the TIER NAME REQUIREMENT PENALTY MANIFESTATION
experience of other players who want to solve problems by more conventional means. Rather than
simply using Mark powers to defeat powerful enemies in combat, instead consider using it to solve 1 Scales 6 N/A 1d8 Alter Your Consciousness
insurmountable problems in ways you could never dream of otherwise. 2 Shed Skin 5 Level 5 1d8 + 4 Alter Your Body
While using the Mark can lead to moments of inspired creativity and clever problem-solving, there 3 Fangs 4 Level 8 1d8 + 8 Alter Others
is always the lingering danger of losing control of it. In times of heightened stress, serpent-marked
players may not be able to contain the power rising within them. These dangerous instances, 4 Venom 3 Level 10 1d8 + 12 Alter the World
prompted by the GM, can have a number of surprising and devastating effects upon the serpent-
5 Dread 2 Level 12 1d8 + 16 Alter Reality
marked and their comrades. More information on the Perils of the Serpent and requisite perils
checks can be found in the Adventuring section on pg. 245. 6 Devouring 1 Level 14 Death Catastrophic Destruction

PART II: Heroes the mark of the serpent


216 217

DESCENT CHART COIL OF SHED SKIN


After resolving a Mark Power, you are instructed to increment the Descent Chart. This chart can be The Coil of Shed Skin deepens the connection between your consciousness and your physical
found below as well as on the Auroboros character sheets. When you increment the chart and the spot form. You can reshape your body in incredible ways—or even slough it away entirely to become
filled in is a Circle, you must roll on the Detriments Table (found on pg. 223) to determine the detriment something terrible and new.
suffered for using the Mark of the Serpent.
Descending through the maddening Coils, you see reflections of a singular, familiar form within the Serpent’s
writing scales.
1. SCALES 5. DREAD
It is you—with all your flaws laid bare.

In a fit of desperation, you reach out toward the reflection, tearing at it violently. As you rip and rend, you see
that it’s you that’s changing—your form falling away, morphing to your will.You can slough away your body
to transform into shapes remembered or imagined. In this way, you are granted surges of incredible strength
6. DEVOURING and resiliency.You can temporarily grow new limbs, adapt your body’s substance, or even transform into
2. SHED SKIN 4. VENOM colossal, terrifying new shapes.

However, change as you may, it becomes increasingly difficult to find your way back to your true self. Each
instance of transforming and reforming cuts away a thin layer of who you are. In time, you will forget the feel
3. FANGS of your own flesh and fail to recognize your reflection in the mirror.

Example Abilities:

: Instantly enhance your muscles to deliver punishing blows

: Grow wings with which to fly

: Regenerate any amount of damage to yourself

THE COILS OF THE SERPENT : Transform into a colossal elemental monstrosity

: Become an ethereal storm

: Make dozens of duplicates of yourself

COIL OF SCALES COIL OF FANGS


The Coil of Scales expands your consciousness and heightens your perceptions far beyond any
The Coil of Fangs gives you the ability to manipulate the physicality of other beings. You can tear
mortal constraint. Your mind is opened to the hidden truths of the universe and you are able to
away at their fundamental forms, violently altering their shape and substance as you see fit.
alter others’ perceptions at a whim.
Falling deeper into the Coils, you pass beyond awareness of your own physicality and begin to see reflections of
As the Mark burns into your flesh, the power of the Auroboros saturates the entirety of your being.You see
the innumerable beings that inhabit the universe. As your perceptions adjust, you behold the intricate matrices
flickering hallucinations that flash across both time and space. Slowly, they begin to coalesce into the form
that shape each of them. The deeper you look, the clearer it becomes that they are all flawed at a fundamental
of ancient, shimmering scales that writhe before your eyes. They move faster, coiling around you like a
level. You cannot pry your eyes from their distressing faults and deviations—and your tortured consciousness is
thundering, serpentine river.
filled with a sudden rage.
Each scale reflects a unique mortal soul or a particular moment frozen in time, revealing secret truths lost to
You are overwhelmed by an uncontrollable impulse, a violent need to tear into another’s flesh and rip away at
the mists of antiquity, the hidden thoughts and motivations of all those around you, and even flashes of events
the layers of their being.You are twin, terrifying fangs—tearing into the flesh of another, stripping away their
that have not yet come to pass. As you focus your mind, it becomes easier to calm the maelstrom and see the
senses, their attributes, even their physical forms. But in this violent rending, you find that you can shape what
patterns within the refractions of infinite possibility.
remains of them to your will.
As the mysteries of the universe unfold before you, you momentarily lose sight of yourself. Cherished memories,
You feel no remorse. Friend or foe, all beings are flawed. As such, you feel a deepening disassociation with all
the faces of loved ones—even your own name—slip away. Fear grips you with the realization that you could so
those around you—and you’re uncertain if it even matters to you anymore.
easily be lost forever within the depths of the Serpent’s writhing scales…
Example Abilities:
Example Abilities:

: Reveal the entire history of an object : Cause a band of brigands to burst into flame immediately

: See a safe path through a volley of flaming arrows : Permanently blind or paralyze someone with a thought

: Attain clairvoyance to a distant location : Remove others’ ability to use magic

: Obscure something colossal from others’ perceptions : Turn a rampaging monster to stone

: Create a vast, convincing illusion : Instantly age someone fifty years

: Devolve someone into a baser, more monstrous form

PART II: Heroes the mark of the serpent


219

COIL OF VENOM
The Coil of Venom allows you to shape the physical environment around you, but often with
unforeseen, destabilizing effects over time.

Falling even further through the Coils, your consciousness expands yet again, flowing into the physical world all
around you.With cold indifference, you survey majestic mountains, vast deserts, and verdant forests—and within
it all, countless streaming rivulets of green, ruinous venom eating away at the material bonds between all things.
In a horrifying moment of clarity, you realize that you are the poison seeping between the cracks in reality.

You flow through the material world, shaping it with your thoughts. In this way, you can bend the course of
mighty rivers, shatter mountaintops, and even raise a castle from nothing but sand.Yet, for all your mastery,
your actions only quicken reality’s inevitable decay.

In a flash of cold terror, you realize that impermanence is the only true constant. Nothing lasts.

Nothing can.

Example Abilities:

: Create a flowing spring of fresh water, only for it to become brackish over time

: Freeze a lake solid as dangerous fractals split across the grinding ice

: Grow an entire forest from nothing, only to see its boughs slowly begin to wither

: Conjure rains over barren fields only to have it turn into a devastating tornado

: Open a volcanic chasm in the earth, causing unexpected quakes and upheaval

COIL OF DREAD
The Coil of Dread allows you to alter reality itself—breaking the laws of physics and bending both
time and space to your will.

Falling faster through the Coils, your consciousness expands outward to the frayed edges of reality itself.
The vast latticework of creation is laid out before you.You see infinite worlds spinning within the void—all
entwined within the Auroboros’ impossible, serpentine form. It is an unimaginable monster of energy—feasting
upon its tail, slowly devouring all of existence into itself.

The Serpent’s limitless power is yours to wield.You can bend the past and future to your whim, create things
from nothing, and even erase whole kingdoms from existence. But for all your power, the crushing truth
at the heart of creation overwhelms you. Everything that ever was and will ever be is locked in an endless,
unbreakable cycle of entropy and rebirth. Everything you hold dear will be consumed—and nothing you’ve
ever done will have mattered.

This is the deepest horror. The purest dread. That fear is eating you alive.

Example Abilities:

: Instantly turn day to night

: Turn back time/immediately undo events

: Instantly summon an army to do your bidding

: Open yawning portals to other worlds

: Instantly create a new form of life

: Reverse gravitational forces

the mark of the serpent


220 221

COIL OF DEVOURING
THE MARKSWORN
The Coil of Devouring allows you to consume your whole being and express it in one final act
of will…
The Mark of the Serpent affords tremendous power to the bearer, but some may not be willing to
You have come to the end, at last. The end of yourself. The final Coil. take on the terrible burden that comes with it. Despite the incredible power possessed by serpent-
marked individuals, it is almost impossible for mortal minds (and bodies) to withstand the damage
It seems there is little of you left now.Your identity, your will, and your fractured sanity—are all being slowly incurred by bearing the Mark. Because of this, even the most powerful individuals require aid. A
devoured by unrelenting fear. Perfect, smothering darkness closes in all around you. The Coils constrict. This is strong group of adventurers is one that supports one another, and there are none who need support
how you end. Shattered, hopeless, and alone. more than those who bear the Mark of the Serpent.

But then, a spark—the briefest reflection flashes across shadowed scales. Marksworn, as they have come to be known, are those who have bound themselves to their serpent-
marked comrades. They are selflessly committed to helping the serpent-marked along their perilous
You see the shining strand of your life—and all of the seemingly insignificant moments that shaped your journey, providing protection, support, and companionship. Through repeated exposure to the power
journey and made you who you are. Light and energy flood back into you, burning away your fears and of the Auroboros, Marksworn gain special abilities and traits, many of which can only be used in the
biases, even the long-held perceptions of good and evil.You see your past failures, your deepest aspirations, even presence of a serpent-marked companion.
the faces of your dearest comrades—all the things you ever held to be worth dying for.
By not possessing the Mark itself, Marksworn have greater clarity of mind when affected by the
Staring into the majesty of creation itself—despite all of its glaring flaws—you finally see with total clarity Auroboros’ energies, and they are not easily affected by its innate corruption. By continuing to
that your choices did matter. And in this fateful moment, you realize that there is one final choice left to make. strengthen their bond, Marksworn and serpent-marked players can work in tandem to lessen some of
How will you end? Will you bring justice to the wicked? Take vengeance upon a hated foe? Shape the world to the Mark’s more debilitating effects.
your vision?

You make your choice. USING MARKSWORN ABILITIES


And with the last precious beat of your heart, you give yourself completely to the Auroboros. Everything you A Marksworn individual gains access to a set of unique abilities known as Marksworn Abilities. These
are and could ever be—your body, your soul, and the infinite potential of your imagination—is consumed abilities can only be accessed while they are within 10 ft. of a serpent-marked companion.
utterly.You are one with the Serpent, now—ceasing to exist as an individual being.
As a Marksworn’s connection to the serpent-marked grows over time, so too do their abilities—
There remains only the final shockwave of your mighty will echoing out across eternity… granting more powerful ways of interacting with their chosen ward. Each Marksworn Ability has a
Coil Tier associated with it; this is the minimum Coil Tier that a nearby serpent-marked companion
Example Ends: must be at in order for the Marksworn to use their abilities. For instance, if an ability (such as Pacify)

: Bring down the moon as you disintegrate amid the ensuing chaos is used on a serpent-marked individual, it uses that individual’s Coil Tier.

: Transform into an invincible avatar of doom before catastrophically burning out


Serpent-Marked Companions: When abilities refer to “serpent-marked companions,” it refers to individuals
: Transform the landscape into a living hell as you’re devoured by a billion screaming devils
who have traveled with the Marksworn and formed a bond with them. As such, abilities that refer to this would not
: Create a new universe of your own design as your essence dissolves into its myriad worlds…
inherently work on any other serpent-marked individuals they may encounter during their journeys.

MARKSWORN ABILITIES
Below is a list of available Marksworn Abilities, but there’s also room for GM and players to create
unique events where the Marksworn can manifest more unique abilities for narrative purposes.

: Calming Presence (Coil Tier 3)


A Marksworn individual can calm serpent-marked comrades in moments of intense fear or rage,
preventing them from using their powers irresponsibly. This will convey a +3 bonus to a Perils of
the Serpent check (see Running the Mark chapter in the Adventuring section of the book).

: Reflexive Empowerment (Coil Tier 4)


When a serpent-marked companion is knocked unconscious within 10 ft. of a Marksworn
individual, that individual may then immediately use their reaction to restore a spell slot. This
may only be used once per long rest.

PART II: Heroes the mark of the serpent


222 223

DETRIMENTS TABLE
1 Nothing happens. The Mark has no effect on you. This time.
: Sympathetic Bond (Coil Tier 4)
As a bonus action, a Marksworn individual may transfer 1d8 + their Constitution modifier 2 Your vision is clouded and blurred. You can not gain advantage on attack rolls for 1 day.
hit points to a serpent-marked individual. Additionally, as a bonus action, a serpent-marked
individual may transfer 1d8 + their Constitution modifier hit points to a marksworn individual. Your next long rest does not restore spell slots or recover
3 You feel restless and unable to sleep.
health.

: Pacify (Coil Tier 4)


When a serpent-marked individual within 10 ft. attempts to use a Mark Power, the Marksworn 4
Your focus is broken, and your mind wanders
You are unable to use the same action twice within 6
seconds until your next long rest (you cannot take the
may attempt to stop them from doing so. To do this, the Marksworn must make a DC 15 check erratically.
same action twice in a row).
with no bonuses. If they succeed, the Mark Power is interrupted and the Marksworn individual
You cannot use your reaction until you’ve long rested on
suffers a maximum health penalty of 1d8 multiplied by the Coil Tier of the ability that was 5 Your reflexes are slowed considerably.
three separate days.
interrupted. This may only be attempted once per long rest.
Your hit points are reduced to 1. (You can be healed
6 Your life is drained by the sigil.
normally.)
: Mark Transference (Coil Tier 5)
When a serpent-marked companion is unconscious, a Marksworn may activate that individual’s
7
The Mark pulls its energy directly from you, Your spell slots are all spent immediately, and you cannot
Mark to channel a Mark Power by touching them and following the same rules for activating the temporarily sapping your connection to magic. cast cantrips until your next long rest.
Mark that a serpent-marked individual does. This use of the ability will cause that serpent-marked You find it incredibly difficult to hear or notice You permanently have disadvantage on Wisdom
individual’s Descent Chart to increment. This may only be used once per long rest. 8
things. (Perception) checks.
You find it harder to communicate with others, You permanently have disadvantage on Charisma
Designer’s Note: This ability should only be used with the serpent-marked player’s consent as it could 9
and you can’t stop coughing. (Persuasion) checks.
cause permanent damage to their character.
10 The Mark is drained… You cannot use a Mark Ability for 3 days.

Aggressive beasts within 30 ft. of you will always seek you


MARKSWORN TRAITS 11 You become incredibly desirable to predators.
out and attack you no matter what.
As the serpent-marked around them grow in power, Marksworn individuals gain permanent benefits
from their repeated exposure to the Auroboros. Below is a list of such benefits and what Coil Tier 12 You forget something you were once good at. You lose a proficiency (of your choosing) permanently.
that a serpent-marked companion must be in order for the Marksworn to receive it. These traits are You feel your body becoming slower, almost
able to be harnessed even while away from serpent-marked individuals. 13 Permanently reduce your initiative modifier by 1.
weighted down.
You can not gain advantage on attack rolls permanently.
: Serpent-Marked Tracking (Coil Tier 2)
Marksworn individuals can sense the general direction of their serpent-marked companions no 14
Your reflexes and combat skills begin dulling
rapidly.
(If an effect would trigger that requires you to have
advantage, that effect can still trigger when you otherwise
matter how far away they may be.
would have advantage such as a Rogue's Sneak Attack.)

: Magic Saturation (Coil Tier 3)


Marksworn individuals have advantage against Charm, Petrified, and Frightened condition 15 Your memory is severely affected.
You lose a random Spell Slot. (Have your GM determine
how to roll for it based on your current number of Spell
checks due to their frequent exposure to the energies of the World Serpent. Slots.)
Your energy is constantly sapped from your
16 You permanently have +1 exhaustion level.
: Sigil Exposure (Coil Tier 5)
A Marksworn’s individual’s constant exposure to the power of the ultimate sigil has conditioned
body.
The distance you can throw, shoot, or cast spells is halved
their body to the magic flowing through it. The Marksworn individual can receive a fourth sigil 17 One of your eyes goes permanently blind.
permanently.
from a sigil parlor, but it is permanent and cannot be replaced.
Your body feels incredibly heavy, as if you’re
18 Your walking speed is halved permanently.
carrying a great weight when you walk.
You are constantly haunted by whispering voices You are permanently unable to gain any benefits from a
19
when trying to relax. Short Rest.
The Mark fizzles and cracks—you are pushing it Your hit points are reduced to 1 and you cannot use the
20
to the edge. Mark for 1 week.

21 Part of your soul flees your body. Choose an ability score and permanently reduce it by 4.

22 Your body starts to resist itself. Healing you receive is halved permanently.

The universe slows around you and quickly You lose a level. (Your XP is lowered to be 1 lower than it
23
speeds up; reality is distorted. takes to reach your current level.)
You must roll two more times on the Detriments Table.
The Mark betrays you, causing you to suffer
24 This can only happen once in your life. If you roll this
more than you could ever have imagined.
result again, nothing happens.

PART II: Heroes the mark of the serpent


227

ADVENTURES IN
LAWBRAND AND BEYOND
The realm of Lawbrand offers GMs the ability to create unique experiences for their players across
the breadth of its Trade-Cities, mystical forests, and hidden dens of occult power. In addition to these
exciting locales and their engaging denizens, Lawbrand is also home to a number of unique, powerful
factions that can serve as the basis for entire adventure campaigns on their own.

The following section provides GMs with countless adventure concepts, narrative hooks, and ways
to forge their own stories within the realm of Lawbrand. Above all, these are presented as examples
and ideas for GMs to use as they see fit, acting as springboards for customized adventures. Just
reading through this section will give GMs greater context for Lawbrand’s unique factions and
locations, which helps with crafting campaigns that fit perfectly within the setting. In addition, there
are additional resources and rules for GMs to utilize, such as sections detailing Laws, Writs, ’n’
Bounties, and Chariot Racing.

A REALM OF INDUSTRY, INTRIGUE,


AND LIMITLESS POTENTIAL…
The Trade-Cities and the factions that rule them are unique and rich resources for crafting exciting
campaigns for your players. While Lawbrand is surrounded by mysterious forests, underground lairs,
and forgotten dungeons, its urban environments stand out as the primary means for GMs to create
unique adventure situations they may not have considered in other fantasy settings. From battling
vampiric crime lords in Sargrad’s Meatpacking District to safeguarding the clockwork bridges of Talis,
there is no shortage of new experiences to explore and types of enemies to confront.

In order to effectively utilize the Trade-Cities, we highly recommend reading the entries for each of them
in the World section (starting on page 53) and their entries in this section. Each of them serves as a fully
realized city with its own distinct industry, government, and thematic hook that can serve as a long-term
stomping ground for your players or as a flavorful waypoint throughout your campaign.

In addition to the setting’s factions and locations, the presence of the Auroboros itself—and the
dreaded Mark of the Serpent that enables its power—can greatly influence the shape of your
players’ experiences. With such a tremendous source of power accessible to players, you may want
to determine how you plan to utilize it in your story ahead of time. Though campaigns can often
veer off the beaten path of your intended storyline, the Mark of the Serpent is a narrative device that
campaigns should be built around. Even if your players don’t intend to take the Mark for themselves,
they could come across a serpent-marked individual who could be either friend or foe. In this section,
you’ll find more details on running the Mark of the Serpent in your campaign, as well as guidance on
how to grant it to your players and maximize it as a storytelling device.

The following section provides GMs all the tools they’ll need to create
memorable adventures within Lawbrand’s unique urbanized setting. It
includes information on using campaign archetypes, creating compelling
villains, an overview of Laws, Writs ’n’ Bounties and much, much more.

building a campaign
228 229

CREATING CAMPAIGNS In addition, later in this section, you’ll find the Laws, Writs ’n’ Bounties feature (pg. 235) that details
how players can work within and outside of the law. By obtaining legal writs, players can be granted
special permissions and privileges within the Trade-Cities—as well as earning bounties on dangerous
Creating a campaign can be an incredibly daunting task, especially in a new fantasy setting you may
criminals and outlaws. If your party is on the run from the law, they may need to create counterfeit
not be familiar with. With this sourcebook, our goal is to give GMs as many tools as possible to create
writs to bypass security checkpoints or even enter private establishments. In this way, writs give you an
their own epic stories and adventures that work within Lawbrand’s fictional framework. One of the most
impactful way of integrating Lawbrand’s strict laws into your players’ ongoing adventures.
critical steps in designing a campaign for this setting is considering where you want your focus to be.
There are many themes that can be explored in the Auroboros setting, including political intrigue,
INVESTIGATING THE OCCULT
dungeon crawling, mystical enemies, and even dealing with your player group’s interpersonal burdens
and instabilities. It’s important to consider that some common adventure themes may not be the right A consistent theme throughout Lawbrand is the rise of occult activity and the dark machinations of
fit for you and your players. Asking basic questions about how your group wants to play—and how that secret cabals. From the sinister manipulations of the Necromanti to the zealous faith movement of the
might affect the story you want to craft for them—can pay dividends right from the start. Do they want Children of the Sun, there are many opportunities for players to confront the dangerous occult forces
to gain lots of experience by defeating enemies, or would they prefer to solve a grand mystery over time? that threaten society. Each of Lawbrand’s cults has its own methodologies, ecologies, and long-term
Should the story’s antagonist be a mysterious faction, or would your players have more fun as fugitives goals in the world. These thematic details allow you to craft unique adventures, depending on which
on the run from the Knight-Paladins for crimes they didn’t commit? There are no wrong answers! faction you’ve chosen to engage with.
This section of the book offers the following tools to create campaigns: An important distinction for the more mystical factions in Lawbrand is that to the public eye, true magic
is thought not to exist. Those in power who know the truth have outlawed magic and work to keep its
existence hidden from the hapless masses. Because of this, wielding magic within the Trade-Cities—and
: Campaign Archetypes
: Laws,Writs ’n’ Bounties
even confronting magically empowered foes—requires great discretion. You don’t want to alert the local
: Villains
: Chariot Racing
townspeople that a group of cultists is summoning infernal powers just outside of their homes, and you
: Denizens of Lawbrand
certainly don’t want the law thinking you might have some involvement in their dealings!
Adventures that involve occult-focused factions should be built around that faction’s unique way of
interacting with magic, mysticism, and even the power of the Auroboros itself. In the Adventure
CAMPAIGN ARCHETYPES Guides section (page 252), you’ll learn more about each faction’s knowledge and interest in the
Auroboros, which can aid you in crafting your grand plan for your party’s villains and antagonists.
FINDING THE RIGHT STORY FOR YOUR PLAYERS
In addition, your players can become involved with the occult in more peripheral ways. Perhaps they
are trying to learn the factions’ secrets of performing ancient rituals or want to assist them in achieving
The following is a list of campaign archetypes that work well within the fictional framework of
their goals. None of Lawbrand’s factional motivations are set in stone, and as a GM, your story can
Lawbrand. A long campaign could include a mix of these archetypes over the course of its events, but
give the factions reasons to engage with your players—for good, evil, or even something in between.
it’s always helpful to have a strong starting point in mind—or at least an overarching idea of how you
see your campaign unfolding over time.
POLITICAL INTRIGUE
URBAN ESCAPADES The Trade-Cities and the Trade-Guilds that run them are the true drivers of Lawbrand’s economy and
The Trade-Cities of Lawbrand make for an exciting launching point for any campaign, with each monolithic industrial complex. Though they work collectively as a well-oiled machine, there’s always
possessing its own unique flavor and history. Between the World and Adventuring sections in this room for tense competition and corporate espionage between the Trade-Guilds that can draw your
sourcebook, you’ll find details on what makes each city tick. Trade-Cities focus on the commercial players into their dangerous intrigue. Some Trade-Cities have long histories of internal conflict, such
and industrial sides of Lawbrand, including its factories, marketplaces, churches, and government as the long-standing rivalry between Talis and Skarborough, or even Hearthvale’s ongoing internal
buildings—as well as the lively people that inhabit them. fight for control with its own emergent Trade-Guild, the Harvesters.
Though each Trade-City is fairly self-sufficient, they all contribute to the realm via their The Adventure Guides section found later in this chapter contains entries for each Trade-City
specialized industries. We recommend leaning on some of these specialties in your storytelling to and their controlling guilds, as well as any existing conflicts that shape their regional politics. This
make each of them stand out in your campaign—such as Talis’ incredible engineering or Tidesfar’s information can help you launch adventures within each Trade-City, but you are free to generate new
prolific shipbuilding. Weaving a story that takes place mainly in a city allows your campaign to have a political drama to best fit your campaign’s needs. Conflict between Trade-Cities can serve as a major
distinct urban tone and flavor that your players may not have previously experienced in other jumping-off point for an ongoing adventure; your party could spark an inciting incident between
fantasy settings. Trade-Guilds or even engage in espionage between old rivals.
The kind of situations unique to Trade-City life could include systemic government corruption, In addition to conflicts between the Trade-Guilds, tensions are also brewing in the fast-moving,
industrial rivalry, organized crime, and other more modern story elements. We recommend you lucrative corporate business world. For instance, Revel Inc.—a brazen sports-entertainment
find ways to integrate these elements into your story to help show your players the personality of corporation—bullies, extorts, and blackmails anyone it needs to in order to maximize its profits.
each Trade-City. The cities are also where you’ll feel the heaviest influence of the law, as the various Upstart corporations like Revel Inc. seek to supplant the power of the Trade-Guilds, regardless of the
local constabularies and the Church’s Knight-Paladins strive to keep the peace between Lawbrand’s societal upheaval that might ensue.
different races and cultures. The details of these races and cultures can be found in the Denizens of
Lawbrand section on page 232.

PART Iii: adventuring building a campaign


230 231

CLASSIC SWORDS & SORCERY


In addition to the Trade-Cities’ industrial environments, this setting features vast tracts of untamed wilds
VILLAINS
and the undiscovered ruins of the ancient world. For those GMs seeking to run more “classic” outdoor CREATING GOOD BAD GUYS…
adventures, the Locations Guide (page 294) offers a trove of information on engaging with Lawbrand’s
more outlying regions and cultures. If you’re looking to send your players into a cave full of goblins or even
face off against an awakened dragon, never fear—we’ve got you covered! We expect that many GMs will Every campaign needs a great villain, but this book contains only a handful of Lawbrand’s villainous
be looking for this type of adventure or even incorporate some of Lawbrand’s elements into their existing foes (featured within the Adventure Guides starting on page 252). While these powerful enemies are
campaigns. Our intention is to support GMs with whatever shape their campaigns take! memorable and frightening, they may not be exactly what your campaign calls for.

In general, these types of experiences are also a great way to fill gaps in an ongoing campaign focused on In that case, we encourage you to create villains of your own! Whether it’s a shadowy mastermind secretly
more elaborate, overarching themes. While many players will find political intrigue or investigating the engineering the events of your entire campaign or simply a quarry giant smashing its way through one of
occult fascinating, they will likely want a chance to use their newest abilities and items on less substantial the Trade-Cities for a single session, your villains should feel authentic to Lawbrand’s themes and overall
enemies from time to time. Later in this section, you’ll find information on using Laws, Writs ’n’ Bounties, aesthetic. To aid in the process of developing your own villains, we offer a set of questions to ask that will
which offer players opportunities to traipse through dungeons or open countryside with no greater help add dimension and agency to them.
motivation than the desire for coin and acclaim. When coming up with a new villain, feel free to answer as many of the following questions as you see fit.
The more you answer, the more prepared you’ll be when your players start asking questions or veering
PLAYER MOTIVATIONS & HISTORY off the narrative path you’ve prepared! Additionally, if you’re part of a group where players exchange GM
duties regularly, you’ll be able to provide other GMs with a significant amount of detail about the villain
When helping your players through the initial process of character creation, we recommend having a you’ve created with great ease. Remember—great villains aren’t usually blanketly evil; they should be
discussion with each of them to feel out their characters’ backgrounds and motivations. Additionally, rendered with nuanced and layered personality traits and motivations. Your players’ greatest nemesis just
as your campaign advances, we recommend that you make a regular habit of “checking in” on those might believe they’re on the side of the greater good!
motivations to maintain a better understanding of what your players may be seeking and why. The GM’s
understanding of a player’s desires and backstory will help them make richer, more informed story
decisions and, ideally, use some of that backstory to create engaging conflicts for players to respond to.
By leveraging character motivations in this way, GMs can weave more personalized stories for each BASIC VILLAIN CREATION VILLAINOUS MACHINATIONS
player—helping them feel like the hero at the center of events. The deft use of motivations also
allows for interesting tensions and intrapersonal conflicts to arise between party members, as well : What is their name?
: What do they want? What are they motivated by?

as recurring NPCs. Additionally, we recommend that you work alongside each player to establish : What do they look like? How old are they?
: Will they tell players their plan or is it secret?

a throughline for their character’s journey from start to finish—finding answers for questions like : Are they connected to a particular faction?
: How do they plan to achieve their goals? How far will

“Where did they start?” “How has their experience shaped them?” and “What are they fighting for?”’ : Do they have deep ties to a particular location? they go to achieve them?

: What class are they or how do they fight?


: Will they appear to players at all? How will players find
Running a fun, successful campaign isn’t always just about players fighting bad guys or even each other—it’s
: Do they fight at all? them or find out about them?
about giving players the opportunity to solve problems creatively, work as part of a group to overcome
: If so, what weapons do they use?
: If they do appear to players, how often will they appear?
adversity, and express themselves through role-playing their characters. They may face setbacks from time
: Is there anything unique about them visually?
: Are they known by NPCs?
to time, but giving them incremental progress toward their personal goals can keep them invested in the
ongoing story of your campaign. Invested players means long campaigns and epic stories! It also means
: How do they speak? Do they speak? Do they have a
distinct accent? : Are they the leader of a group? How many followers do
they have?
you’re doing a great job at being a GM too!
: How would you describe their personality?
: Where is their base of operations?

: Do they have any habits or tics that would be visible


to players?
VILLAINOUS ABILITIES
THE AUROBOROS : What are their abilities?

: Do they favor a particular fighting style?

: Do they know about the Auroboros’ existence?


: Do they cast spells? If so, what spells do they know

: Do they know what the Mark of the Serpent is? and what spellcasting level are they?

: Would they recognize it?


: Do they have multiple forms? If so, what are they?

: How would they react to a serpent-marked individual if


they met one? : Do they often have other monsters or protectors
alongside them?

: Do they possess the Mark of the Serpent?

: How would they use the Auroboros to further their goals?

PART Iii: adventuring building a campaign


232 233

QUARRY GIANTS centers. The giants are still rare enough in the western Trade-
DENIZENS OF LAWBRAND Quarry giants, named for their principal role in digging out
Cities that encountering them is an exciting prospect. They
are generally even-tempered and work tirelessly to provide for
CITIZENS, OUTSIDERS, AND BEASTS OF THE LAND Skarborough’s colossal ore quarries, have made a place for
their small families.
themselves in Lawbrand over the past few decades. Driven
from the Barrier Peaks by violent Howling raiding bands,
While the Heroes section of this sourcebook details many of the player races that inhabit Lawbrand’s small groups of giants traveled southward to find work and SATYRS
Trade-Cities, this section lists the realm’s non-playable races, as well as the various creature types that lodging within Hearthvale and Skarborough. Over the years,
inhabit the vast wildlands beyond Lawbrand’s borders. Once reclusive sylvan wanderers, the satyr have adapted
they’ve trickled into the western Trade-Cities and become
remarkably well to fine urban living. Sitting in the upper
welcome fixtures in local industries.
crust of Lawbrand’s more “cultured” society, they use
NON-PLAYABLE RACES OF LAWBRAND Given their sheer size, it’s hard for the giants to live in close their charm, sylvan grace, and natural charisma to
quarters with other races within the Trade-Cities. They entertain the masses. They revel in the theater and the
While they are not currently supported with player rules, the following humanoid races constitute the bulk of
often inhabit larger-scale enclaves situated at the periphery performing arts—always seeking to elevate the culture of
Lawbrand’s citizenry. Citizens of these races can be encountered in nearly every Trade-City and outlying region.
of most cities, though they can be seen walking the streets Lawbrand and its citizens.
or commiserating outside local taverns and entertainment
CENTAURS MINOTAURS
The centaur have traded their ancient woodland origins Minotaurs are an uncommon sight in Lawbrand. OTHER DENIZENS OF THE WORLD
for a hardscrabble, urbanized lifestyle. Gritty and Often employed as gladiators and bodyguards, they
opportunistic, they live as a loose confederation of outlaw are as notorious for their ferocity as they are for their Wild beasts, magical creatures, and extradimensional entities inhabit nearly every corner of the world, and even
gangs that lord over the dangerous, unprotected highways boisterous, unpredictable antics. They create a din of beyond… The following section details Drastnia’s general creature types and provides context for how they can be used
that link the Trade-Cities. Often hired as information danger and awe when they arrive in the Trade-Cities. in this setting.
couriers for the Trade-Guilds or even as overland Given their chaotic nature, the brash minotaurs don’t
smugglers, the centaur are some of Lawbrand’s most make particularly stable citizens, and thus are often eyed
rough-and-tumble citizens. warily by local authorities. BEASTS ELEMENTALS
Beasts are commonplace in the wilds surrounding Lawbrand Elemental creatures are common in the deep wilds
and tend to stay away from civilized regions. However, many beyond Lawbrand’s borders, especially in unstable
GNOLLS OGRES domesticated beasts can be found in various Trade-Cities regions such as coastlines, subterranean caverns,
Gnolls are some of Lawbrand’s most dynamic citizens. Ogres have worked hard to transform their culture from serving as exotic pets or beasts of burden. mountain peaks, and areas of volcanic activity. However,
These hyena-like beast-folk have come a long way from their the dark, violent times of Old Sularia. While they still given their chaotic nature, they are seldom encountered
sylvan origins, having largely overcome their historic ferocity possess incredible strength and ferocity when enraged, Examples by city-dwelling citizens.
and assimilated into urban life with relative ease. Gnolls they have become an upstanding people—intent on living Bats, bears, bison, cats, cows, dogs, hippos, horses, predatory
have proven to be exceptional businessfolk and dependable peacefully with their smaller neighbors. Like the iron birds, snakes, wolves Examples
neighbors. They keep goods and resources moving steadily dwarves, the ogres played an instrumental role in building Air elementals, earth elementals, efreeti, magma beasts
through the Trade-Cities—overseeing the shipping and the Trade-Cities and establishing Lawbrand’s prolific CELESTIALS
fulfillment of goods throughout the realm. industries. They are tireless workers and thoughtful FIENDS
neighbors. Ogres have become uniquely insightful—good Given their extraplanar nature, celestial beings are
Designer’s Note: Gnolls in Lawbrand have unique at reading people and situations. They use this instinct to almost never encountered by the denizens of Lawbrand. As with celestial beings, fiends are very rarely encountered
origins compared to those from other settings. They have no keep the peace and foster calm within their communities. The common citizenry, holding to the Church’s blanket by the common citizens of Lawbrand, who don’t believe
ties to demons or any other extradimensional powers and are Ogres are a faithful people overall, often adhering to the dismissal of the supernatural, can scarcely believe that they even exist. However, due to the resurgence of occult
productive members of society. tenets of the Sularian Church with deep devotion. They such fanciful creatures could even exist. However, activity in the realm propagated by factions such as the
are appreciative of how much better life in Lawbrand is celestial beings are out there… Fangs of Scyllia, the summoning of extraplanar fiends is a
than the hardscrabble existence they faced in Old Sularia. more common occurrence than it was in the more austere
HOBGOBLINS Examples era of Old Sularia.
Angels, couatl, devas, empyrean, kirin, planetar, unicorns
Hobgoblins are reliable citizens within the Trade-Cities,
Examples
but they tend to be insular and keep to their own devices
Balor, demons, devils, fallen angels, hellhounds, imps, lamia,
within their own family groups. While they perform a DRAGONS nightmares, souleaters
wide variety of functions within society and are generally
Dragons and their various subtypes are extremely rare.
trusted as neighbors, hobgoblins are hard to get to
Once prolific in ancient times, these magical creatures
know. Their speech patterns are largely incompatible
were hunted to near extinction over the centuries. Now,
with the common tongue, making it difficult for them
the few that remain live isolated in the most remote
to communicate with their fellow citizens, which further
corners of the world.
exacerbates their isolationism.
Examples
Black dragons, dragon turtles, drakes, pseudodragons, silver
dragons, wyvern

PART Iii: adventuring building a campaign


234 235

FEY CREATURES UNDEAD


Fey creatures are uncommon in the wilds beyond Undead creatures do not naturally exist in the world, but
LAWS, WRITS 'N' BOUNTIES
Lawbrand’s borders, but they do exist in their own there are secret sects and cabals, such as the Necromanti, LAW AND ORDER WITHIN THE TRADE-CITIES
isolated enclaves—well hidden from the prying eyes of the that specialize in raising the dead to do their foul bidding.
common citizenry. The druids of the Oram Hai actively Necromancy is exceedingly rare in Lawbrand, and as such,
protect the fey creatures they encounter and seek to undead are very rarely encountered. However, there are Lawbrand is a realm founded on strict codes and statues. These laws used to be heavily enforced with crippling fines and
maintain harmony between them and the natural world. numerous ruins of the ancient world scattered throughout inhumane prison sentences, but the severity of such penalties has softened somewhat over time. Still, local constabularies will
the wilds where the ghosts of the long-dead still haunt the prosecute criminals to the full extent of the law if they are caught in violation. In addition to arresting citizens for obvious
Examples living world. criminal behavior, constabularies are also authorized to perform spot searches on any citizens that give them probable cause for
Blink dogs, dryads, faeries, leprechauns, sprites, treants concern. These searches are also standard practice for constabulary monitoring citizens traveling between Trade-Cities.
Examples If a citizen is caught either performing an illegal act or carrying prohibited goods, they will be arrested and incarcerated in
Ghosts, liches, mummies, phantom steed, skeletons, the local jail until they stand trial. Trials are usually conducted the day following initial incarceration and require at least one
HUMANOIDS wights, zombies “eyewitness” testimonial to establish formal charges. Citizens face a judge and offer their own defense but are allowed to call
There are many different types of humanoids that upon others to refute the charges directly or serve as character witnesses.
populate the world of Drastnia. While many of them
reside in the Trade-Cities as lawful citizens, there are VAMPIRES Citizens found guilty by a judge resume their incarceration in the local jail for variable lengths, depending on the specific
just as many humanoid groups that live within their own While undead of any type are a rarity in Lawbrand, one infraction. Typically, these sentences can be commuted by paying set bail fines. Bail fines vary in cost, depending on the severity
enclaves outside of Lawbrand’s jurisdiction. These races group has endured and even thrived down the long ages of of the infraction.
tend to keep to themselves for fear of being annexed into history—vampires. Though the righteous paladins of Old
Lawbrand, but they can be encountered in the wilds as Sularia nearly annihilated their kind, Drastnia's present- INTRINSIC
well as the Trade-Cities on rare occasions. day vampires have found refuge within Lawbrand’s DESCRIPTION SENTENCE BAIL FINE
VIOLATIONS
criminal underworld. Lording over the expansive crime
Examples Larceny The theft of personal property or registered goods. 1-6 weeks 500 gp
cartel known as the Draconis Malisath, these vampires
Bearfolk, bugbears, goblins, kobolds, merfolk, trolls, yeti now feed upon the realm’s commerce as much as the Possession of The possession of goods and items that have been
1-6 weeks 500 gp
blood of its citizenry. Prohibited Goods prohibited within Lawbrand’s territories.
Disturbing the The disruption of civic order through acts of violence or
MONSTROUS CREATURES 1-10 days 100 gp
Peace intimidation toward other citizens.
There are truly monstrous creatures that populate the deep
Street Racing The racing of chariots at speed through civic areas. 1-6 weeks 500 gp
wilds surrounding Lawbrand. They generally stay well away
from the borders of civilization. Still, as Lawbrand expands The transporting and reselling of unregistered goods
Smuggling 1-6 weeks 500 gp
across borders.
its territories and the wilds are consumed by extensive
mining and deforestation operations, many predatory The casting of spells, utilizing magic items, or bearing blatant
Practicing Arcana 1-4 months 1,500 gp
creatures have been forced out of their habitats to hunt in arcane effects on one’s person.
increasingly populated regions. Some types of monstrous The theft of personal property or registered goods in excess of
Grand Larceny 1-4 months 1,500 gp
creatures, such as griffons and chimeras, have been hunted 1,000 gp.
so near to extinction that the general populace believes they The defalcation or financial mismanagement of
exist only as myths. Trade-Fraud 1-4 months 1,500 gp
Trade-Guild assets.

Examples Manslaughter The unintentional causing of the death of another citizen. 6 months-3 years 5,000 gp
Owlbears, griffons, manticores, hydras, wyverns, The speaking out against the Church or performing acts which
Inciting Heresy 6 months-3 years 5,000 gp
chimera, dinosaurs result in others straying from the faith.
The public protestation of, or taking up arms against,
Insurrection 6 months-3 years 5,000 gp
Lawbrand’s lawful authorities.

"We are right to fear the predatory beasts of the wild. But the CAPITAL
DESCRIPTION SENTENCE BAIL FINE
VIOLATIONS
unseen devils, those that feed upon civilization down through Inciting Civil The speaking out against the Trade-Guilds or local constabulary
the ages—they fill me with a profound dread.” Discord and leading others to rise against lawful civic authorities.
10+ years n/a

- Archemus Strand The acting against Lawbrand’s interests on behalf of a foreign


Treason Execution n/a
power.
Murder The intentional taking of another citizen’s life. Execution n/a

PART Iii: adventuring building a campaign


236 237

WRIT TYPE DESCRIPTION COST


Authorization to pass undisturbed through any waterway or overland
Writ of Passage checkpoints—and to pass freely between Trade-Cities without being 150 gp
questioned or searched.
Writ of Possession Authorization to carry prohibited goods or weapons. 25 gp
Authorization to represent the interests of the Church and gain access to
Writ of Benediction 50 gp
its most restricted holy sites.
Authorization to practice magic (with discretion) and carry
Writ of Arcana 25 gp
prohibited arcana.
Authorization to use lethal force when carrying out officially sanctioned
Writ of Sanction 30 gp
constabulary work or bounties.
Commutes a criminal sentence (releasing the bearer from jail) so long as
Writ of Repentance 50 gp
they stay out of trouble and commit to the public good.
Authorization to represent the interests of Lawbrand and gain access to
PROHIBITED GOODS
Writ of Dominion any of its official sites. Also allows the bearer to conscript aid, lodging, 150 gp
The following is an example list of some of the and services from any citizen.
goods that are deemed unlawful in the territories
of Lawbrand.
BOUNTIES
PROHIBITED Every city has a Bounty Broker who solicits bounties from various parties and factions, then doles them out to adventurers
DESCRIPTION
GOODS and mercenary groups. As the collecting of bounties is held as vigilantism—and thereby highly illegal—Bounty Brokers
Spellbooks, spell scrolls, tend to keep a low profile and operate in the shadows of the criminal underground. They pay highly for successful
Arcana bounties where targets are returned alive and, in most cases, half if returned dead.
magic items
Heretical Texts Books, scrolls, tracts Many Bounty Brokers have secret contacts within the local constabulary who help them obfuscate their activities and even
Bombs, grenades, allocate high-profile bounties. Bounties on particularly dangerous criminals can sometimes be requested “under the table”
Explosives by local constabularies for various reasons. These bounties are considered lawful so long as they are accomplished while
incendiary devices
upholding all other abiding legal conditions.
Psychotropic Various potions, herbs,
Substances fungi When players make contact with a Bounty Broker, they can roll on the bounty table to determine available bounties and
the recommended reward associated with successfully apprehending the target. Each member of the party receives the
Non-foodstuff concoctions,
Potions reward for bringing in the target successfully. You should determine a CR based on the reward and level of your party, and
alchemical mixes
you can multiply the reward based on the complexity and difficulty of the bounty (as well as give a bonus at the end).
Precarious Evidently magical, cursed,
Weapons or reckless weapons
D10 BOUNTY TARGET REWARD
1 Insurrectionist bard who sings of rebellion 50 gp
WRITS 2 Wealthy Guild-Delegate who embezzled funds 50 gp
As vigilantism and mercenary work are prohibited in Lawbrand, 3 Rebel atsaadi Arkillos 50 gp
there are instances in which private citzens or deputized
4 Heretic priest riling the masses 100 gp
constabulary can be granted sanction to perform a wide array of
prohibited functions or legally carry controlled items within the 5 Notorious Gangrunner smuggler 100 gp
territories of the realm. These instances require the possession of a 6 Popular Slamstar who broke their contract 100 gp
legal writ, which can be obtained for a fee from local judges in each
7 Dangerous escapee from the Slam 300 gp
Trade-City.
8 Serial killer who keeps evading authorities 300 gp
Writs are scrolls stamped with Lawbrand’s official seal that outline 9 Renegade admiral who turned to piracy 500 gp
sanctioned activities or permissions afforded to the citizens in
10 Crazed Arcanimus mage 500 gp
possession of them. Citizens caught performing unlawful acts
without an authorized writ, or attempting to use a counterfeit writ,
are held in violation and subject to incarceration. The costs of
these writs are provided below as a baseline and can be increased,
depending on the severity of the request. Each member of the party
is required to have their own writ.

PART Iii: adventuring building a campaign


238 239

CHARIOT RACING
GLORY, SPEED, AND THE THUNDERING OF WHEELS…
The venerable but outlawed sport of chariot racing has seen a resurgence in recent years. Officially sanctioned events
organized by Revel Inc. have brought the old sport back into the spotlight, and its popularity is growing by leaps and
bounds as new fans become hooked by the irresistible lures of speed and violence. The races at the Grand Coliseum in
Lietsin draw sellout crowds as the best racing teams from across Lawbrand compete for glory and prizes.
Many still see Chariot Racing as an elite sport for those wealthy and powerful enough to sponsor a team in the Grand
Coliseum. However, if your heart is filled with the need for speed, then it doesn’t matter if you have money, power,
or permission. If you can scrap together a wheeled bucket with one axle and a creature to pull it, then you too can go
chariot racing!
Unsanctioned and highly illegal races can be found throughout the Trade-Cities. On darkened city streets and isolated
back roads, daring charioteers gather to compete among crowds of eager onlookers. Some race for money and some
simply for the thrill. The best of them race to be noticed by Revel Inc.’s talent scouts, hoping to prove themselves fast
enough and ruthless enough to join the ranks of Revel’s professional teams.
Most often, these races are full of amateurs riding shoddily built chariots pulled by untrained animals. The combination
of ambition, recklessness, and outright incompetence is not only dangerous to the racers themselves but frequently
results in injury to bystanders and damage to public property. The authorities are naturally opposed to such wanton
destruction and use all of their resources to stamp out illegal races wherever they occur. Nevertheless, the races continue
to gain in popularity.

RUNNING RACES
Overall, these races are a role-playing experience with a framework for prizes and chariot upgrades. In order to create
compelling racing experiences for your players, it is up to you to set the rules! Whether it’s purely a theater of the mind
scenario or the players have to make multiple checks as they work their way around the track, that is entirely up to you.
Just remember—have fun!
The race prices below are based on ten entrants and are simply guidelines. If a race has more or less participants, the
GM should scale the reward appropriately.

CIRCUIT RACING OFF-ROAD RACING


The most popular type of chariot racing is the circuit race. Held in wilderness areas beyond Lawbrand’s borders,
Legally operated by Revel Inc., circuit league races are run off-road racing is about grit and endurance far more than
exclusively in Lietsin’s Grand Coliseum. Circuit races follow outright speed. Simply surviving these grueling long-
a short oblong course that keeps the racers in close quarters distance competitions is victory enough for most racers.
at all times, maximizing the action. Organized teams and Off-road racing is often done in inhospitable environments
superstar charioteers draw enthusiastic crowds throughout like the blistering desert, dense woodlands, and treacherous
the year. Avid fans watch the leaderboards as their favorite coastlines. Racing in these regions is enough to test the
drivers and teams compete for a spot in the championship mettle of any charioteer, but attacks from predatory STREET RACING
races held at RevelSLAM each year during Lietsinfest. animals and opportunistic locals always present additional among the Trade-Cities’ more law-abiding residents.
Arguably the most exciting—and most illegal—racing
dangers and variables. Fatal crashes are common, and even Local constabularies have committed to ending street
The Grand Coliseum’s racetrack has been designed with events in Lawbrand are underground street races. On any
minor damage to a chariot can be life-threatening for its racing in all its forms by setting up roadblocks, pursuing
random perils to raise the level of excitement and difficulty. given night throughout the Trade-Cities, racers will meet
crew—often leaving them stranded far from aid or supply. chariots, and even interrupting races with brute force.
Rolling boulders, suddenly rising ramps, and other obstacles at agreed-upon locations and spontaneously organize
force the chariot teams to improvise and react at breakneck Entry Fees: 200 gp The penalties are severe and often painful if racers are
races through the city streets. These fast and furious runs
speeds. The crowds cheer for displays of prowess and Prize Rewards: 1st place: 1000 gp; 2nd place: 400 gp; caught, but this doesn’t seem to be much of a deterrent to
can range from one-on-one grudge matches to multiple
speed, and wait eagerly for chariots to wreck along the 3rd place: 250 gp the still-growing racing culture.
team free-for-alls.
track. Interference from the bloodthirsty crowd is common Entry Fees: 200 gp
In addition to the challenges of controlling a speeding
whenever the chariots near the stands. Prize Rewards: 1st place: 1,000 gp; 2nd place: 400 gp;
chariot and the threat of violence from the other teams,
Entry Fees: 500 gp 3rd place: 250 gp
racers must contend with the dangers of busy city streets.
Prize Rewards: 1st place: 3,000 gp; 2nd place: 1,000 gp; Crashes are frequent, and the resulting damage and civic
3rd place: 500 gp disruption have engendered a hatred of street racing

PART Iii: adventuring building a campaign


240 241

ARMOR
DRAG RACING MOONLESS RUNS
Adding armor to a chariot increases its durability and weight, but also decreases its top speed.
The simplest form of chariot racing, drag races, are Moonless runs are a more accessible subclass of off-road
staged between two side-by-side chariots that race at racing. On the blackest of moonless nights, thrill-seeking UPGRADE DESCRIPTION COST
maximum speed in a straight line to the finish. Revel racers will test their nerve by racing in the darkness on
Protects against sharp objects, as well as adding fire resistance, but adds
Inc. also sponsors this highly specialized form of chariot narrow, winding roads that cut through dense forests. A Scale Mail Paneling 500 gp
medium weight to the rig.
racing on a dedicated drag strip within the Grand single lamp mounted on the head of the foremost animal
Plate Sheeting Provides excellent protection to the crew but adds extreme weight to the rig. 750 gp
Coliseum. Exotic mounts and lightweight chariots are in the team provides a driver’s only illumination along
typical for this type of race, and high-speed crashes are the treacherous, winding course. It takes guts to make a
almost always fatal. Prizes in drag racing are winner- moonless run at nearly any speed, and many races have
takes-all only, and betting is common. ended with broken wrecks among the trees… and no one WHEELS
ever reaching the finish line. Chariots can have wheels of any shape, size, or number, so long as they are mounted on a single axle.
Entry Fees: Variable (racers bet against each other)
Prize Rewards: Total betting pool Entry Fees: 150 gp
UPGRADE DESCRIPTION COST
Prize Rewards: 1st place: 900 gp; 2nd place: 300 gp; 3rd
place: 150 gp These metal studs attached to the surface of the chariot’s wheels improve traction
Wheel Studs on unpaved surfaces. They can lead to a loss of traction while turning on stone- 250 gp
paved surfaces.
CHARIOT BUILDER Wheel Shields
These wooden or steel shields are applied to wheel faces protect them from
300 gp
damage.
Chariots can be built to any specification, so long as they conform to the basic requirement of being open-topped and
These jagged or bladed steel protuberances extend out from a wheel’s hub and
having only one axle. Size, materials, and construction are entirely at the discretion of the racing team. Most teams use a are designed to keep them from coming into direct contact with other chariots. At
variation of the well-developed standard chariots, but you can race anything you want, provided you can find an engineer Wheel Bosses 500 gp
high speeds, wheel bosses are exceedingly dangerous and are often weaponized
who can build it—and you are willing to pay their price. The most experienced chariot builders can be found in the against other chariots.
workshops of Baker and Talis. The following tables feature various upgrades you can purchase and install on your chariot.

CHARIOT TYPES AMENITIES


Light Chariot Standard Chariot Off-Road Chariot Chariots can be upgraded with various items and utilitarian devices that aid in both running and comfort…
These chariots feature lightweight These chariots feature simple These chariots feature sturdy steel
wood frames covered by patchwork steel frames covered by frames covered by metal-reinforced UPGRADE DESCRIPTION COST
stretched leather. wood paneling. wood paneling. An arrangement of leather straps that pass over the driver’s shoulders and chest,
Base Cost: 1,000 gp Base Cost: 1,250 gp Base Cost: 1,500 gp Racing Harness securing them in place—no matter what. This remains a questionable upgrade 200 gp
due to the high fatality rate of harnessed drivers in high-speed crashes.
Occupancy: 1–2 crew Occupancy: 2–4 crew Occupancy: 2–6 crew
Team: 1–2 animals Team: 2–4 animals Team: 2–6 animals These short wings allow for a slight lift at higher speeds, reducing a rig’s
Stats: High speed, medium Stats: Medium speed, high Stats: Medium speed, low Glider Wings overall weight and increasing its top speed. Glide wings make a chariot 500 gp
maneuverability, low durability maneuverability, medium durability maneuverability, high durability extremely difficult to control and almost impossible to turn.
These lamps, mounted on the head of one or more animals, provide
Head Lamps 100 gp each
illumination for nighttime running.
UPGRADES Shunned by most racers as being counterproductive, brakes are available
for anyone who feels they know how to use them properly. When applied to 250 gp
All chariot types can be customized with various upgrades and amenities that enhance the vehicles’ utility and overall Brakes
whole axles or individual wheels, they can slow a chariot or even cause it to per axle
performance, but often have downsides and increase the cost of repairs. (Repairs to damaged chariots are typically done
slide sideways, or drift, behind the team.
for 1/2 of the vehicle or the damaged upgrade’s original cost.) The following is a list of upgrades by cost.
A small horn with a rubber bladder attached, these devices can emit a stock
“honk” sound or be customized to produce any sound of roughly three
Novelty Horn 250 gp
seconds or less in duration. Shops will offer a selection of other sounds or can
record custom ones such as battle cries, predatory roars, or comedic blasts.
A complex arrangement of vibrating rods that reproduce music compositions
recorded on wax cylinders, chariot sound systems can be played at a volume
Sound System 500 gp
that is sure to be heard by both racers and spectators alike. Installers offer a
selection of popular racing tunes or can make original recordings on-demand.
These angled shields, affixed ahead of the chariot animals, are designed to
Racing Plough 500 gp
deflect objects or small obstacles the chariot may encounter during the race.

PART Iii: adventuring building a campaign


242

ILLEGAL UPGRADES
There are a number of “specialty equipment” suppliers who will sell completely illegal gear and weapons systems to whoever
comes looking. Most of this equipment has not been extensively tested and can often result in calamity upon use.
running THE MARK
OF THE
UPGRADE DESCRIPTION COST

SERPENT
These devices emit thick clouds of dense smoke from beneath a chariot’s
Smoke Emitter chassis. Assuming a chariot is moving at speed, obscuring smoke clouds will 400 gp
be left in its wake.
Flammable liquid is ignited and expelled from the nozzles of these concealed
weapons. When they work correctly, flame belchers can shoot jets of searing
Flame Belcher 1,000 gp
flame out from a chariot’s sides. The highly volatile nature of the stored liquid
makes belchers a particular liability in crashes.
These barbed spears are designed to be launched into enemy chariots before
reeling them in for close contact. The harpoons’ hard-mounted launchers
Harpoon are difficult to aim and even more difficult to reload while moving. They are 400 gp
generally unable to penetrate heavily armored chariots—and harpooning a
chariot of greater size or weight is often hazardous.

PERFORMANCE ENHANCERS
While giving team animals stimulants of any kind is strictly prohibited by racing authorities, many racers use these illegal
chemicals to increase their team’s performance. While the practice is considered inhumane, giving your animals a stimulant jolt
at the right time can make all the difference in a race. Many of these drugs are reliably effective, but nearly all of them are only
formulated to work with a standard set of racing horses. The proper dosage and resulting effects for other animals is entirely
the responsibility of the racing team who employs them. Many of these stimulants are injected or ingested.

UPGRADE DESCRIPTION COST


An intense stimulant that results in increased speed over short distances. Puts
Heart Pounder a heavy strain on the animals. Multiple uses often result in increasing the 2,000 gp
chance of heart failure.
A supplement fed to animals before the race. It provides the animal with
increased speed and endurance by forcing it to consume its fat and muscle as
Running Death 2,000 gp
it runs itself to death. At proper dosage, the animals will be able to complete
the race before they die.
An injection that produces an adrenaline-fueled fear response. Pursued by a
nameless horror, animals will run at top speed and will not stop for any reason.
Wild Eyez 2,000 gp
They will be difficult to control. Long-term use puts tremendous strain on the
animals’ adrenal systems and can lead to psychosis or sudden death.

CHARIOT ANIMALS
All sorts of animals can be trained to pull racing chariots. From single animals to teams, training them involves great patience
and long months of dedicated practice to hone the creatures’ abilities and build a rapport between animals and driver.
For standard and off-road chariots, animal teams can be harnessed in a line or side by side. The Mark of the Serpent is Worldbook: Lawbrand’s most signature
narrative system—designed to give players access to the dread power
Examples of Standard Racing Animals
of the Auroboros itself. Our goal is to leave it in the hands of the
Horses, moose, reindeer, ostrich, pack dogs, buffalo, boars
GM to create a fun and as balanced of an experience as possible for
Examples of Exotic Racing Animals everybody involved.
Rhinoceroses, wolves, velociraptors, lions, hyenas

PART Iii: adventuring


244 245

unique, tailor-made challenges that they must use the Mark to solve. It’s important to remember that the burden
IN THE END, IT'S ALL ABOUT STORY... of the Mark is not just an emotional and spiritual one, but one with real physical drawbacks, as detailed on the
Detriments Table (pg. 223). For many reasons, players may not want to use the Mark to progress through the Coils of
the Serpent, and forcing them to do so may create unintended tension in your group.
One of the core tenets of using the Mark of the Serpent in your campaign is that it’s intended to be used primarily
as a narrative device. It’s in the hands of the GM to create a fun and balanced experience for everybody involved. If you feel a moment requires the use of a Mark ability to solve, there are opportunities as a GM to use the Perils of
It should be stated that the Mark of the Serpent is not meant to be a perfectly balanced system. It’s a means of the Serpent.
creating intense narrative moments that empower players to take charge of their own story.
PERILS OF THE SERPENT
SERPENT-MARKED CHARACTERS IN A PARTY In times of heightened stress or mortal danger, the power of the Auroboros may swell within a serpent-marked
character, and they could lose control of themselves. In these stressful moments, wild, dangerous expressions
When establishing a group for Auroboros, one of the first things to determine is whether you will be utilizing
of the Serpent’s power can lash out randomly, imperiling friends and foes alike. A serpent-marked player
the Mark of the Serpent in your campaign as a player system. You can learn more about how the system works
losing control might inadvertently cause massive damage to their immediate surroundings, unleash devastating
in the Heroes chapter of the book (located on page 212). This system allows for exciting narrative moments,
energies, or even slip into a catatonic fugue state.
but it can also present a number of challenges for the GM, as well as to the players themselves.
As the GM, it is up to you to prompt such harrying moments. They should be used sparingly, however, as they
One of the most important elements involved in using the Mark of the Serpent in your campaign is the social
will cause the serpent-marked player to increment their Descent Chart.
contract between the GM and players—as well as between the players themselves. Those players who have
taken the Mark may get more attention from the GM or “have more to do” in the campaign than those who When you prompt a character to resist the Mark during times of heightened stress or mortal danger, they must
did not take it. It is key to balance the party’s story between all players as needed, as well as ensuring that make a Constitution check with a DC of 10. If they succeed, they suppress the urge to use the Mark, but the
serpent-marked players aren’t using their powers to ruin the experience of the others in the gaming group Constitution save DC is increased by 2 for each subsequent attempt (the GM should mark the number of
(even if inadvertently). The best-case scenario is that everybody is having fun and telling their own stories in times the character has resisted the Mark successfully without failing on their character sheet).
addition to contributing to the larger tale you’re creating together. Whether it’s creating situational conflict If they fail, the character is unable to resist using the Mark. They must then resolve a Mark ability of your
between players (maybe they don’t all agree with how or when the serpent-marked player uses their powers) or choosing (even if it puts the party in danger), then increment their Descent Chart and roll on the Detriments
incorporating the Marksworn system (detailed on page 221) heavily into your narrative, there are a number of Table if required. They should then reset the Constitution save DC for this check to 10.
ways to assure that your players are all engaged and having a fun gaming experience.
So how many members of the party should take the Mark of the Serpent? On paper, there’s nothing preventing the
entire party from taking it. Creating a party of incredibly powerful beings who likely have a chip on their shoulder MOTIVATIONS & BURDENS
could be a fascinating narrative exercise. However, if that seems too overwhelming, you could also work with your As a narrative-focused system, the Mark of the Serpent relies on the GM having a strong understanding
players to nominate a “chosen one” (or two) who will take on “the burden of the Mark” on behalf of the others. This of their players and their characters. Here are some questions you might want to ask a player to better
might force those serpent-marked players to lean heavily on any Marksworn party members to help guide and protect understand their character.
them from harm. Ultimately, it will be up to your players to take the Mark for themselves and decide where the story
leads, but if you feel strongly about incorporating it into the party, we recommend working with them ahead of time.
: Why did you take the Mark?
In general, we recommend it being decided by your players. But if you feel strongly about using it one way or another,
: How do you view the concept of power?
work with them ahead of time to set and manage their expectations.
: What do you want to use the Mark for?

: Would you trust others with this power?

PLAYERS USING MARK POWERS : Do you think others will trust you with it?

: Do you understand the consequences of bearing the Mark?


Most of the examples provided for Mark Powers are meant to be non-combat focused, but since the powers are only
limited by a player’s own imagination, there are lots of opportunities for uses in combat as well. Whenever possible, : Do you regret taking on this heavy burden?

GMs should create unique situations to discourage players from using the power of the Auroboros to simply strike The answers to these questions will help you to understand the character at a deeper level. It is not simply
down powerful enemies—and encourage them to only unleash it when it would provide solutions for otherwise about how they may use the Mark in practice but how they intend to wield it—as a weapon, as a tool, as a
unsolvable problems.. Remember, nearly any powerful monster can be struck down by coordinated teamwork, but the means to accomplishing their goals? Any of these can call back to the characters’ unique backgrounds, the
Mark is meant for so much more than that! events of your campaign, or the overarching story you’re telling. Be prepared for some pretty unique answers,
depending on who you ask!
As mentioned previously, the limitations of the Mark are bound only by a player’s imagination. However, there is a
loosely defined spectrum of abilities for each Coil Tier. When a player uses a Mark Power, work with them to decide Throughout Drastnia’s history, the absolute power of the Auroboros has led to disastrous ruin, even when
which Coil Tier the power is in and thus whether or not they are able to use it. The information about each Coil Tier its users’ intentions were noble and good. Xan’gro Creppit—one of history’s greatest would-be heroes—
is found on page 216 and will give you a solid framework for each Tier’s intended powers. discovered massive corruption at the heart of the Church in Old Sularia and sought to destroy all of
civilization to rectify it. Would one of your players do that, if given the opportunity? You’ll never know until it
happens, but having a strong sense of what shapes their characters’ motivations will allow you to lead them to
Designer’s Note: The effects of Mark Powers should often be temporary, given their incredible power, but there are some cases
more compelling stories.
where they may be permanent. Based on the effect, GMs and players should work together to determine the duration of a Mark
Power, though the GM should always have final say.

Once you and your players have gotten used to how the Mark of the Serpent works, you’ll start to develop familiarity
with how they use it. By understanding each player’s approach to using the Mark (take lots of notes!), you can create

PART IIi: adventuring running the mark of the serpent


246

CRAFTING THE SERPENT-MARKED’S TALE


Something we’ve addressed multiple times in this book is that the Mark of the Serpent is meant to be a
narrative-driven system, but what exactly does that mean? At a surface level, the power of the Auroboros gives
players a way to create massive ripples in the world by wielding unimaginable power. At the narrative level,
this gives players almost GM-like powers; their actions can often shape the story and world far more than they
could in other campaign settings.
As a GM, it might seem like this is taking some of the storytelling power away from you, but the intention
is the exact opposite. It is up to you as the storyteller to guide your players toward a compelling resolution
for their adventure. By taking the Mark, a player effectively resigns themselves to an eventual, catastrophic
death—the only stop at the end of the Coils is the end of their life. Each use of their Mark Powers brings them
one step closer to death but also increases their power in substantial ways. Without a compelling reason to use
those powers, the system has little value.
From the moment a player takes the Mark, it is important to have some vision of where it might lead them.
Will they have to shatter a mountain to stop an indestructible monster or topple an entire city to destroy the
evil beings that dwell beneath it? What sort of horrific secrets will they uncover that could lead a stalwart
group of adventurers to the edge of madness?
As serpent-marked players descend through the Coils of the Serpent, they grow in power—but start to devour
themselves physically, psychologically, and spiritually. The Coils represent a dark, spiraling path into inevitable
self-destruction. Once they’ve reached the lowest Coil Tier, serpent-marked players meet their untimely end—
but they can choose to express the last of their incalculable power in a final, dramatic display of will.
We refer to this key moment as the “crescendo.” This is where the serpent-marked’s story was always leading.
The moment of truth—where their deepest longings or their darkest desires might finally be made manifest.
Will a serpent-marked player use the last of their power to right some great wrong, take vengeance on a hated
foe, or radically transform the world according to their vision? Like Mark Powers themselves, expressions of
the crescendo are only as limited as the player’s own imagination.
As the GM, your role is to work with the serpent-marked player to establish where their journey might lead—
what their own crescendo might look like when they finally reach the limits of their sanity and power. Firmly
establishing the serpent-marked’s course toward destiny (even if it gets derailed from time to time) will make
your campaign a memorable one for everyone involved.

HOW THE WORLD SEES SERPENT-MARKED PLAYERS


Lawbrand is a fairly large realm with its bustling Trade-Cities and endless tracts of inhospitable desert, but
word still travels quickly. It is important to remember that magic is still quite rare in this age of Drastnia’s
history, and incredible, overt displays of arcane power (emanating from a sinister snake symbol on your body,
no less) will be cause for alarm in most of Lawbrand’s locales.
One of the most important themes in Auroboros is that power has a cost. There are many in Lawbrand who
know exactly what the power of the Auroboros is and what it means when they hear or see your players use
it. You can find details on how each faction would respond to encountering serpent-marked characters in the
Adventure Guides (pg. 252). Suffice to say, when bearing the Mark of the Serpent, it’s best to be discreet.
As the GM, it’s important for you to establish this with your players early on. There are a number of ways to
accomplish this, such as causing NPCs to run in fear of serpent-marked powers and telling others of what
they’ve seen, creating whispers in marketplaces about strangers bearing profane serpent tattoos, or even bards
singing tales of the horrible powers that have been unleashed upon the innocent. This foreshadowing can make
the consequences of using Mark powers feel very real—as if your players are affecting the world in ways it has
not seen for hundreds of years! As serpent-marked players express their powers, people are bound to notice!

PART IIi: adventuring


248 249

A FALL BEYOND REDEMPTION… SECRET EXPERIMENTS


The power of the Mark can be a great temptation for even the mightiest of hearts. It takes an incredibly strong The existence of the Auroboros is a carefully guarded secret by the factions who know of it, but your party
will for serpent-marked characters to resist being corrupted by such absolute power. Additionally, a serpent- may be able to discover this information for themselves. After long years of trial and error, some of these
marked player’s instinct for how and when to express their powers might differ sharply from the rest of the factions have devised their own methods of tapping into the World Serpent’s energy for their own purposes.
party, driving a rift between them. The burden of the Auroboros can create opportunities for you to work with If your party is able to convince them that you deserve such awesome power, they could bestow it upon you.
serpent-marked players on gradually (or suddenly) becoming antagonists to the rest of the party—but these However, their methods of bestowing the Mark might be more dangerous and unpredictable than those of
moments should be handled very carefully. other nonaligned sigilists.
In instances where serpent-marked characters become antagonists, we recommend that you allow the player An important distinction between obtaining the Mark from a faction as opposed to a nonaligned sigilist is that you
to create a new character they can run with the main party while you work with them on their villainous might eventually end up in opposition to the faction itself. Perhaps they used the party as some sort of mystical
character’s machinations. It may be difficult for them to play two characters at once, but as a GM, you should experiment, or perhaps they were forced to “surrender the Mark” after being defeated by the players. Either way,
have plenty of experience facilitating their role-playing—including building potential combat encounters it’s likely that the faction in question would wind up in conflict with the players—potentially for a long time.
where they get to play as the villain with your assistance.
Receiving the Mark from the Fangs of Scyllia
SERPENT-MARKED NPCS To the warlocks of the Fangs of Scyllia, the secret of the Auroboros remains a tantalizing mystery. Though they
are uncertain of the Auroboros’ true nature, they believe it is a power that they alone should possess. Long years of
In addition to being a player system, the Mark of the Serpent can also serve as the basis for creating your
experimentation upon kidnapped travelers has refined their methods of extracting power from others—and drawn them
own memorable NPCs. These can range from nefarious villains who plan to use the Auroboros to bring ruin
ever closer to achieving their ultimate goal: amassing enough power to create an avatar of their master, Karybdiss. Such
to Lawbrand (as featured in the Auroboros: Under the Sun novel) to mysterious antiheroes who could aid your
a powerful, terrifying avatar would wreak untold havoc across the unsuspecting mortal world.
players in their ongoing quests. In general, we recommend you follow the process for creating a villain as
outlined on page 231 to generate a new serpent-marked NPC to interact with. The Fangs of Scyllia would eagerly experiment upon player characters—whether they were captured or even volunteered
for some reason—by etching crude versions of the Mark of the Serpent upon them.While they have no mastery with
formal sigil-craft, a select few of the Fangs’ warlocks could be capable of fusing the Auroboros’ power into a player
OBTAINING THE MARK character.
The Fangs would mistakenly see such a serpent-marked character as an extension of their master’s profane power—and
We’ve laid out a lot of information on how to run a campaign using the Mark of the Serpent, but one of actively aid them in sowing terror and ruin throughout civilization.
the most important details for a GM is how their players can actually obtain the Mark in the world. We’ve
provided a series of specific situations that allow for this, but it’s important to note that this is your story, and EARNING THE MARK
we encourage you to adapt these themes to characters, factions, and locations of your own choosing.
The true secrets of the Mark of the Serpent have been passed down through the ages by many secret groups.
The greatest of these is the Tir’Assar. This secretive sect of high elven artisans has mastered the art of sigil-
A WANDERING SIGILIST
craft—and are adept at bestowing the dreaded Mark. However, given the Auroboros’ capacity to corrupt
As your players travel Lawbrand, they will meet a number of sigilists hidden in the dark corners of the realm. mortal hearts, the Tir’Assar will only grant the Mark to an individual who they believe is destined to bear it.
These sigilists’ specialties will vary (detailed on page 210), and only a select few of them have mastered the
ability to bestow the Mark of the Serpent upon another individual. For the most part, it is unlikely that one of Receiving the Mark from the Tir’Assar
these master artisans will give a player such a powerful boon without them first proving capable of handling The master artisans of the Tir’Assar have perfected the art of inscribing arcane sigils onto the flesh of other beings.While
such power. Some sigilists might grant the Mark to help a player achieve some righteous cause—while others they can bestow the powerful Mark of the Serpent upon a mortal recipient, they will only do so if they are convinced that
might just want to see the chaos that ensues from them having it! We encourage GMs to play such NPCs the bearer is destined to have it. The Tir’Assar know all too well how destructive and corrupting the Auroboros can be—
as unique characters with their own motivations and quirks. Such a sigilist could make for a great recurring but they also understand how its coils are interwoven with the strands of fate.
character in your campaign! Mortals empowered by the Auroboros might cause terrible damage to the world and its peoples—but they might also
accomplish great good with their vast power. The Tir’Assar place no moralistic judgment upon potential Mark-bearers or
Nos Irrom, Wandering Sigilist
their motivations. They care only that the individuals can physically handle the strain of bearing the Mark—and that
This gaunt, tattoo-covered troubadour can sometimes be found wandering the Trade-Cities’ grimy back alleys. His
their wielding of it is a matter of destiny.
tired eyes seem to shine with both unconcealed mirth and depthless sorrow. Though his body seems wasted and frail,
his myriad tattoos pulse with steady power. His long, ragged hair obscures facial features that might once have been While few outsiders are ever allowed into the elves hidden sanctuary of Feyonnas, the Tir’Assar will welcome any bold
considered handsome. He speaks in riddles and broken bits of lyrical poetry—indifferent to whether or not those nearby enough to face their destiny as vessels of the World Serpent’s incalculable power.
can understand him.
In his ramblings, it becomes clear that he was once a person of great power and influence—but he was consumed by his
passions long ago—left broken and weary from all that he had experienced. Despite this, he claims he’d do it all over
again. In a rare moment of lucidity, he claims, “You only find the truth of yourself at the bottom. That truth is all that
matters.”
Though seemingly mad, Nos Irrom can be convinced to bestow the Mark of the Serpent upon another. He would care
little about the recipient’s motivations behind taking the Mark—only that they would use its power to find their own
“truth at the bottom.”

PART IIi: adventuring running the mark of the serpent


250 251

RITE OF CLEANSING
REJECTING THE MARK In Lawbrand, there are some factions who have studied the Auroboros since their founding. Chief among
these groups is the Bohen Dur, whose psychically powered monks can cleanse a character of the Auroboros’
If a serpent-marked individual wishes to rid themselves of the Mark’s terrible burden, there are a number of corrupting effects through a process of spiritual catharsis and enlightenment. As with many other methods of
narrative ways for them to do so. In addition to the examples provided below, you can feel free to create your removing the Mark, a character can never again connect to the Auroboros once this has been done.
own methods, using these as examples only.
The Bohen Dur would go to any lengths to protect the world from the corrupting influence of the Auroboros.When
WANDERING SIGILIST encountering serpent-marked individuals, they would attempt to capture them and return them to their monastery
situated above Innis. There, within the monastery’s subterranean cells, they would attempt to exorcise the Auroboros from
The same mysterious sigilist who granted the players the Mark can also bind its power at great cost—by
the afflicted individual by performing a ritual known as the Moru’kai.
granting secondary sigils that arrest the Serpent’s power. If the Mark is bound in this way, using a Mark Power
again will break the binding, and future attempts to bind it will be more difficult or even impossible. Be sure to A group of powerful monks would use their powers of psychic Eminence to draw out the serpent-marked’s darkest fears
warn your players of this restriction! and thoughts—which manifest themselves as vengeful, phantasmal creatures. Defeating these phantasmal fears allows
the monks to purify the subject’s spirit, loosening the Auroboros’ hold upon their soul.While serpent-marked characters
Bound Sigil: A player whose Mark is bound this way receives a penalty of −4 Constitution unless the binding
can be purified in this way, the traumatic process often leaves them irrevocably changed.
is broken.
The following table details some effects that a character can suffer as a result of the rite.
RITUAL OF THE WILDS
The great cycle of life and the power of nature have always been intertwined within the Auroboros. By D4 RITE OF PURIFICATION TABLE
harnessing the power of nature, serpent-marked individuals can sever their bond with the Serpent and feed it
The character is purified, but left psychically devastated—suffering -1 Intelligence and
back into the natural world. This severance is irreversible, and the marked player will be forever changed. 1
-1 Charisma.
The benevolent druids of the Oram Hai know of the Auroboros and that it is threaded through the order of the natural 2 The character is purified but left weakened and frail—suffering −2 Constitution.
world. They would take pity on serpent-marked individuals and seek to help them unburden themselves of the World 3 The character is purified and receives lasting insight from their ordeal—gaining +2 Wisdom.
Serpent’s terrible power.
The character is purified and achieves true enlightenment; they permanently receive the benefits
4
To accomplish this, the druids would take the serpent-marked to the Creaking Woods—a cursed section of their beloved of the Harmonious sigil.
forest within Kannibus Hills. There, they would enact an ancient ritual, drawing the Auroboros out of the affected
individual, and flowing its life-giving power back into the dead trees. In this way, they would hope to restore the natural FUEL A DIFFERENT FIRE
balance for both the individual as well as nature itself.
The final method of removing the Mark’s power is a peculiar and dangerous one. Your players may find a
However, this ritual is not without its risks. The malevolent spirits and Fleshreavers of the Howling are drawn by the presence faction that wants the power of the Auroboros for themselves. The serpent-marked player can choose to give
of such powerful energies. The druids, as well as the serpent-marked character, must be protected until the ritual is completed. up the Mark’s power willingly or it may even be taken by force. The faction in question may not be entirely
The following table details some of the random effects that a character can suffer once the ritual is complete: honest about why they want such tremendous power or how far they’ll go to claim it. This could serve as an
excellent starting point for a massive conflict with your party.

D4 RITUAL OF THE WILDS RESULT TABLE The ancient order of sorcerers known as the Necromanti knows of the power of the Auroboros—and they are terrified
1 The character dies but reincarnates into a young sylvan animal of their choosing. of it. Their master, the Deathseer Kyssh, has seen the World Serpent’s destructive power firsthand. He has forbidden his
minions from interacting with the Auroboros in any form. However, some of the Necromanti’s occultists disregard their
2 The Mark is cleansed, but the character suffers −2 Constitution and −2 Strength permanently. master’s will—intent on claiming personal power however they can.
3 The character is revitalized, gaining the Druidcraft cantrip and +2 Wisdom.
These reckless individuals would be eager to either steal the Auroboros’ power from serpent-marked individuals, or take
The character is infused with the power of nature and gains the ability to cast a level 5 druid spell it in trade for whatever services they might offer. By using their own radical arcane methods, these rogue sorcerers might
4
of your choosing once per long rest. accomplish removing the Mark of the Serpent from an individual, but that individual will be left irrevocably changed
by the volatile magics that result.
The following table details some effects that a character can suffer as a result of the rite.

D3 NECROMANTI RITUAL TABLE


1 The player dies and is turned into an undead revenant.
2 The player is crippled by the ordeal, suffering −2 Dexterity.
3 The ritual succeeds with no penalty.

PART IIi: adventuring running the mark of the serpent


253

FACTION GUIDES
This section details the various factions of Lawbrand. From the benevolent wizards of the Arcanimus
Academy to the rampaging marauders of the Howling, each entry covers the scope of each faction’s
motivations, methodologies and capabilities. The guides provide GMs with all the tools they’ll need to
utilize Lawbrand’s factions in their ongoing adventures.

The following primers will help GMs utilize the extensive Adventure Guides by listing the different
elements and their functions.

FACTION GUIDES PRIMER


OVERVIEW VENTURES
Details about the faction’s general outlook and Quick quest ideas involving the faction that can
methodology. launch short-term adventures or one-shots.

PUBLIC FACE / PRIVATE ECOLOGY


GOALS Details on the faction’s unique members,
Information regarding what is generally known leaders, and agents. Each of these has an
about the faction and what it keeps secret from associated statblock that can be modified to
outsiders. better fit the encounter the GM is building.

WORK FOR HIRE GENERAL APPEARANCE


Examples of what kinds of tasks the faction will The faction’s specific dress codes and visual
hire adventurers to perform. identifiers.

RUNNING AFOUL OF THEM FAVORED WEAPONS


How the faction deals with adventurers (or The weapons that the faction’s warriors
others) who threaten or double-cross it. commonly utilize with proficiency.

WHAT THEY KNOW ABOUT DUNGEON


THE AUROBOROS Maps and information about the faction’s
What the faction knows about the Auroboros signature “dungeon” or unique base of
and how it would react to serpent-marked operations, if they have one. It also features
players. details on the dungeon’s boss, but GMs
should create the statblocks for the bosses as
appropriate.
ADVENTURE HOOKS
A selection of high-level story ideas involving the
The following chapter provides GMs detailed information about faction that can provide the basis for an entire
Lawbrand’s unique factions and locations. Each entry contains topics campaign or a long series of sessions.
ranging from the faction’s outlook and motivations to how each Trade-
City operates as independent yet vital components of Lawbrand’s
greater whole. Also included are listings of quick adventure ideas, the
nature of law enforcement, and even local conversation topics.

faction GUIDES
254 255

WHAT THEY KNOW ABOUT THE AUROBOROS


ARCANIMUS The Arcanimus knows of the Auroboros’ existence and has learned a great deal about it from
studying history—but it does not have detailed knowledge. Suspecting that the Auroboros is the
ALIGNMENT ORGANIZATION BASE OF OPERATIONS LEADER source of all arcane power, the Arcanimus seeks to understand its mysteries fully. Many of the
Lawful Neutral Academy of the The Arcanimus Academy, Chancellor-Invictus Sorkin Serelvar Academy’s top magi and Arcanologists have been tasked to seek out any lore or evidence that might
Arcane Arts Lietsin (Male human, Archmage, provide a greater understanding of the Auroboros’ power.
Lawful Good)
If the Arcanimus became aware of any serpent-marked individuals, it would go to extraordinary
lengths to apprehend them, heedless of the danger. Its immediate intention would be to study the
OVERVIEW captured serpent-marked individual to broaden its knowledge of the Auroboros rather than to protect
the public’s safety.
The Arcanimus Academy in Lietsin is the most prestigious learning institution in Lawbrand. Its
graduating students receive an excellent overarching education in history, sociology, and the physical Believing their own magics could contain whatever power the serpent-marked individual
sciences, as well as esoteric “arcanum.” Many of the Academy’s graduates go on to serve as influential demonstrated, the Arcanimus’ hubris would likely result in a calamitous confrontation.
Guild members and politicians throughout the Trade-Cities. The Academy’s faculty and student body
are generally revered throughout Lawbrand.

ADVENTURE HOOKS D8 FACTION VENTURES


PUBLIC FACE / PRIVATE GOALS
The general populace is very familiar with the prestigious Academy, but most believe that its more
: A powerful artifact, rumored to have vast
destructive power, has been stolen from the 1
A conjured minor elemental has broken
loose and is now rampaging through the
esoteric curriculum consists only of “magic theory” and a practical history of the supernatural. Few Academy’s arcane vault by an unknown Academy’s campus grounds…
know the truth: a small percentile of students in each graduating class actually enter into the higher party. The Arcanimus’ senior faculty seeks One of the Academy’s top Arcanologists
arcane mysteries and learn to wield real magic. aid in tracking down the mysterious thieves never returned from their mission to
2
and recovering the artifact before its power explore newly unearthed ruins in the
The Arcanimus’ faculty believes that the magic arts ennoble society and provide knowledge and
is unleashed. deep desert…
insight for the betterment of civilization as a whole. While the use of magic is officially illegal in
An orthodox bishop, convinced that magic of
Lawbrand, the Sularian Church authorizes the Arcanimus and its agents to use their powers for the
betterment of the realm—on the condition that it is done with intense discretion and secrecy.
: A number of promising Academy students
have gone missing. Some within the 3 any kind is innately evil, seeks to expose the
faculty believe that they may have been Arcanimus’ secret activities to the public…
abducted by the clandestine Necromanti. A teleportation test has gone terribly wrong,
WORK FOR HIRE However, Chancellor Serelvar suspects 4 and one of the Academy’s brightest students
The Arcanimus employs hundreds of agents and faculty staff who perform a wide array of functions at that they have actually defected to the evil is now missing somewhere in the city…
the Academy itself. However, it often requires assistance with tasks and affairs outside of its sprawling order and potentially even compromised An Inspector-Magus has asked for aid in
campus grounds. Adventurers might be hired to perform tasks such as: the Arcanimus’ secrets. He requires aid in 5 investigating rumors of a local who exhibits
investigating the students’ whereabouts. startling supernatural powers…
: Gathering rare spellcasting reagents or components
: An unexplained “prismatic” explosion One of the Academy’s students has skipped
: Investigating strange arcane phenomena throughout the Trade-Cities
has ripped through Lietsin’s warehousing 6 their classes and been spotted flaunting
: Escorting student groups on potentially perilous research trips
district, and locals suspect that it was their powers in public…
: Helping track down renegade spellcasters
magical in nature. With the panicked
: Recovering priceless arcane artifacts from across Lawbrand
However, adventuring parties and private contractors employed in this way are always asked to sign
public blaming the Academy students, the
A trade caravan, hauling Arcanimus-
wrought magical weapons intended for the
Arcanimus needs help clearing its name and 7
binding nondisclosure contracts to help maintain the Arcanimus’ aura of secrecy around its use of magic. Knight-Paladins, was hijacked by centaur
uncovering the truth behind the incident.
gangrunners…

RUNNING AFOUL OF THEM : A group of experienced Preceptors is


creating a powerful artifact that will help
The Stewards report that a dangerous
Necromanti agent has infiltrated the
Those who cross the Arcanimus soon learn the error of their ways. Martially trained Stewards, who clear industrial smoke and pollution from 8
Academy and may still be hiding
are more than capable of subduing potential thieves and trespassers, are employed to protect both the the skies above the Trade-Cities. They
somewhere on the campus grounds…
campus grounds and the broader interests of the institution. While the Academy adheres to established require help in gathering exotic components
law and would never condone murder or violent coercion, it has its own ways to protect its interests. from various locales around Lawbrand to
The Arcanimus’ agents can employ powerful magic—such as mind-wiping and mental suggestion—to complete their wondrous device.
silence its critics and any contractors foolhardy enough to break their nondisclosure agreements.
As the Church already knows about the Arcanimus’ activities (and is complicit in its subterfuge), it
also employs its Peacekeepers of the Order Militant to silence potential whistleblowers and obfuscate
the true extent of magic in Lawbrand.

PART Iii: adventuring faction GUIDES


256 257

ECOLOGY
The Arcanimus employs a wide array of operatives and representatives at all levels of its organization.
BOHEN DUR
From faculty instructors and administrators to the students themselves, members come from all races
and walks of life. They are all singularly committed to using arcane magic to the betterment of society ALIGNMENT ORGANIZATION BASE OF OPERATIONS LEADER
while keeping their studies and activities hidden from the general populace. Lawful Good Monastic Order The Bohenna Monastery, The Triumvirate
Korosoth Mountain
Novice (Noble)
These Academy students, focused on a generalized curriculum, are commonplace on the
campus grounds. They have no arcane training whatsoever. OVERVIEW
Initiate (Acolyte) Having achieved the enlightened state of Eminence, the wise Bohen Dur monks hold an open, long-
These select postgraduate students are accepted into the Arcanimus’ secret inner circle and sighted worldview. They do not blindly accept or reject things—instead, they always seek deeper
taught the ways of true magic. They possess low- to medium-level spellcasting abilities. awareness and connection with those they encounter. All experiences are lessons. Though they spend a
great deal of time studying and meditating in their remote monastery, they know that they cannot truly
Steward (Guard) be one with society by remaining isolated from it. To this end, many monks wander the Trade-Cities
Acting as the Academy’s primary guardsmen and protectors, Stewards maintain order within righting wrongs, helping all those in need, and bringing enlightenment to anyone they can reach.
the campus grounds and also act as the Academy’s agents in public. While they have no
The Triumvirate, a group of three blind gurus, leads the Bohen Dur order. Their names and identities
spellcasting ability, they are often equipped with enchanted weapons and items.
are kept secret from all but the order’s senior-most mentors. The benevolent yet enigmatic Triumvirate
Magus (Mage) has guided the Bohen Dur for generations. Though they live together in isolation, a strong telepathic
These powerful, fully trained spellcasters represent the best the Arcanimus has to offer. While bond mentally joins the trio at all times. It is said that despite their blindness, the Triumvirate can see all
many of them are content to train the Academy’s next generation of aspiring magi, others that transpires within the world and can even glimpse limited visions of the future. They provide their
venture out into Lawbrand to use their powers for the betterment of society. unspoken direction to the mentors who oversee the monastery’s day-to-day operations.

Arcanologist (Mage)
Highly specialized in both spellcasting and archaeology, these magi are rarely encountered at the
PUBLIC FACE / PRIVATE GOALS
Academy. Instead, they travel the breadth of Lawbrand and its surrounding regions in search of While the general populace holds the monks in high regard, few people know that they fight a secret war
magical artifacts amid the ruins of ancient cultures. against the supernatural forces of darkness that threaten society from without. Whether it be vampires,
otherworldly devils, or sinister cultists, the Bohen Dur work tirelessly to root out these evils and use
Inspector-Magus (Archmage) their abilities to safeguard Lawbrand. Neither the Church nor even the Arcanimus know how prolific
Tasked with investigating mysterious supernatural occurrences and tracking down unsanctioned these supernatural forces genuinely are—and the Bohen Dur keeps things that way by covering up the
magic users, these dedicated magi lead a dangerous, often solitary existence. existence of such terrible threats. In this way, the monks are free to pursue their secret war without
incurring unnecessary outside interference.
Preceptor (Archmage)
These veteran spellcasters have attained tenure at the Academy and serve as its principal
instructors and administrators. WORK FOR HIRE
While the order is largely self-sufficient, there are instances where the Bohen Dur might engage
outside assistance. Adventurers hired in this way might be asked to perform tasks such as:
GENERAL APPEARANCE
Students and faculty wear loose, distinctive half-robes over standard clothing—the robes being the : Protecting the monastery grounds from local beasts and monsters

outward sign of their prestigious vocation. While the faculty’s robes are somewhat more ornate than : Gathering artifacts and esoteric lore to expand the order’s vaults and libraries

those of the students, they all bear the Academy’s official gold, purple, and gray colors. : Investigating secretive cults or rumored supernatural phenomena

: Confronting and apprehending otherworldly monsters and devils

FAVORED WEAPONS
: Acting as bodyguards for monks traveling abroad

Those that work with the Bohen Dur in this way are always sworn to secrecy—both to protect the order’s
The Arcanimus favor fighting with staves to channel their magical skill but also use common and secrets and to keep the populace blissfully unaware of the dire threats that hunt them from the darkness.
magically enchanted short swords, daggers, and darts.
RUNNING AFOUL OF THEM
Few have had the temerity to cross the Bohen Dur over the years. The foolhardy citizens who interfere with
the order’s work or trespass on the monastery grounds are easily dealt with by the monks, who consider them
no great worry. But there are rare individuals who garner more concern—those who amass great mystical
power or who have fallen under the sway of evil. These individuals are actively sought after and apprehended
whenever possible. Upon assessing a person’s threat, the monks will try to rehabilitate them—or even purify
them of evil through spiritual conditioning. If these individuals prove remorseless or are deemed to be beyond
saving, the monks will imprison them beneath the monastery within inescapable, magic-proof cells.

PART Iii: adventuring faction GUIDES


258 259

WHAT THEY KNOW ABOUT THE AUROBOROS ECOLOGY


The monks know a great deal about the Auroboros’ specific manifestations throughout history. They The Bohenna Monastery is home to a wide range of people who run the Bohen Dur’s day-to-day operations.
believe that anyone empowered by the Auroboros poses a clear and present threat to civilization. They From the Moru’shani, who train in the mystic arts of Eminence, to the monastic layfolk, who care for the
actively watch for serpent-marked individuals and keep an eye on the rare sigilists that are capable of monks and tend to the monastery grounds, all strive for the greater good and betterment of society.
bestowing the Mark of the Serpent.
The Bohen Dur draws a distinction between those who would use the Serpent’s power for good and Seeker (Commoner)
those intent on their own selfish purposes. The latter, they would seek to apprehend and seal away These are the everyday citizens who have come seeking truth and enlightenment at the
in the prisons beneath Bohenna Monastery. But if containment of those individuals proved to be monastery. They have no formal combat training but often serve as the order’s guards and
ineffective, the monks would seek to terminate them with uncharacteristically cold precision. servants.

If the monks encounter an individual seeking to use the Auroboros for noble purposes, they may try to Aspirant (Guard)
aid them in accomplishing their goal—so long as it serves the greater good of society. These accomplished monks have been trained in the martial arts but have yet to achieve the
The monks might also try to exorcise the Auroboros from afflicted individuals by performing a grueling ritual state of Eminence.
known as the Moru’kai. The rite takes place in the warded cells beneath the monastery, where an individual’s
Awakened (Monk,Way of Eminence—pg. 164)
deepest fears and failings are drawn from them and become dangerous supernatural manifestations. Those
Having achieved the state of Eminence, these monks spend their time in training and
who are exorcised in this way are always left broken and scarred but nonetheless alive.
meditation in hopes of mastering their newfound powers.
In any instance where they encounter the Auroboros’ power, the monks of the Bohen Dur make every
effort to keep things as secret as possible. Preserver (Monk,Way of Eminence—pg. 164)
These powerful monks have mastered the powers of their Eminence and often venture
through Lawbrand, bringing hope and enlightenment to everyone they encounter.
ADVENTURE HOOKS D8 FACTION VENTURES
Mentor (Monk,Way of Eminence—pg. 164)
: An aspiring monk is undertaking a journey
to learn all they can about the places and 1
There are reports of supernatural “devils”
running loose in the streets of Innis. While
These veteran monks have concluded their journeys through the world. They now serve as
instructors, counselors, and administrators within the Bohenna Monastery.
peoples of Lawbrand before undergoing this seems unlikely, an older monk has
their trials to attain Moru’sha. The order gone to ascertain the truth for themselves… Guru (Monk,Way of Eminence—pg. 164)
seeks adventurers to escort them on their A group of the monastery’s seekers has These rare and super powerful monks have transcended the state of Eminence and exist in a
journey of discovery. gone to the Melody Hot Springs on a perpetual state of psychic awareness. Though they remain in isolation from others, they are
2
retreat, heedless to the fact that brazen the true guiding minds behind the Bohen Dur order.
: Rumor has it that a reckless sigilist in
Skarborough can grant the Mark of the
bandits have been seen in the area…

Serpent and will give it to anyone for the An awakened monk’s powers of Eminence
right price. The Bohen Dur seeks assistance 3 have spiraled out of control, endangering all GENERAL APPEARANCE
in investigating these rumors and preventing those in the monastery grounds…
The monks traditionally wear loose-fitting robes and simple traveling clothes. Many who travel across
anyone from taking the dreaded Mark. Strange, serpentine sigils have been found Lawbrand carry pouches and packs full of gear and maps, as well as their beloved books. The one
4 carved into the trees along the mountain’s unifying element of their ensemble is the ku’shak—a long orange scarf that marks them as members of
: The order sent one of its monks to
investigate a shadowy cult in Lietsin that
eastern trails… the Bohen Dur order. Each monk wears the ku’shak differently—some as scarves over their shoulders,
is rumored to be raising the dead for some An amnesiac who hoped that the Bohen some as turbans or face coverings, and some as a sash around their waists…
dread purpose. The monk hasn’t been Dur would restore their memories has
5
heard from in weeks, so the order requires mindlessly wandered off into the wilds of
Korosoth Mountain…
FAVORED WEAPONS
assistance in finding them and discovering
the truth behind the cult’s activities. The monks of the Bohen Dur favor many delicate weapons: small cutting blades or fist weapons, nunchucks
The Conservatorum in Lietsin sent a
or sparring clubs, rarely swords or maces—as they prefer to move and fight swiftly and delicately.
shipment of occult texts, which the monks
: An orthodox Cardinal of the Sularian Church
is convinced that the Bohenna Monastery is a
6
plan to transcribe for their archives. The
den of heresy and occult practices. They wish priceless shipment never arrived…
to send the Church’s Order Militant to clear One of the monks claims to have
the monastery out by any means necessary. apprehended a vampire in Talis and requires
Believing that the Cardinal might be under the 7
help bringing the “night devil” back to the
sway of dark powers, the monks seek help in monastery’s holding cells…
uncovering their true motivations before things
Every time a particular local bard plays
spiral out of control…
a show, people seem to go crazy with
8
violence. The monks suspect that the bard’s
instrument might be a cursed artifact…

PART Iii: adventuring faction GUIDES


260 261

CHILDREN OF THE SUN RUNNING AFOUL OF THEM


The Children’s various fellowships that operate within the Trade-Cities have little central organization
and no consistent response to those who cross them. These fellowships tend toward pacifism and
ALIGNMENT ORGANIZATION BASE OF OPERATIONS LEADER avoid outright conflict or costly vendettas, which might bring too much scrutiny from Lawbrand’s
Chaotic Neutral Cult Tanasrael, Tanaroch Desert The Prophet Tikanen authorities. Because of this, the fellowships can often be seen as easy targets by professional criminals
and unruly citizens alike.
However, when the Children are encountered beyond Lawbrand’s borders—and specifically at
OVERVIEW Tanasrael—things are very different. In their own environment, the Children prove to be implacable
Equality, peace, and charity are the self-proclaimed values of the Children of the Sun. The Children’s foes who are merciless with their enemies. Those that cross them or “fall out of step” with their
aspirants and street-corner preachers wander the Trade-Cities as proselytizing vagrants, spreading their teachings will likely find themselves at odds with the cult’s intimidating Enlighteners. If one proves
teachings to any and all who will listen—especially the poor and downtrodden. They claim that society’s to be a persistent problem, then the fire-
systems of governance and control only suppress people’s innate greatness. They teach that by purifying wielding Ash’ahand will be called to show
them the error of their ways. Those who
D8 FACTION VENTURES
one’s soul in the cleansing light of the sun, one’s true will is revealed—and their life will transform into
have truly run afoul of the Children will The troubled teenager of a local Trade-
one of purpose and empowerment. The Children insist that all will be made to see the folly of placing
eventually find themselves tossed into the 1 Guild delegate has run away from home,
their faith in society’s crumbling systems—such as the Sularian Church and the powerful Trade-Guilds. intent on joining the Children of the Sun…
Mines of Galamok to rot away in endless
By and large, the Children are peaceful but often obnoxious in regards to pushing their beliefs on others. subterranean toil. An outspoken preacher of the Children,
They love to speak about the peace and fellowship that they’ve found as part of the Children. Some folks proselytizing from the street corner,
listen. Most don’t. Those who hear their message and want to know more can join with local “fellowships” 2 has offended a group of Sularian
and, if they prove earnest enough, even be invited to caravan out into the desert to Tanasrael itself. ADVENTURE HOOKS traditionalists who look to be on the verge
of beating them senseless…
PUBLIC FACE / PRIVATE GOALS :A charismatic, firebrand preacher,
speaking heresy against the Church, has One of the Children has been mugged by
The Children of the Sun are not hiding in the shadows—they are openly evangelistic about their faith been arrested by the Order Militant. The 3 ruffians and needs help getting back to their
and worldview. The Sularian Church disapproves of them and their radical message but holds them to authorities plan to condemn him as a fellowship’s safehouse…
be too small and disorganized a group to be any real threat to its interests in Lawbrand. dangerous agitator. The Children have A ship’s captain has found their hull full
offered a sizable reward to break him out of of stowaways—all Children of the Sun,
Few in Lawbrand believe the Children’s tales about their desert refuge. The truth is that Tanasrael, the
jail and return him to them unscathed. and all wanted for undisclosed crimes
ancient temple-city at the heart of the unforgiving desert, has become a living paradise. The massive 4
by local authorities. The Children are
ziggurat and its surrounding lands stand as a verdant oasis of green fields and lush groves. None know
how this miraculous transformation occurred, but it’s widely whispered that Tikanen himself brought
: A prominent Sularian bishop has been
murdered in Sargrad, and members of the
seeking safe passage to Tidesfar, intent
on reaching the desert beyond…
the land back to life. He preaches that “the sun and the earth turn to the will of man—and give up their Children of the Sun are suspected of having
Centaur gangrunners ravaged a highway
bounty to all those pure of heart…” been involved. The Order Militant seeks
caravan transporting a group of Children of
adventurers to investigate the local Children
However, there is an even darker secret at the heart of the movement that only Tikanen’s inner circle the Sun and made off with their possessions.
fellowship and determine whether or not 5
of priests and advisors know; one day, the Children of the Sun will march as a grand army to burn The surviving Children claim that they will
they were involved—and if they plan any
down the “wicked” civilization of Lawbrand and build a new righteous society from its ashes. Though pay a hefty sum to anyone who will recover
further violence.
this event is likely many years away, the cult is busy recruiting new converts and training its members their stolen belongings…
to fight. These trainees, known as Devouts, believe that this militarization is to protect the Children
from existential threats like the Church, desert dwarves, and territorial ma’ii packs—and have no idea
: A group of Children of the Sun converts, all
sons and daughters of powerful Trade-Guild
The Children of the Sun have come in
numbers to disrupt a local music event by
that they’ll one day be called upon to march as a purifying army. families, seek to flee Lawbrand in secret—and
6 brazenly preaching their message. The music
reach Tanasrael by any means they can. They
Those Devouts who distinguish themselves with martial ability are sometimes taught to wield the fans don’t want them there, and outright
are offering large sums of money to any who
power of the sun itself. Known as the Ash’ahand, these spellcasters can conjure and direct devastating violence between the two groups may ensue…
will help smuggle them out of Lawbrand.
flame attacks. There are also paladins known as the Ash’ahar who have been trained to be the fire- A former member of the Children of the
wielding generals of Tikanen’s purifying army.
: Children of the Sun extremists are believed
to have burned down a Sularian shrine 7
Sun, now living as a successful bard, fears
retribution from the cult that now sees them
WORK FOR HIRE in Orinfell. Many innocents died in the
as an irredeemable traitor…
fire. Authorities are seeking adventurers
While the Children tend to be fairly insular in their dealings within the Trade-Cities, they do from Ancient bloodstone relics depicting
to infiltrate the dangerous fellowship and
time to time hire outsiders to help with resolving local issues that are outside their purview. They distinctive ma’ii sun diagrams have been
determine the extent of their rebellion
might employ adventurers to perform tasks such as: 8 stolen from the local museum. Onlookers
against Lawbrand.
report that the Children of the Sun may have
: Acting as couriers delivering communiques between Trade-City fellowships
made off with them…
: Protecting caravans of aspirants as they travel across the desert

: Handing out food and supplies to the needy within the Trade-Cities

: Providing security at fellowship gatherings and public “protest” events

: Acting as bodyguards for high-profile (or notorious) street-preachers in the Trade-Cities

PART Iii: adventuring faction GUIDES


262 263

WHAT THEY KNOW ABOUT THE AUROBOROS


The Children’s leadership claims that they have no direct knowledge of the Auroboros. It is likely that
THE DRACONIS MALISATH
if their members or agents ever encountered a serpent-marked individual, they would simply assume
that they had also found the truth of their faith and manifested their own innate inner power just ALIGNMENT ORGANIZATION BASE OF OPERATIONS LEADER
as the Prophet Tikanen had. They would mistakenly see the existence of the serpent-marked as an Lawful Evil Criminal Cartel The Ossuary, Sargrad Vaalesh Dargonnas
affirmation of their beliefs and would likely try to recruit them as a living paragon of the faith. (Male vampire,Wraithblade
—pg. 168, Lawful Evil)

ECOLOGY
OVERVIEW
While the Children of the Sun have many followers and street-preachers scattered throughout the
The Draconis Malisath is a vast criminal cartel that controls organized crime throughout Lawbrand. Its
Trade-Cities, the bulk of their number is concentrated at the temple-city of Tanasrael. There, loyal
prolific, highly illicit enterprises are kept secret from Lawbrand’s authorities, allowing its many agents to
followers are trained to fight—preparing for the day when they will be called upon to march against
operate with near impunity within the Trade-Cities’ criminal underworld. While the cartel exerts direct
Lawbrand with purifying flame. Bestiary entries for the Children’s most notable agents—the
control over the realm’s gambling, smuggling, extortion, and thievery, its true power lies in leveraging the
Ash’ahand and the Ash’ahar—can be found on page 345.
political influence of the hapless Guild-Delegates and Bishops that have fallen under its sway.

Preacher (Commoner)
These ragged street-preachers can be found in nearly every corner of Lawbrand. PUBLIC FACE / PRIVATE GOALS
Devout (Cultist) The Malisath’s greatest asset is its secrecy. Lawbrand’s ruling authorities are unaware of the cartel’s
These zealous converts have been trained to fight and serve as basic guards and attendants for existence and thus have no clue that all organized crime in the realm ultimately leads back to it. The
Tanasrael and its surrounding grounds. Malisath’s ruling crime lords are content to prey upon civilization from the shadows…
In truth, the Malisath’s secret leaders are all immortal vampires. Many of them got their start centuries
Enlightener (Veteran) ago in Old Sularia’s criminal underworld and now seek to perpetuate their wealth and influence over the
These seasoned warriors act as bodyguards for the cult’s inner circle members and also serve as
hapless citizens of the modern age.
enforcers of the cult’s will. They are often called upon to discipline wayward members and intimidate
outsiders into keeping their distance from the cult’s activities.
WORK FOR HIRE
Elder (Priest)
These commanding clerics serve as Tikanen’s most trusted aides and advisors. Their formidable holy The Malisath employs a veritable army of secretive enforcers, assassins, and informants. Its recruiters are
powers are drawn directly from Tikanen—and allow them to exert direct control over the minds and constantly on the lookout for potential “contractors”—and fresh-faced adventurers are often lured into
hearts of thousands of believers at once. the Malisath’s dark web with promises of riches and power. When it comes to crime in the Trade-Cities,
there’s always plenty of work to be found.

GENERAL APPEARANCE The Malisath actively hires adventurers for a wide array of illicit tasks, including:

The Children wear light, loose-fitting clothing to keep out the desert heat. They often wear turbans
and distinct, tripointed hoods to cover their heads and faces, and flowing cloaks to ward off the sun. : Stealing coin and goods from nearly any legitimate business…

They favor earth-tone colors contrasted by the bright colors of the sun and flame. Oranges, yellows, : Smuggling stolen or contraband goods

taupe, and violet… : Assassinating high-profile targets

: Breaking Malisath agents out of local jails…

FAVORED WEAPONS
: Intimidating local politicians and clergy into passing legislation that would be beneficial to the Malisath’s
business interests…

The Children of the Sun’s warriors favor fast blades in combat. Their formal armed forces carry exotic While the Malisath pays exceptionally well, it expects total discretion from its contractors. Those who
scimitar blades and stylized halberds as their distinctive weapons. are caught by the authorities know never to divulge any of the Malisath’s secrets—lest they become the
cartel’s next target of assassination…
The Malisath offers an array of exotic weapons and thieving gear at its safehouses in each Trade-City.
Contractors in good standing with the cartel are given access to these sites by means of clandestine
passwords and associated hand signals that are changed regularly for security purposes.

PART Iii: adventuring faction GUIDES


264 265

RUNNING AFOUL OF THEM ECOLOGY


Those unfortunate souls who, for whatever reason, run afoul of the Malisath rarely live long enough The Malisath employs people from all across Lawbrand. From supernatural assassins to street-level
to regret it. The Malisath employs agents and paid killers in every corner of Lawbrand. It’s virtually enforcers, their agents could be anyone—lurking in the shadows or hidden in plain sight. They’re scary
impossible to hide from its vast network of spies and cutthroats. folks, always working to protect the cartel’s interests in the Trade-Cities and beyond…
Those who do succeed in evading the cartel’s more conventional agents eventually find themselves
hunted by the Malisath’s elite enforcers—the vampiric Wraithblades. These terrifying, supernatural Haunts (Spy)
assassins are as relentless as they are lethal. These low-level spies and informants act as the Malisath’s eyes and ears throughout the Trade-
Cities.

WHAT THEY KNOW ABOUT THE AUROBOROS Enforcers (Thug)


The Malisath knows only rumors of the Auroboros. The oldest vampires may remember specifics of Grim and efficient, enforcers act as the Malisath’s hired muscle. They are most often used to
what it is and what it’s done throughout history. Whatever the truth, the Malisath would see serpent- intimidate or harass flagging contractors and operatives who have failed to perform in their tasks or to
marked individuals as dangerous and destabilizing elements in society. The Malisath wants calm and give the Malisath its due cut.
consistency so it can conduct its businesses optimally, hating wildcard elements beyond its control.
Thus, it would send its Wraithblades to terminate any serpent-marked individuals that might arise.
Bloodweavers (Mage)
These vampiric sorcerers are employed to obfuscate the Malisath’s agents’ comings and goings in the
Trade-Cities. In dire situations, they are even tasked with using their macabre blood-magics to take
ADVENTURE HOOKS D8 FACTION VENTURES direct control of their victims’ bodies…

: Top delegates from the local Trade-Guild


fear their members have been targeted
1
A local Malefactor seeks to hire adventurers to
act as neighborhood debt collectors…
Malefactors (Malefactor—pg. 368)
Operating as regional captains in each Trade-City, Malefactors are often empowered with enchanted
for assassination. The delegates seek A terrified citizen believes they’ve been bitten items and weapons, which they use to maintain order and control throughout their criminal
adventurers to aid them in exposing the by a vampire. Desperate for a cure, they
2 organizations.
shadowy cartel that seeks their destruction. seek adventurers to aid them in locating the
creature’s lair… Nightlords (Wraithblade—pg. 168)
: A number of local citizens have gone
missing over the past few weeks. While the Adventurers are targeted by a Wraithblade Operating as regional captains in each Trade-City, Malefactors are often empowered with enchanted
cases seem unrelated, authorities believe 3 who mistakenly believes they botched a recent, items and weapons which they use to maintain order and control throughout their criminal
the disappearances might have a macabre high-profile vault heist… organizations.
connection to creatures known as “night A guild delegate, seeking to divulge what they
devils.” They seek adventurers to aid them 4 know of a vast criminal conspiracy, must be GENERAL APPEARANCE
in investigating the matter. protected on their way to the local courts…
The varied agents of the Malisath dress in many different ways, depending on their role and place in
: A well-connected information broker
is seeking adventurers to recover 5
A ledger is found containing evidence of a
“shadow cartel” organizing local smuggling
society. At the upper echelons, the leaders of the Malisath have impeccable style—wearing suits and
garb of the highest quality. They might very well pass for celebrities or affluent captains of industry. The
sensitive Trade-Guild documents that rings…
deadlier street-level agents sent to punish their foes (like the Wraithblades) wear practical assassins’
were stolen by centaur marauders. The A body is found with its throat slit and all the garb—black and midnight-blue leathers and cloth, their faces always masked to hide their identities.
documents themselves provide evidence 6
blood drained from its body…
of a vast, criminal cartel operating
An influential politician, paranoid after
throughout Lawbrand. FAVORED WEAPONS
embezzling from their “shadowy” business
7
: A Knight-Paladin believes that a small
coven of vampires has taken up residence
associates, seeks adventurers to act as
bodyguards…
The Draconis Malisath use a wide variety of weaponry to complete their grim tasks, including
longswords, katanas, short swords, daggers, knives, stilettos/shuriken, garrotes, and fist weapons.
somewhere in the city. She seeks the help
of able-bodied adventurers to find the A local business owner has been severely
coven’s secret lair—which she believes 8 beaten for failing to pay protection money to
may be hidden in plain sight. the local Malefactor…

PART Iii: adventuring faction GUIDES


266 267

FACTION DUNGEON

THE OSSUARY
Loculi

LOCATION DUNGEON TYPE PRIMARY RESIDENTS


Meatpacking District, Subterranean Catacombs The Draconis Malisath
Sargrad

This opulent labyrinth concealed beneath the streets of Sargrad’s Meatpacking District serves as the secret
headquarters of the Draconis Malisath. It is protected by phantasmal guards, resilient enforcers, and even the cartel’s THE COURT OF
ruling vampire crime-lords. SHADOWS THE WAY
OF BONES
THE WAY OF BONES THE COURT OF THE DRACONIS
There are many street-level entrances SHADOWS SANCTUM
into the Way of Bones, but all are kept This opulent wing of the Ossuary is Deep below the Court of Shadows’
secret by the Malisath. Upon occasion, filled with priceless art pieces and opulent halls exist dark tunnels
adventurers might find their way into artifacts from Old Sularia on full and alchemical laboratories. The
the underground tunnel system and display. Built to house the cartel’s Malisath’s experiments have resulted Private
explore its mysteries. Built as a burial affluent lords and top agents, its halls in numerous mutant lifeforms that Chambers
catacomb by the city’s founders, the contain numerous personnel quarters, stalk mindlessly through the empty
Way is littered with the bones of the meeting chambers, and storehouses. halls. It’s rumored that there’s a
dead and occasionally flooded by sewer In addition to the vampiric guardians, gateway to the abyss at the lowest
overflow. The winding tunnels—which there is also a host of other undead level of the Sanctum where the
eventually lead to the Malisath’s true creatures lurking in the hallways and Malisath’s immortal patron—the
sanctum—are guarded by slavering rooms. It is here that many of the powerful undead dragon, Malis—
beasts and undead watchers, all bent Malisath’s plans are formed. waits to devour those brazen enough
on keeping anyone from disturbing to venture into its accursed lair.
their masters’ dark work. Creature Types
Phantasmal guardians, elite skeletons, Creature Types
Creature Types Banquet
vampires Vampire lords, dire-bats, liches,
Oozes, giant rats, dire-bats, skeletons Room
bone-dragons

Exit to
Sweep Markets

Gallery From Streets

VAALESH DARGONNAS
(Male Vampire,Wraithblade—pg.168, Lawful Evil)
Ruthless and cunning to the extreme, Dargonnas has ruled the Malisath’s
criminal empire for close to a century. As a powerful vampire, he’s become adept
at balancing his passions and predatory instincts with cold, clinical precision in all
of his affairs.

THE DRACONIS
SANCTUM
1 Square = 10 feet

PART Iii: adventuring faction GUIDES


268 269

RUNNING AFOUL OF THEM


THE FANGS OF SCYLLIA Those who cross the Fangs of Scyllia find themselves at odds with an implacable, calculating enemy.
The Fang’s agents will go to any lengths to get revenge upon those who have wronged them, regardless
ALIGNMENT ORGANIZATION BASE OF OPERATIONS LEADER of the intervening time or distance. The Fangs will also brutally silence anyone who might expose their
Chaotic Evil Cult The Coiled Path, Lady Scyllia (Female half-elf, existence to the authorities. Murder, extortion, and psychological terror are their favored means of
Korosoth Mountain Soulstalker—pg. 392, Chaotic assuring their own safety.
Evil)

WHAT THEY KNOW ABOUT THE AUROBOROS


OVERVIEW
The Fangs know only rumors and mythology concerning the Auroboros. Worshipping Karybdiss as
The Fangs of Scyllia cult is one of the most malevolent forces currently operating in Lawbrand. The they do, they would see a correlation between the World-Serpent and the hydra-like semblance of their
cult exists only to serve the will of its master—the vile abomination, Karybdiss. Based within its cavern- bloated master. As a result, the cultists would almost worship serpent-marked individuals, mistakenly
sanctum known as the Coiled Path, the cult regularly sends its agents out into the Trade-Cities to kidnap assuming that they’re the avatars of Karybdiss’ terrible will. They would want to follow the serpent-
hapless citizens. These citizens are then used to either feed Karybdiss’ insatiable hunger for souls or marked and help them achieve their goals, regardless of their volatile nature or how destructive the
bolster the Fangs’ growing ranks. effects of their powers might be.
The Fangs’ most formidable agents are warlocks known as Soulstalkers, who use hallucination and deep
psychological horror as their primary weapons. They can manipulate others’ thoughts and perceptions—
FACTION HOOKS D8 FACTION VENTURES
projecting their appearance as a monster or creating the delusion that a dear friend is actually an enemy.
As a group, the Fangs operate in much the same way. The minds of its victims are shattered, and the
innocent pawns are then indoctrinated into the cult. The further they are taken down the Coiled Path,
: A Garmenters Guild-Delegate went
missing for days after suffering from
The music and lyrics of one of Innis’ most
popular bards have taken an uncharacteristically
the greater the depth of possession the lair’s tortured spirits achieve, taking control of their will. In debilitating nightmares. Though they 1 dark bent lately. The bard’s dearest friends can’t
this way, the Fangs’ numbers are growing quickly. There are hundreds of members at this point, each recently resurfaced and returned explain the sudden fear and paranoia that have
to their duties, they’ve been acting overtaken them…
bringing in two more, like the sprouting heads of a hydra…
strangely in their relationships and A haggard stranger offers adventurers empowering
business dealings. Their associates 2 magic, the only caveat being that the magic must be
PUBLIC FACE / PRIVATE GOALS fear they may have suffered a more etched directly onto their flesh…
The existence of the Fangs of Scyllia is kept largely secret from Lawbrand’s authorities—and so far, only profound trauma during the ordeal. A terrified woodcutter claims to have escaped
the Bohen Dur monks seem to recognize the danger the cult represents to society. No one knows about from a profane lair beneath Korosoth Mountain’s
Karybdiss’ existence but the Fangs themselves. Lawbrand’s authorities would be horrified to learn that : The Bohen Dur are investigating a string
of seemingly unrelated kidnappings. The
3
western face. The horrors they saw within still
the hydra-like monstrosity has been feasting on mortal souls for decades, right under their noses. missing citizens all seem to have been haunt their waking hours…

Despite the Coiled Path’s proximity to the Bohen Dur’s own Bohenna Monastery, the monks have only abducted within the same time frame, One of Innis’ high-society Taymaidens recently
recently become aware of the cult’s activities. They send their agents out to search for the cult’s hidden causing the investigators to wonder awoke with a strange, faintly glowing tattoo
whether they were taken by the same that she didn’t remember getting. After a series
lair and thwart their sinister schemes whenever possible. The Bohen Dur have chosen to keep the cult’s 4
nefarious group… of blackouts, she’s starting to fear that the
existence secret from the Sularian Church, presumably to better control their own efforts to contain its
symbol is somehow warping her thoughts and
growing evil.
: A string of grisly murders has baffled
Innis’ law enforcement. A random
controlling her actions…
A Bohen Dur monk has had a vision of maggot-
number of the city’s top designers,
WORK FOR HIRE like monstrosities writhing within the earth and
business people, and bards seem to 5
While the Fangs of Scyllia is an intensely insular group, it does solicit outside help from time to time. is convinced that what they saw is some kind of
have lost their minds and lashed out
The cult might hire adventurers to perform tasks such as: dire warning…
violently—but there appears to be
no connection between them. Some A hooded warlock seeks aid in tracking down
: Capturing and returning wayward members who had previously escaped their clutches
believe that macabre, supernatural 6 a beloved runaway “family member” who’s
: Gathering grisly reagents to be used in their profane rituals
forces may be at play… apparently become lost in the wilds…
: Hunting and eliminating rampaging Soulstalkers who have gone mad
: A number of Bohen Dur monks have Strange glyphs and profane symbols have been
: Silencing anyone who might threaten to reveal the cult’s existence
reported a malevolent psychic presence found carved into various trees and rocks along
: Slaying its enemies when its own agents prove too conspicuous to do so themselves
bearing down on them. As best they 7 Korosoth’s otherwise peaceful mountain trails.
The cult maintains maximum secrecy in all of its dealings, usually only hiring outside help through can tell, it’s emanating from somewhere Innis’ patrolling Valemen believe a new cult
clandestine intermediaries or members who maintain civilian guises within the Trade-Cities. Those deep beneath Korosoth Mountain. might be marking out its territory…
adventurers who find employment with the cult quickly realize the depths of its evil and rarely take The order’s leadership now seeks aid in A slain vagrant has been found in the wilds,
jobs with them twice. The cult’s agents have no compunctions about slaying outsiders who learn too investigating the troubling presence… 8 their blood-soaked body slashed with multiple
much about the true nature of their activities. jagged symbols…

PART Iii: adventuring faction GUIDES


270 271

FACTION DUNGEON

THE COILED PATH


ECOLOGY
LOCATION DUNGEON TYPE PRIMARY RESIDENTS
Insular in the extreme, the Fangs of Scyllia rarely employs outside agents to accomplish its goals. The
Korosoth Mountain, Cavern system, earthen The Fangs of Scyllia
cult’s members are fanatically loyal to Karybdiss and highly distrustful of anyone not of its ranks. Innis tunnels
That said, there are many different functions within the cult, ranging from the lowly Fangslaves to the
powerful Soul-Witches who enact the will of their monstrous master.
This cavern system that runs into the bowels of Korosoth Mountain is the home of the Fangs of Scyllia cult. Full of
Fangslaves (Cult Fanatic) horrors and restless ghosts, the winding caverns of the Coiled Path are saturated with profane sorcery and depthless
These are the cult’s most common members, dull-witted and docile. They tend to the everyday evil. And, at the bottom of the dungeon’s lowest pit, protected by its most powerful warlocks, lies the monstrous
functions within the Coiled Path and perform whatever tasks their cruel masters demand. abomination Karybiss. Those who venture too deeply into the Coiled Path will have their souls devoured by the
monster’s unfathomable evil…
Lurkers (Spy)
These trained warriors serve as guardians within the Coiled Path as well as the cult’s primary agents
within the Trade-Cities. They employ ruthlessness, secrecy, and subterfuge in their dealings across THE DESCENT THE MAW OF SOULS THE PIT OF WORMS
Lawbrand. Most of the Coiled Path’s guarded Near the bottom of the winding This lowest cleft beneath the
entrances lead into the Descent. Its Descent, the tunnels open up to mountain is the lair of Karybdiss,
Fangwraiths (Fangwraith—pg. 355) winding passageways are lined with reveal a series of massive, natural who sits fixed within a small lake of
These vengeful, ever-shifting ghosts are composed of multiple tortured souls bound together in eternal grisly fetishes and profane sigils of caverns. Their rocky floors are littered noxious fluid at its center. Awash with
anguish. They dwell within the Coiled Path’s darkest recesses—and prey upon hapless cultists and power. The cult’s primary lodging with the bones and mortal remains of foul toxins and undulating, poisonous
daring interlopers alike. areas and storehouses are situated off those who have been devoured by the oozes, the lair’s environment is
the main tunnel arteries and protected insatiable hydragor—the foul spawn unimaginably dangerous to mortal
Soulstalkers (Soulstalker—pg. 382)
by fanatical Fangslaves and their of Karybdiss itself. Vengeful ghosts creatures. Despite the threat posed
The elite warlock servants of Karybdiss itself, soulstalkers are imbued with their master’s vile power.
serpentine pets. haunt the entire area, saturating it by Karybdiss’ formidable bulk, its
They revel in stealing their victims’ souls and binding them to the glyphs upon their bodies. They use
with their spiteful spectral energy. hydragor spawn mull around the lair’s
their potent magics to sow terror among their foes. Creature Types
periphery, mindlessly shuffling for
Serpents, giant snakes, fangslaves, Creature Types
Soul-Witches (Soulstalker—pg. 382) food and sustenance.
deranged captives, Soulstalkers Ghosts, fangwraiths, zombies, oozes
Though their numbers are few, Soul-Witches serve as the high priestesses of Karybdiss and use their Creature Types
power to control the minds of others and enslave their bodies to their master’s will. Oozes, giant maggots (larval hydragors),
hydragors
Hydragor (Hydragor—pg. 362)
These monstrous maggot-like creatures are the spawn of Karybdiss. They dwell in the foul caverns
and tunnels surrounding their progenitor’s lair—constantly wriggling to devour anything within
their path.

GENERAL APPEARANCE
The members of this cult wear ruddy scraps of clothing—caring little for appearances. They are
disheveled, haunted, and devoid of natural empathy. The one visual unifier they all share is their
spiraling tattoos—often depicting serpents or multiheaded hydras.

KARYBDISS
FAVORED WEAPONS
(Hydragor—pg.362, Chaotic Evil)
The warriors of the Fangs prefer brandishing wickedly curved blades and poisons. Daggers, short
A hideous, colossal monstrosity, Karybdiss is a creature of incalculable psychic
swords, and barbed clubs are their favorite weapons of choice.
might and an insatiable hunger for mortal souls. Permanently enthroned
within its pestilent lair, Karybdiss sends its minions to sow terror and discord
throughout the realm of Lawbrand.

PART Iii: adventuring faction GUIDES


272 273

To Pit of Worms
THE HOWLING
Seat of
Karybdiss ALIGNMENT ORGANIZATION BASE OF OPERATIONS LEADER
Chaotic Evil Cursed Horde Sar’Sharah, Goruu-mog the Ragebringer
the Barrier Wilds (Male Staggoth—pg. 383,
Chaotic Evil)

OVERVIEW
The Howling is a horrific, generational “event” as much as it is a specific group. A few times in each
generation, the cursed demigod, Ralavak, awakens in its lair and howls in supernatural agony. Its
maddening cries echo across the Barrier Wilds, compelling all who hear them to slaughter everything
in their path. Few living mortals can resist the call of the Howling, unless protected by other
supernatural means. At its most organized, the Howling is a cursed, motley horde made up of sylvan
peoples like satyrs, trolls, staggoth, and gnolls—as well as all manner of predatory monsters, including
manticores, chimaera, basilisks, and owlbears.
Warlock
Larval Chambers THE MAW OF SOULS This horde is controlled by the mighty staggoth, themselves fallen druids who worship Ralavak as their
Pits deity. At his unspoken behest, they direct the Howling’s attacks and act as extensions of the demigod’s
From Maw Larval tortured will. The staggoth have built a series of profane altars and fanes throughout the wildlands,
of Souls Pits which serve to increase the horde’s aggression and stamina. These fanes are powered by Ralavak’s
THE PIT cursed blood and often befoul the forestlands upon which they’re built.
OF WORMS
PUBLIC FACE / PRIVATE GOALS
The forces of the Howling have thus far operated only in the remote Barrier Wilds. As such, they are
Storehouses
largely unknown to the general populace of Lawbrand. The few citizens who have survived the Howling’s
attacks have brought stories of their experiences back to Lawbrand, but they are rarely believed.
Lawbrand’s authorities hold these tales of “nightmare hordes in the wilderness” to be nothing more than
fanciful works of fiction. The only faction that knows the terrible truth of the Howling is the Oram Hai.
Amphitheater The benevolent druids, intent on protecting the sylvan peoples from annihilation, fight the Howling
Assembly whenever and wherever they can.
Prisoner
Cells
WORK FOR HIRE
The Howling exists only to slaughter. It does not negotiate, barter, or attempt to manipulate. It has no
needs, save for the uncontrollable urge to spill innocent blood. As such, it requires no outside aid in
achieving its horrific goals.

RUNNING AFOUL OF THEM


The Howling know only rage and hate. All who are not of the Howling are its prey—and all prey must
be slaughtered.
Dwellings

THE DESCENT

From Korosoth
Mountain
1 Square = 10 feet

PART Iii: adventuring faction GUIDES


274 275

WHAT THEY KNOW ABOUT THE AUROBOROS ECOLOGY


It’s unclear what the Howling knows about the Auroboros, given that it isn’t an organized faction While the call of the Howling can drive any semi-intelligent creature to mindless rage, the horde’s
and that those among its ranks who are clear-minded enough actually to converse with are members are most commonly of sylvan races and creature types. Whether it be satyr, tree-folk,
typically more interested in splitting your head open and bathing in your blood than comparing gnolls, or staggoth, the creatures of the Howling are all equally cursed to rend flesh and spill blood
notes about metaphysical matters. The reavers of the Howling are so crazed and bloodthirsty, it’s wherever they can.
probable that they wouldn’t be able to make a distinction between those who bear the Mark of the
Serpent and those that don’t. Everyone the Howling encounters is simply meat to be butchered. The Mindless (Tribal Warrior)
These feral, unthinking slayers are wholly given over to the Howling’s madness and are capable only of
ADVENTURE HOOKS D8 FACTION VENTURES killing and feeding. The Mindless include members of all races among their ranks.

: The Howling has attacked a lumber


village north of Hearthvale, capturing
1
Farm settlements along the Barrier Hills have
reported an increase in nighttime raids…
Throatslitters (Assassin)
Serving as assassins and shadowy infiltrators, Throatslitters maintain a semblance of individuality and
all of its citizens and taking them into A profane, blood-soaked altar has been found self-control while under the Howling’s curse. These warriors often work alone, using subterfuge and
the wilds. As the Howling usually in the wilds. Dismembered limbs of missing stealth to murder their prey.
slaughters its victims, authorities fear 2
villagers were arranged around it in concentric
for the citizens’ fates and have called Fleshreavers (Fleshreaver—pg. 356)
ritual patterns…
for volunteers to launch a desperate These merciless killers serve as the Howling’s elite soldiers. In the depths of their bloodlust,
rescue mission into the Barrier Wilds. A Knight-Paladin has captured a dangerous Fleshreavers undergo horrific mutations that cause them to take on terrifying, goatlike appearances,
staggoth in the outskirts of Orinfell. During its regardless of their race of origin.
: Scattered “end times” sects across
Lawbrand have learned of the
3 imprisonment, the slavering beast taunted its
captors with warnings of the blood and madness Staggoth Reavers (Staggoth—pg. 383)
Howling and venerate it as a that would soon engulf the whole of civilization… The mighty, antlered staggoth serve as the Howling’s elite warrior caste. The creatures’ sheer strength and
primordial force of nature meant to ferocity are legendary, and their primal cunning makes them effective captains in battle.
purge all traces of civilization from A satyr, thought lost in the wilds for years, has
the world. These dangerous fanatics miraculously returned. It recounted horrific tales Staggoth Priests (Staggoth—pg. 383)
4
have gathered in numbers, and they of slaughter and ruin—but couldn’t discern if These ancient, fallen druids are potent spellcasters who use rage and terror to dominate the minds of
are intent on sowing chaos throughout they were nightmares or actual memories… their foes. As Ralavak’s keepers, they hold total control over the Howling’s vast hordes.
the Trade-Cities in anticipation of the Strange bone fetishes and grisly trophies of
Howling’s eventual arrival. 5 mortal remains have been found tied to trees in
the wooded foothills north of Hearthvale… GENERAL APPEARANCE
: One of the leading biologists from
Lietsin’s Conservatorum has heard A lumber caravan headed for Innis was attacked The forces of the Howling wear basic garb and flayed skins, little in the way of little clothing or
the tales of the Howling—and believes 6 by an unknown force. Its attendants were armor—heedless to any danger or sense of modesty. They often paint themselves in their victims’
them. He is actively recruiting brutally butchered—and apparently skinned… blood or wear ceremonial war paint over their faces and bodies. Many of the Howling’s members bear
adventurers to help him reach the A gnoll village north of Orinfell was razed to the ritual scars and have crude, stylized bones pierced through their skin.
Barrier Wilds and capture one of the ground without a single structure left standing.
Howling’s reavers alive. He hopes 7
But for all the destruction, not one of the FAVORED WEAPONS
to determine whether the Howling’s villagers’ bodies was found…
effect is supernatural or something Warriors of the Howling use only the crudest weapons and tools. They wield bone clubs and mauls,
more akin to a communicable disease. The Order Militant has discovered pagan shrines stone hammers, and jagged iron blades for the most part.
scattered throughout the Trade-Cities. The
8
: A group of quarry giants, forced to flee
their village in the face of the Howling’s
Church’s leadership fears a new “forest cult” is
corrupting the hearts of the faithful…
onslaught, are planning to venture
back into the Barrier Wilds to find their
lost kin. Though incredibly strong and
resilient, the giants know firsthand the
threat they face—and have offered the
last of their coin to hire able-bodied
adventurers to help them on their
perilous quest.

PART Iii: adventuring faction GUIDES


276 277

FACTION DUNGEON THE VALE OF MADNESS


SAR'SHARAH
Writhing
Woods Vile-Fane
LOCATION DUNGEON TYPE PRIMARY RESIDENTS
The Barrier Forest Gauntlet, The Howling
Wilds Subterranean Temple From
Barrier Wilds
Writhing
Woods
Sar’Sharah, known as the “Nightmare’s Heart,” is the horrific resting place of the cursed demigod, Ralavak. The
dreaming demigod sleeps at the bottom of the Nightmare Cleft—a vast chasm where its desiccated bulk remains
lodged between two monolithic stone slabs. Over the past four centuries, the staggoth who worship Ralavak have built
crude temples up and around their master’s form—ledges, fanes, and innumerable rope-bridges crisscross high above
the infernal chasm. Hellish red light spills over the area, and a pall of rage and dread affect all those who venture into
the accursed domain.

THE VALE OF MADNESS THE NIGHTMARE CLEFT


This densely forested gauntlet lies just outside of the Innumerable altars, platforms, and rope bridges line the Into
Nightmare Cleft, creating a buffer between the Howling’s walls of the Cleft’s primary slabs. Upon these, the staggoth Cleft
Vile-Fane
most sacred site and the outside world. Resembling a great and leaders of the Howling go about their business of Writhing
winding maze of dead trees—the vale is loaded with vicious arming the Howling’s murderous minions and tending Woods
traps and cunning ambush sites. Crazed monsters roam the to the remains of their dreaming demigod. From time
eerie paths or soar in the blood-red skies above them. to time, Ralavak stirs in his fitful sleep, and his moans
reverberate violently throughout the area. The demigod’s
Creature Types
favored children—the manticores – nest around its rotted
Oozes, giant vermin, Fleshreavers, gnolls, satyr, warped tree-folk,
bulk, keeping careful watch for their master’s eventual From
staggoth, chimaera, manticores
reawakening. Vale
THE NIGHTMARE CLEFT
Creature Types
Minotaur, staggoth, manticores, rage-giants Vile-Fane

Goruu-Mog’s
Lair

Vile-Fane

Ralavak’s
Lair

GORUU-MOG THE RAGEBRINGER


(Male Staggoth—pg.383, Chaotic Evil) Vile-Fane

Once a noble druid of the wilds, Goruu-mog now serves as the abominable high
Dwellings
priest of the Howling. Adept at stoking bloodlust and unbridled savagery in others,
this ritually scarred, monstrous staggoth looks forward to the fateful day when the
Howling will finally be unleashed upon the unsuspecting masses of civilization. Manticore
Lair

1 Square = 10 feet

PART Iii: adventuring faction GUIDES


278 279

WORK FOR HIRE


THE NECROMANTI While the order spares no effort to maintain its secrecy, on rare occasions, it hires outsiders to perform
tasks that might otherwise reveal its existence. These tasks might include:
ALIGNMENT ORGANIZATION BASE OF OPERATIONS LEADER
Neutral Evil Cabal of Sorcerers The White Palms Hotel, Kyssh the Everlord
: Stealing rare spellbooks or artifacts from the Arcanimus Academy
Lietsin (Mummified Deathseer—pg.
: Silencing those who might reveal the order’s existence to the authorities
351, Chaotic Evil)
: Gathering bones and whole skeletons from graveyards and mausoleums and delivering them back to the
White Palms

OVERVIEW : Hunting down and slaying undead monstrosities that somehow escaped the order’s control

The Necromanti are an ancient, clandestine order of sorcerers whose existence dates back over two
: Providing protection to occultists operating abroad in the Trade-Cities

Those mercenaries and adventurers who take work with the Necromanti usually do so through
thousand years. Originally founded by a triumvirate of powerful Deathseers, the order was dedicated
intermediaries—and rarely learn too much about the secretive faction that paid them for their troubles.
to dark sorcery, illicit arcane study, and the relentless pursuit of temporal power. Their schemes and
To protect the order’s secrets, the paranoid Necromanti agents will often try to slay the hapless
manipulations allowed them to hold sway over the evils and monsters of the old world for centuries.
adventurers who’ve worked on their behalf. Better safe than sorry.
The Necromanti’s dark reign ended with the rise of the upstart Sularian Empire and the inevitable
War of Light and Shadow, which saw the order toppled by the might of Sularia’s holy paladins. The
once indomitable Necromanti order has led a meager existence ever since. RUNNING AFOUL OF THEM
The Necromanti’s only surviving Deathseer, Kyssh, has bided his time over the ensuing centuries, The Necromanti will go to any lengths to protect themselves from discovery. Those who the order deems
patiently rebuilding the order’s power base and replenishing its depleted numbers. His devoted a threat can find themselves beset by the Necromanti’s relentless skeletal minions or even cursed by the
occultists work to keep his existence hidden from both the Sularian Church and the Arcanimus, for occultists’ potent sorceries. The Necromanti never forget a slight—and have the discipline and patience
obvious reasons. Given the nefarious role it’s played throughout history, the Necromanti would be to exact their revenge regardless of how long it takes.
systematically rooted out and destroyed if ever discovered.
As such, the order maintains a veil of absolute secrecy—one they’ll retain until the day comes when
WHAT THEY KNOW ABOUT THE AUROBOROS
they rise to reclaim their rightful place as the secret overlords of civilization.
The Necromanti know more about the Auroboros than practically anyone else. The order has kept
detailed records and histories of the Auroboros since its inception. As such, they also know exactly
PUBLIC FACE / PRIVATE GOALS how dangerous it is. Kyssh himself has seen the destruction the Auroboros wreaks when unleashed.
Based in the Trade-City of Lietsin, the Necromanti reside within one of the city’s largest and oldest Thus, the Necromanti want nothing to do with manipulating it or amassing its power. Officially, they
hotels—the White Palms. Owned by one of the order’s many public-facing shell companies, the would avoid it, and those affected by it, like the plague.
storied hotel has been enchanted by protective wards and powerful sorceries that keep interlopers While Kyssh demands that his occultists avoid the Auroboros, some of his more zealous agents have been
from discovering the secrets hidden within. On its uppermost floor, there is a guarded gateway swayed by the temptation of its power and recklessly seek it out. Some of them believe that manipulating
that leads to a hellish pocket dimension known as the Eye of Kyssh, where the immortal Deathseer the Auroboros could uncover the mysteries of immortality and allow them to save the life of their undead
resides with a coterie of infernal minions. master. If these wayward occultists ever encountered serpent-marked individuals, they might try to capture
them and perform rituals that would allow them to syphon the Auroboros’ powers for themselves.
While the hotel’s exterior appears normal to Lietsin’s citizens, visitors and onlookers are often
perplexed by the fact that prospective guests are always turned away, despite no one ever seeming
to stay there. Few could imagine what actually transpires within. The hotel’s enchanted interior is
a shifting labyrinth of darkened hallways and macabre suites—all protected by a cadre of skeletal
servants and summoned shadow creatures.

With their secret base of operations protected from outside interference, the Necromanti perform
their tasks with impunity. Their agents scout the Trade-Cities, seeking out rare artifacts and
spellbooks to bolster their already formidable arcane power. The order’s occultists regularly infiltrate
the nearby Arcanimus Academy by posing as students and faculty members. In this way, they gain
unrestricted access to the Academy’s vast libraries and research facilities to further their knowledge.

On rare occasions, some of the Arcanimus’ magi are drawn into the order, lured by the prospect of
secret power. These wayward magi often find themselves enslaved to Kyssh’s dark power, unable to
escape the curse of their newfound fellowship.

PART Iii: adventuring faction GUIDES


280 281

ADVENTURE HOOKS D8 FACTION VENTURES ECOLOGY


The occultists of the Necromanti are few in number, but they employ a wide array of minions and
: A set of manuscripts outlining an
ancient, dangerous spell known as
1
The lone survivor of a group of lumberjacks claims
that blackened skeletons attacked their crew in
conjured servants to achieve their aims and accomplish their daily tasks.
the “Ritual of Dominion” has been the outskirts of Orinfell—skeletons that reportedly
stolen from the Conservatorum’s disintegrated to ash following the attack… Skeletal Horrors (Occultist Skeleton—pg. 371)
archives. The Conservators chased These mindless skeletons, constructed by the order’s necromancers, are comprised of jet-black bones.
A respected Bohen Dur monk was recently shaken They perform a wide range of tasks but always disintegrate to ash once their purpose is complete.
the hooded thieves through Lietsin’s by a horrifying vision of a vast shadow rising
streets only to lose them somewhere 2
above the Trade-Cities—at its center was a single, Skeletal Sentinels (Occultist Skeleton—pg. 371)
near the vicinity of the White Palms. fiery eye staring down upon the populace… The order’s elite warriors and bodyguards, the Skeletal Sentinels are adorned with durable black

: An Arcanimus student has been


revealed to be a spy working for
A young historian believes they’ve uncovered
the existence of a secret cabal that’s been
armor and expertly crafted weapons. The necromancers also leave them a modicum of free will so they
can perform more complex tasks.
a clandestine group of sorcerers. 3 manipulating society for thousands of years,
Apparently, they’ve been conducting but their superiors find their theories to be Spectral Servants (Fangwraith—pg. 355)
dangerous experiments within the insubstantial… These dutiful apparitions serve as guards within the White Palms and act as servants for the
Academy’s laboratories and feeding One of the Arcanimus’ top students has been order’s occultists.
the research back to her shadowy missing for weeks. Believing their teachers were
4 Occultists (Necromanti Occultist—pg. 370)
patrons. Chancellor Serelvar asks for holding him back from greatness—they set out to
achieve greater arcane power on their own… These cunning master sorcerers have sworn themselves to Kyssh, offering their vast powers—and their
aid in investigating the matter.
very lives—to ensure his continued existence.
A disheveled spellcaster was arrested after
: The Order Militant has been looking
into a macabre string of robberies; 5
unsuccessfully trying to raise the dead in a local Necromancers (Archmage)
mausoleums across Lawbrand have cemetery. They told authorities that they were Nefarious spellcasters who specialize in raising and controlling the dead, necromancers stand among
been pilfered of bones and even taught to do it by a secret cabal… the order’s most powerful members.
whole skeletons. The inspectors are A tourist in Lietsin, who found lodging at the
stumped as to what the bones might historic White Palms hotel, has evidently gone
be used for and have called for aid in 6 GENERAL APPEARANCE
insane—claiming that otherworldly creatures
tracking the stolen remains… inhabit the historic hotel… The order’s acolytes prefer dark, hooded cloaks and robes when gathered together—their outer
appearance befitting the darkness of their goals and methods. Publicly, they would not wear anything
: An Inspector-Magus from the
Arcanimus has been investigating 7
A Sularian Priest has heard the improbable
confession of a ragged sorcerer who claimed to have
that could expose their order’s existence. They tend toward secrecy and shadows—often appearing
gaunt and haunted.
sightings of a black coach pulled by sold their soul to a mummified, orb-like devil…
ethereal steeds that has been seen
A mysterious patron seeks aid in smuggling illicit
speeding through various Trade- FAVORED WEAPONS
necromantic items into Lietsin. The pay they’re
Cities before vanishing without a
8 offering is substantial, but they demand that no The modern Necromanti favor subtle weapons like daggers and hidden blades. They are not fighters
trace. The Inspector-Magus requires
questions be asked of their identity or that of as such and rely on sorcerous weapons and staves to protect themselves from physical danger.
help interviewing the eyewitnesses.
their organization…

"In secret and in shadow, I have harnessed my power over these


past centuries. My plans are in place and my acolytes are ready. At
long last, the time for my vengeance draws near.”
—Kyssh the Everlord

PART Iii: adventuring faction GUIDES


282 283

WHAT THEY KNOW ABOUT THE AUROBOROS


THE ORAM HAI The Oram Hai have limited knowledge of the Auroboros, but what they do know is seen through the
lens of the natural world. They see the Serpent coiling through creation as an aspect of balance and
ALIGNMENT ORGANIZATION BASE OF OPERATIONS LEADER synchronicity. They do not explicitly fear it as a naked source of destruction but see it as a powerful
Chaotic Good Druidic Order Kannibus Hills Goshaedas macro predator that serves a function within the ordered cosmos. The Oram Hai intuit that the
(Male treant, Druid, Serpent seeks to be in balance. They are fascinated by it but have no direct access to it—other than
Neutral Good)
what can be seen in the natural world.
Knowing that mortals would be driven to madness attempting to wield the Auroboros’ power, the
OVERVIEW druids would seek to heal serpent-marked individuals by transferring the Auroboros back into nature
itself. Through powerful rituals, they bleed the Auroboros back into the earth, sky, and trees—all in an
The wise, benevolent druids of the Oram Hai care nothing for the drama and tensions that define
attempt to save the afflicted individual as well as restore balance to the world.
everyday urban life in Lawbrand. Instead, they seek inner peace and equilibrium with the natural world.
They can often seem aloof or even whimsical to outsiders, but great strength and wisdom run deep
among the order’s members. FACTION HOOKS D8 FACTION VENTURES
Under the Oram Hai’s protection, a number of sylvan peoples—including satyr, centaur, pixies, gnolls,
and humans—have flocked to Kannibus Hills over the years. Known collectively as the “gentlefolk,” : The Oram Hai druids, knowing that
the Howling will erupt again soon, 1
A young satyr in Talis is rumored to be able to
speak to animals—now their entire neighborhood
these peoples have all adopted the druids’ mission of safeguarding the wilds and standing vigilant against are asking for volunteers to help is full of stray beasts…
the terrors of the Howling. With so many gathered for the greater good, Kannibus Hills has become a discover the horde’s hidden lair within
refuge of healing and enlightenment for all. A salamar botanist has created a formula that
the Barrier Wilds. They posit that if 2
turns regular plants into ravenous monstrosities…
Situated atop the peak that overlooks the enclave is the Ursalis, commonly known as the Bear Mound—a the Howling’s source can be found,
Wildkeepers have captured a fleshreaver and
unique formation with a cliff face in the shape of a roaring bear. Beneath this mound is a cavern system perhaps it can be silenced forever.
3 plan to interrogate it in hopes of discovering the
blessed by the druids. Within it, the Oram Hai conduct their ritual vision quests and healing trances. Many
visitors to the Ursalis report having visions of their futures or dreams that frame the forward path of their : The lake near the crest of Mount
Effron has been fouled somehow—
Howling’s nearby den…
Poachers have been hunting treants to sell their
lives. The Oram Hai hold the Ursalis as the single most sacred site in all of the wild. polluting Kannibus Hills’ fresh water
4 miraculously resilient bark to black-market
sources. The Oram Hai are asking for
PUBLIC FACE / PRIVATE GOALS shield-makers…
volunteers to venture up the mountain
While the druids attempt to keep the existence of their order and their enclave of Kannibus Hills a secret, and investigate the mysterious source Having heard rumors of life blooming in the
there are some in Lawbrand who know of them. Rumors abound of the tranquil forest refuge hidden of corruption. 5 desert surrounding Tanasrael, an elder druid has
set out to see the miracle with their own eyes…
in the wilds. As issues of increased crime and overpopulation arise in the Trade-Cities, more and more
pilgrims come to Kannibus Hills seeking to escape their troubles and finding oneness with nature. The : A renowned salamar botanist in
Skarborough’s Greenlight District has The Oram Hai have discovered an enchanted
sheer amount of people seeking the enclave is unsustainable, and the outsiders often have a very shallow made an alchemical breakthrough in 6 gateway made of intertwined tree roots, hidden
understanding of what the Oram Hai’s mission is. Still, whether they be wayward travelers or ardent nature rapid plant regeneration. The curious in the depths of Illian Forest…
crusaders, all within Kannibus Hills eventually come to live in peace and balance. Oram Hai seek adventurers to retrieve A great concert is being held at the Woodsong
samples of the salamar’s serum and amphitheater in Kannibus Hills. Select bards from
7
WORK FOR HIRE deliver them safely to Kannibus Hills across Lawbrand have been invited to perform at
for further study. the event…
The denizens of Kannibus Hills hire all sorts of folks to meet various needs around the commune. It’s
held that everyone can help out for the good of all and earn their keep in whatever creative ways they
can. Adventurers looking for work are often asked to perform tasks such as:
: An ancient rivalry between two
stubborn copses of tree-folk threatens
A patrol of Wildkeepers was ambushed by the
Howling in the deep wilds. The Oram Hai seek aid
to erupt into outright violence. 8
in finding them and bringing them safely back to
: Hunting and gathering food for the enclave’s residents
The resulting conflict could cause Kannibus Hills.
: Protecting the enclave from Howling raids or rampaging sylvan monsters
great upheaval in nature’s delicate
: Assisting the druids with tending the trees and forest animals
balance and threaten local wildlife.
: Gathering crafting items for the folks in Traders Thicket
The druids seek help in negotiating a
peace between the bitter copses and
RUNNING AFOUL OF THEM restoring tranquility to the region.

When bandits or ruffians threaten the enclave, the druids rarely resort to violence. They prefer
instead to incapacitate criminals and try to show them the error of their ways in hopes of them being
rehabilitated. However, the various animals and monstrous creatures under the druids’ care aren’t
always so forgiving to those who trespass against the enclave. If anyone caused dire harm to the
gentlefolk, the Wildkeepers would hunt them down and dispense their own brand of justice—having
the wisdom to know when to take life or spare it.

PART Iii: adventuring faction GUIDES


284 285

ECOLOGY
The Oram Hai are responsible for the many different peoples and creatures that dwell within their
REVEL INC.
peaceful enclave. Folk of varied races and backgrounds serve a number of dedicated roles within the
small society of Kannibus Hills—but they all adhere to the druids’ tenets of civility and unity. ALIGNMENT ORGANIZATION BASE OF OPERATIONS LEADER
Chaotic Neutral Bloodsport Entertainment Revel East, Lietsin Chief Executive Officer Sala Tjaad
Tenders (Commoner) Corporation (Male gnoll, Noble, Chaotic Neutral)
These gentlefolk inhabit the enclave and care for the wilds that surround it.

Outrunners (Scout) OVERVIEW


These satyrs serve as the enclave’s tireless scouts and lookouts.
This upstart corporation makes vast sums of money running over-the-top sports entertainment
Woodwakers (Druid) events throughout Lawbrand. Gladiator matches, no-holds-barred chariot races, dangerous stunt
These selfless druids tend to the region’s treants, waking them from their long slumber and seeing performances—even underground street-fighting rings. The demand for such bloodsports is rising
to their needs. throughout Lawbrand, and there’s always money to be made in life-or-death spectacle…
Revel has offices in most of the Trade-Cities, but its leaders oversee operations from the company
Drimir (Acolyte)
headquarters in Lietsin. Revel East, as it’s known, is the hub of bloodsport entertainment and where
These often-aloof mystics serve as seers and oracles for the order.
the real fan fervor is generated. Revel bought rights of control over Lietsin’s Grand Coliseum and
Sages (Druid) uses the ancient landmark as their main event venue. Gladiator matches and chariot races run there
These veteran druids tend to the gentlefolk, offering guidance and advice to all seekers. throughout the year. Fighters from all over lawbrand flock to Lietsin to audition for Revel to try and
get on its payroll.
Druids (Druid)
Revel also sponsors a number of celebrity gladiators and chariot drivers—known collectively as
The members of the Oram Hai are peaceful guardians of nature and powerful spell-casters.
Slamstars. Often the ruthless contracts they trap these Slamstars into make them little more than
Wildkeepers (Wildkeeper—pg. 160) indentured slaves to Revel’s management. These “stars” are regularly used as hired muscle to further
Blessed with powerful animal totems, these soldiers protect the wilds against the Howling. Revel’s despicable aims.

PUBLIC FACE / PRIVATE GOALS


GENERAL APPEARANCE Local governments, especially the Conservatorum in Lietsin, despise Revel Inc. The company makes it
The druids and their guests favor the colors of nature and deck themselves in leaf-woven garments a practice to buy off politicians and Guild-Delegates to gain more control in local governance—which
and fabrics made from the wild. They tend toward not wearing animal skins, but it’s not prohibited in in turn allows them to manipulate laws to generate more revenue. They are soulless businessmen with
any way. They tend toward camouflage and earthen texture patterns in their clothing and gear. no moral base who will go to any length to maximize profits. They care little for the Slamstars in their
employ. At the end of the day, blood equals profit. Everyone is expendable.
By contrast, the gentlefolk prefer loose-fitting clothing adorned with beaded artworks, tie-dye color
patterns, and dream-catcher motifs. Visually, the enclave is a colorful, artistic place. Ultimately, Revel Inc.’s execs want to create their own Trade-Guild in Lietsin—effectively displacing
the Conservatorum as the real controlling power in the city.

FAVORED WEAPONS
WORK FOR HIRE
The druids and their protectors use any number of weapon types to protect the enclave. Swords,
Revel Inc. regularly hires mercenaries and adventurers to perform a wide variety of tasks. These tasks
clubs, axes, and maces are common, as are bows, spears, slings, and other simplistic ranged weapons.
might include:

: Fighting in trial combats to win short-term gladiatorial contracts

: Collecting payments from troublesome venues or event promoters

: Standing in as sparring partners for legendary Slamstars

: Taking bounties on fighters who have abandoned their Revel contracts

: Test-driving cutting-edge racing chariots

RUNNING AFOUL OF THEM


Those who double-cross Revel Inc. soon find that there’s nowhere in Lawbrand they can hide from
the company’s long reach. Its agents and promoters in each Trade-City are tapped into the local
underground and can easily track down anyone Revel Inc.’s execs deem a threat. With so many
dangerous fighters on its payroll, Revel has no problem with meting out its own brand of street justice.

PART Iii: adventuring faction GUIDES


286 287

WHAT THEY KNOW ABOUT THE AUROBOROS ECOLOGY


Revel Inc.’s execs are utterly clueless about the existence of the Auroboros but might be interested in Revel has talent scouts who move throughout Lawbrand looking for upcoming “superstars.” Fighters,
making a buck off it if they could. Revel would probably try to get powerful serpent-marked individuals to daredevils, chariot drivers—Revel hunts for them all, always on the lookout for the next big Slamstar.
sign some kind of short-term contract… These scouts are often ruthless—and trap the would-be stars into unforgiving business contracts.
Apart from their talent, Revel employs a wide range of personnel and attendants.

ADVENTURE HOOKS D8 FACTION VENTURES


Bruiser (Thug)
An up-and-coming Revel exec sent hired thugs
: One of Lietsin’s most respected delegates
has been accused of skimming funds from 1 to rough up a competing executive, but they beat
These street-level thugs are often used to bully folks into poor contracts through intimidation and
threat of outright force.
the Conservatorum’s coffers. The delegate the wrong person within an inch of their life…
believes Revel execs are setting them up to The Intra-Continental Champion Slamstar Talent Scouts (Veteran)
undermine the community’s trust in the 2 mistakenly believes that a member of your Many of these sharp-eyed scouts were once gladiators themselves. Now they comb the Trade-Cities
Conservatorum. They seek aid in restoring party poses a serious threat to their title… seeking up-and-coming fighters that can be groomed for stardom.
their good name…
The lone survivor of a terrible off-road chariot Daredevils (Thug)
: A former Slamstar was found nearly beaten
to death on the streets of Sargrad. While
3 crash believes that Revel secretly sabotaged their
team’s chariot…
These thrill-seeking stuntmen live to entertain crowds by performing dangerous feats of acrobatics
and vehicular control.
she remains in a comatose state, authorities
An affluent Taymaiden in Innis is offering a
have no way to determine who beat her or
small fortune to anyone who can bring her an Charioteers (Gladiator)
why. Though, word on the street is that she 4 Steel-nerved and highly skilled, these fearless chariot drivers live to win—and enjoy smashing their
authentic, first-edition, mint-condition Ultimate
tried to break her contract with Revel — opponents at high speeds.
Thunderer trading card…
and this was the severance terms…
The Oram Hai druids are in an uproar over Gladiators (Gladiator)
: The annual RevelSLAM event in Lietsin is
drawing nearer—and prospective fighters 5
Revel’s recent efforts to capture predatory
animals and sylvan monsters for use in their
These peerless fighters are adept at fighting with a wide array of weapons and combat styles. They
delight in one-on-one combat and live for the roar of the crowd.
from every Trade-City are gearing up to
upcoming gladiatorial events…
compete. As a result, violent skirmishes Slamstars (Gladiator)
and back-alley street fights are becoming A young salamar dreams of becoming the next
These superstar gladiators and charioteers are recognized as the most fearsome warriors in the land.
more frequent across Lawbrand. great Slamstar, regardless of their total lack of
6 They often dress in unique, over-the-top costumes and bear nicknames like “Diamond Lion,” “the
Authorities are asking for help in breaking physical ability or fighting prowess. Problem
Ultimate Thunderer,” “the Mortician,” and “Deaf Knight”…
up these dangerous confrontations. is, they just won’t stop picking fights…
Authorities in Tidesfar are trying to clamp down
: Two of the most famous Slamstars have
an ongoing feud, and their recent rhetoric 7 on what enthusiastic gladiator fans are dubbing GENERAL APPEARANCE
toward each other has inflamed their “floating cage matches…” There is no standard attire for Revel employees or agents. Appearance varies widely based on their
respective followings. Now, this conflict Back-alley street-chariot races are becoming role. Revel executives make sure to look highly fashionable and project an image of success. Slamstars
between packs of enraged fans has started a real problem in Skarborough. Authorities often wear gaudy, flamboyant outfits that boost their notoriety.
8
a full-blown riot in the streets of Lietsin. seek aid in setting obstacles and speed traps
throughout the Trade-City’s winding avenues…
FAVORED WEAPONS
Revel execs and officers rarely carry weapons as such, but their bodyguards and stars carry a wide
array of exotic weapons and gear.

PART Iii: adventuring faction GUIDES


288 289

RUNNING AFOUL OF THEM


THE SULARIAN CHURCH The Order Militant keeps the peace and enforces laws in both Sargrad and Orinfell—and also stands
ready to intercede in the other Trade-Cities if upheaval proves too great for local constabulary to
ALIGNMENT ORGANIZATION BASE OF OPERATIONS LEADER handle. Its Peacekeepers regularly patrol the streets, apprehend criminals, and when necessary, quell
Lawful Good State Church of Cathedral of St. Varina, Grand-Justiarch Laravess Kelwynde riots. The Peacekeepers are dogged in their pursuit to bring criminals to justice.
Lawbrand Sargrad (Female human, Priest, Lawful Good)
For criminals and subversives who prove too difficult to apprehend, the Order will call upon the
Knight-Paladins to hunt them down. The Knight-Paladins have sanction to operate within any of the
Trade-Cities and employ all means necessary to dispense indiscriminate justice.
OVERVIEW When perpetrators are required to provide further information relative to their cohorts or conspiracies, the
Though its headquarters lies in Sargrad, the Sularian Church is active across the breadth of Church will also employ specialized Knight-Paladins known as Confessors. These intimidating specialists
Lawbrand. There are thriving church congregations in each Trade-City, all overseen by regional are experts at extracting the truth from their charges, regardless of what grim methods must be used.
Bishops who answer to the Cardinals of the High Council. Most citizens of Lawbrand count
themselves as members of the Church—though overall, they are generally less devout than believers of
previous generations. ADVENTURE HOOKS D8 FACTION VENTURES
The vast majority of Sularian priests and missionaries work tirelessly to help the people of
Lawbrand—feeding the poor, aiding the sick and broken, caring for orphans, and giving spiritual
: Substantial tithes have been raised to fund a
new outreach program intended to feed the
A wide-eyed adolescent, obsessed
with tales of the Knight-Paladins of
guidance to all in need. They do the real community work that St. Jehnra originally intended for the poor and homeless populations living in the 1 Old Sularia, has foolishly set out to
reformed Church—fulfilling the promise of its great commission. However, some of the Church’s streets of Sargrad. Brazen local gangrunners “dispense justice” in Sargrad’s gritty
Cardinals and Bishops are often seen as being aloof and unmoved by the needs of the common people recently stole these funds, and the Order outskirts…
—more interested in assuring the realm’s commercial success and their own financial prosperity than Militant has asked for aid in recovering them A factory worker suffered a horrific
that of Lawbrand’s erstwhile citizens. and returning them to the Church. accident on the job but was
The Church’s Order Militant is essentially a privatized army that protects the Trade-Cities of Sargrad
and Orinfell—and stands ready to intervene on behalf of any Trade-City that requires policing or
: The Children of the Sun have begun to
harass Sularian believers by intruding on
2 miraculously healed by a mysterious
priest who appeared to pray over
direct military intervention. local church services and even badgering them…
believers in the streets. While these events Dozens of eateries have donated meals
have been nonviolent so far, Church to the local Sularian orphanage, but
PUBLIC FACE / PRIVATE GOALS leaders are concerned that the Children 3 the priests fear street thugs might steal
The Church’s overarching activities are overseen by a High Council of eight Cardinals, who are becoming a truly disruptive element. the food before it can be given to the
themselves answer to the Grand-Justiarch who rules from the Cathedral of St. Varina. These Cardinals They seek aid in investigating the Children’s children…
meet regularly in Sargrad but otherwise hold dominion over the regional Bishops of each Trade-City. fellowships and determining their true intent. A local priest was invited into a secret,
The Cardinals act as political checks and balances against the commercial authority of the powerful orthodox church group based in Orinfell,
Trade-Guilds, while the Bishops tend to the day-to-day operations of their respective congregations. : A Cardinal from Orinfell has been arrested
and charged with sedition. Believed to be one
4
but they fear that refusing the invitation
Given its vast resources and manpower, the Sularian Church is, by far, the single most powerful of the ringleaders of a dangerous militant sect will have dire consequences…
entity in Lawbrand. As such, the Trade-Guilds recognize that the Church could hold near-absolute known as the Circle of Thorns, the Cardinal Rumors abound of a hobgoblin who
power should it choose to use the Order Militant to take direct control of the Trade-Cities. For its represents a serious threat to the Church’s 5 possesses the power to cure diseases
part, the Church recognizes that commerce and culture are one—and so long as there is prosperity in unity. The Order Militant has requested of any kind…
Lawbrand, peace and stability are assured. volunteers to help transfer the Cardinal from
Holy relics from the Cathedral of St.
Orinfell to Sargrad, where he will stand trial
Varina have been stolen and fenced
WORK FOR HIRE for his crimes. 6
through pawn shops in a handful of
Officially, mercenary work is illegal in Lawbrand, as it is considered a destabilizing element in maintaining
law and order throughout the Trade-Cities. The Church would never officially employ adventurers or
: Intermittent street gang warfare in
Sargrad’s Outskirts has started to spill over
Trade-Cities…
A respected elder priest has passed
outside contractors in its affairs outside of those granted writs or official bounties. However, local priests into adjacent city sectors. The Church,
away, and local citizens have turned
and missionaries might take the risk and hire outside help to perform local tasks such as: committed to keeping peace between 7
out in numbers to celebrate their
the factions, intends to send delegates to
inspirational life…
: Rescuing orphans from the streets and delivering them safely to Sularian orphanages negotiate an end to hostilities. The High
: Investigating local cults or radical offshoot church groups Council seeks aid in protecting the delegates One of the gang leaders from

: Arresting suspected heretics or witches as they engage the various gangs’ leaders. Sargrad’s Outskirts, awash with guilt

: Investigating rumors of “true healing” or “divine power” 8 over a lifetime of crime and violence,

: Spying on errant clergy or trade delegates suspected of aberrant or sinful behavior has come forward to confess their
sins publicly…

PART Iii: adventuring faction GUIDES


290 291

WHAT THEY KNOW ABOUT THE AUROBOROS


The upper echelons of the Church know that the Auroboros exists and understand that it devoured
THE TIR'ASSAR
Old Sularia—but they don’t have a clear understanding of how it all works. They view the Auroboros’
power as fundamentally corruptive and dangerous. As such, they try to keep knowledge of its existence ALIGNMENT ORGANIZATION BASE OF OPERATIONS LEADER
Lawful Neutral Artisan Order of The Tir'Assan Court, Celethrien
from the masses.
Sigilists Feyonnas (Male high elf, Archmage,
The Church would send its Knight-Paladins and Order Militant to terminate any serpent-marked Lawful Neutral)
individuals they became aware of, believing them to be incalculably dangerous threats to the safety of
society. The immediate execution of serpent-marked individuals is the only solution the Church would
consider—but they’d try to keep the whole affair as secret as possible. OVERVIEW
The Tir’Assar is a secret society of elven sigilists who have practiced their art for over two thousand years.
ECOLOGY Its members have been counted as some of the greatest artists to ever live—achieving the greatest heights
of beauty and creativity by fusing the magic of powerful sigils into their works of tattooed body art.
The Church employs people from every race and walk of life across the breadth of Lawbrand. From
simple missionaries and dedicated priests, all the way to the indomitable Knight-Paladins, the servants Their artform is so revered within elven society that most citizens of Feyonnas have volunteered to become
of the faith perform a wide array of functions that make them the single most dynamic force in “muses” or living canvasses for the Tir’Assar’s art. After millennia spent huddled together in their timeless
Lawbrand’s society. refuge, nearly everyone in Feyonnas bears at least one of the Tir’Assar’s ritual sigils or tattoos.
The Tir’Assar elves believe that everyone and everything has a purpose within creation—and that every
Missionary (Commoner) action is significant to the flow of fate. They do not sit in judgment of people from an ethical standpoint,
These novice priests move through the Trade-Cities and outlying communities, praying, preaching, but instead try to consider the greater impact of their choices. They apply this same philosophy to their art
and helping everyday people in any way that they can. —rendering beauty and power with little interest in any supposed moral impact. To them, the art—and the
purity of its expression—are all that matter.
Peacekeeper (Guard)
Acting as the Order Militant’s primary soldiers and guardsmen, Peacekeepers are often called upon to
patrol the city streets and act as bodyguards for high-profile priests and dignitaries. PUBLIC FACE / PRIVATE GOALS
Though there are only a handful of members left within the ancient order, many of them bristle at
Priest (Priest) their confinement within Feyonnas and the fading of their craft and influence from the outside world.
Priests lead local community churches and are often called upon to serve as attendants at the larger Secretly, they long for new inspiration and compelling muses to fire their creativity.
cathedrals. They are the beating heart of the Church and serve its followers as shepherds and spiritual
guides. While most of the high elves would be alarmed if any outsiders ever found their way into Feyonnas,
the Tir’Assar’s sigilists would secretly rejoice to have the opportunity to use their arts on fresh new
Martial-Captain (Veteran) “canvases.” Certainly, they understand the risk that outsiders bring to the elves’ existence, but they
Stalwart and just, the Martial-Captains are the senior officers of the Order Militant. They oversee the would be torn between that danger and the tragedy of their art wasting away in their timeless enclave.
Peacekeepers and lead them into combat when necessary. It is likely that should outsiders ever enter Feyonnas seeking the Tir’Assar’s services, the members
would protect them from detection and grant their requests. To the Tir’Assar, such encounters would
Knight-Paladin (Knight-Paladin—pg. 364) be seen as a matter of fated destiny.
These grim warriors are bestowed powerful artifacts that allow them to keep the peace across the
breadth of Lawbrand. They have a broad jurisdiction to hunt their charges and use any means
necessary to bring subversives to justice.
WORK FOR HIRE
In the rare instances where the Tir’Assar might encounter outsiders within Feyonnas, it would
enthusiastically take the opportunity to hire them to perform a wide array of tasks, including:
GENERAL APPEARANCE
The priests and attendants of the Sularian Church often wear the colors of white and gray—in : Gathering exotic reagents for their unique tattooing inks

flowing robes and cloaks. Their garments tend to be simple but well made. It’s bad form to appear too : Serving as models for trying out radical new sigils

ostentatious—even if one is so inclined (and many are). : Bringing contraband art and relics in from the outside world

: Gathering new designs from sigilists operating in Lawbrand

FAVORED WEAPONS RUNNING AFOUL OF THEM


Sularian priests and their attendants usually prefer straightforward weapons like maces, clubs, and Seeing all actions as being fated, the Tir’Assar elves wouldn’t take being crossed by anyone too
daggers for personal defense. The Order Militant employs all types of weapons and armor as a seriously. They would only be alarmed if Feyonnas itself faced an immediate threat—and even then,
standard militia. they would never leave it to seek retribution on wayward outsiders. Instead, they would trust that
the interlopers’ destinies would be punishment enough. They believe that on a long enough timeline,
everyone gets what they’ve got coming to them.

PART Iii: adventuring faction GUIDES


292 293

WHAT THEY KNOW ABOUT THE AUROBOROS ECOLOGY


The Tir’Assar’s sigilists know exactly what the Auroboros is and what it can do when released. While The Tir’Assar’s numbers are very few, with only about a dozen of them remaining. Those within their
incalculably dangerous, they believe the Auroboros has animus—and moves with the flow of destiny. order perform a small number of functions:
Being artists first and foremost, they see the Auroboros as a source of universal energy and creativity.
Being the oldest and most experienced sigilists alive, they are the primary source for granting the Muse (Guard)
Mark of the Serpent to those bold enough to seek it. Bestowing the Mark on another is a sacred thing These high elves, having no arcane power of their own, offer their flesh as blank canvases to the
to them—an act of will that taps into the heart of creation itself—apart from any moralistic arguments sigilists, as well as serving as guardians and stewards for the order.
about good or evil intent. They appreciate that even those of evil intent might accomplish great good
Sigilist (Acolyte)
with the Mark’s power—or perform acts of great necessity they themselves may not even be aware of.
Master artisans who put their soul essences into enchanted tattoos that bestow great power upon
The Tir’Assar cares only that fate has been served—and that its art has been immortalized upon the
the bearer, Tir’Assar sigilists have also been trained as spellcasters and can summon powerful
canvas of creation.
magics to protect themselves if necessary.
However, before they’d consider granting the Mark to an individual, they would weigh their souls
through a time-tested ritual meant to assess whether the person could physically handle the Mark’s Soulseer (Mage)
power. The mystic ritual, consisting of a guided vision quest within the Pit of Scales, reveals whether These venerable sigilists are blind, seeing only the “soul-fire” from tattooed sigils. While they can
or not the individual in question can sync with the Serpent’s power. With that confirmed, the Tir’Assar no longer craft sigils themselves, they have limited ability as prognosticators—seeing moments into
will bestow the Mark. the future.
Even if the serpent-marked individual went insane and wrecked half the world, the Tir’Assar would see
it as having been destined all along. Its members would never seek to contain or confront a serpent- GENERAL APPEARANCE
marked individual unless they posed an immediate threat to Feyonnas itself.
The Tir’Assar epitomize elven grace and fashion, holding their physical appearances as extensions of
their innate artistry. They wear their hair in ornate styles and don the regal clothing—flowing, silken
robes and drapes—that was the height of fashion in ancient Ereth’iel.
ADVENTURE HOOKS D4 FACTION VENTURES
: An upstart sigilist has heard tales of an ancient
order of master sigilists that reside in a secret,
A sigilist in Innis believes they have
discovered a dangerous new sigil
FAVORED WEAPONS
enchanted enclave. Obsessed with learning their 1 Though it is rare for them to see combat, the Tir’Assar favor nimble weapons such as short swords,
form—something thought to be
secrets, they seek aid in reaching their remote, daggers, staves, and throwing darts.
impossible…
forested realm—and gaining entrance by any
means possible. An Inspector-Magus has found
evidence of powerful enchantments
2
: Nos Irrom, perhaps Lawbrand’s most infamous
bard, has resurfaced. Haggard and wary, he
obfuscating a large tract along the
southern edge of Illian Forest…
seeks a group of adventurers to help him in
returning to his homeland. What’s more, he’s An amnesiac gnoll has been found
revealed that his homeland is the last refuge of wandering the streets of Sargrad.
3 Locals say they’ve exhibited strange
high elves on Drastnia…
powers—and bears a tattoo of a

: Arcanimus researchers believe that some high elves


may have survived the drows’ purge 1,700 years
serpent devouring its own tail…
A cartographer from the
ago and could have amassed powerful artifacts Conservatorum has pieced together
and spell lore in a secret location. They seek aid in a comprehensive map of ancient
finding the elves’ secret trove of wonders. Ereth’iel and its outlying colonies in
4
the Southlands. They believe that the
: Adventurers receive a cryptic message from a
member of the Tir’Assar—granting them access
ancient elven rangers once marked a
location on Lawbrand’s southern coast
to the order’s secret refuge, if only they will help
as a perfect site for expansion…
them capture a uniquely dangerous sigilist—
known as Nos Irrom!

PART Iii: adventuring faction GUIDES


294 295

LOCATION GUIDES ADVENTURE HOOKS D8 LOCATION VENTURES

This section details the various locations within Lawbrand and its outlying regions. From the bustling
: An old prospector has recovered dozens of exotic
trinkets and fetishes from the area around Giants’
1
Mayor Tomson, seeking political leverage against
Revel Inc., is looking for help in intercepting a
End—heedless to the fact that they were digging centaur courier carrying Revel’s financial dockets
streets of Sargrad to the unforgiving wastelands surrounding Red Bluff, these entries cover the scope
through a sacred ma’ii graveyard. Now, a particularly back to Lietsin…
of each location’s governance, constabulary, and localized dangers. The guides provide GMs with all
dangerous ma’ii pack has chosen to take revenge for
the tools they’ll need to utilize Lawbrand’s locales in their ongoing adventures. The bartender of the Angry Axle seeks help in
the sacrilege by staging nighttime raids against Baker’s
2 locating Cur Calagor, an old ma’ii racer who
residents. The Flat Trackers have asked for volunteers
has fallen on hard times…
to hunt the ma’ii and end their harassment.
LOCATIONS GUIDE PRIMER Engineers at the Crash Circuit are seeking

OVERVIEW CONVERSATION TOPICS


: Revel Inc.’s chief surveyor was scouting remote sections
of the desert for a new off-road race course when their
3 volunteers to test-drive the latest “cutting-edge”
off-road racing chariots…
scouting chariot went over a boulder-strewn cliff. Now,
Details about the location’s current status and major story Random conversation topics that players might overhear Brother Abrathan of the Sularian Church requires
Revel is offering to pay large sums of money to anyone
aid in finding a lost group of pilgrims who left
themes. while in the location. who can recover the lost detailed course maps and 4
their caravan and set out to find “paradise” on
diagrams. Oh, and if the careless surveyor is brought their own…
back too, that would be a nice bonus…
RUNNING AFOUL OF THE LAW TRADE-GUILD Chad Chadsworth of Revel Inc. is offering large
How the local constabulary handles criminals who break
the law.
Information on the Trade-Guild that runs the city. : A caravan trader has brought a wagonload of silks
and fabrics to trade with the local ma’ii tribe. They’re 5
sums of money to anyone willing to intimidate
local race sponsors who balk at paying Revel’s
convinced that they’ll make a fortune on the artifacts and
: Work for Hire
A list of tasks that the Trade-Guild will hire adventurers to trinkets they’ll procure from the ma’ii. However, they
exorbitant entry fees…
A team of Conservatorum archeologists studying
ADVENTURE HOOKS perform. can’t seem to find the ma’ii’s camp. They’ve offered to
pay adventurers to help them find the reclusive nomads, 6 the obelisk at Searchlight Hill have been attacked
A selection of high-level story ideas based on the location
that might provide the basis of an entire campaign. : Guild Ventures
Quick quest ideas involving the Trade-Guild that can
regardless of whether they want to be found or not. by giant, ill-tempered vultures…
Irwin Ironwrench, lead mechanic in the Pits,

VENTURES
launch short-term adventures or one-shots.
: A caravan transporting new converts to the Children
of the Sun has stopped in Baker to resupply its water
7 requires help scavenging exotic engine parts for

Quick quest ideas involving the location that might


: Guild Conversation Topics
Random conversation topics specifically about the Trade-
drums. While in town, the converts have agitated the
locals by boisterously preaching their newfound faith
his revolutionary Turbo Encabulator…
An old desert dwarf, their flesh singed by flame,
launch short-term adventures or one-shots. Guild that players might overhear.
and decrying the “lacking moral fiber” of Baker’s earthy 8 drags themself into town raving about fire-
citizenry. Mayor Tomson has called in the Flat Trackers wielding demigods dwelling in the deep desert…
to keep the peace until the caravan makes its way
further east.
BAKER
CONVERSATION TOPICS
When in Baker, players might chance on random conversation topics from locals. These conversations might lead to
OVERVIEW
quick adventure ideas or quest trajectories within the area.
Though it lies far beyond the borders of Lawbrand, the quiet desert town of Baker was the very first settlement founded by
the refugees fleeing from Old Sularia generations ago. Due to its remote location and harsh desert climate, the town never
grew into anything more than a sleepy frontier way station. : “Ya know, those city folks in Lawbrand never did us any
good out here. But Revel—now there’s a group that cares : “The races out here are thrilling. I come out for all the big
events. I mean, you have to be out of your mind to charge
However, in recent years, Baker has become the epicenter of outlaw off-road chariot racing. Revel Inc., the corporation that about us common folk! They bring a lot of money and across the desert at those speeds. But these racers, they have
sponsors the grueling long-distance racing events, holds sway over the town and its denizens—many of whom have made good jobs into town.…They didn’t pay me to say that, by absolutely no fear.”
the way!”
careers out of building, fixing, and running racing chariots.
: “Searchlight Hill? Nah, that old obelisk must be broken or
As a waypoint along the Shining Road—the long desert route that links Lawbrand to distant Red Bluff—Baker offers services
and resupplies the various caravans that cross the unforgiving Tanaroch. While travelers are rare, the town’s locals are always
: “Ma’ii? Well, we don’t see too many of their kind out this
way. They’re all bandits and tricksters if you ask me. And
somethin’. Sure, it lights up every now and then, but there’s
no rhyme or reason to it. Least as far as the big-brains from
happy to offer assistance and protection to all in need. yeah, I heard this was all their land once, or some such. the Conservatorum can tell. Just a faulty old relic.”

RUNNING AFOUL OF THE LAW


Baker and its surrounding areas are protected by a ragtag militia known as the Flat Trackers. The grizzled desert scouts
who comprise the group are all expert trackers and marksmen. While they usually patrol the more outlying edges of the
community, they can be called upon to act as constabulary in town when fights break out or theft has occurred. Given its
small size, Baker has only a tiny jail for housing criminals. Most folks who stir up trouble are usually rounded up by the
Flat Trackers and sent under guard back to Lawbrand on the next returning caravan.

PART Iii: adventuring location GUIDES


296 297

RUNNING AFOUL OF THE LAW


FEYONNAS Feyonnas is a relatively small enclave, and its inhabitants have known and lived harmoniously with one another for
centuries. Crime and need are almost nonexistent. As such, the only infractions that require intervention are caused
OVERVIEW exclusively by outsiders who are either invited in or somehow find their way into the elves’ sanctuary. In such instances, the
The secluded enclave of Feyonnas is the last bastion of the fabled high elves. With fewer than one hundred elves Atesh’an Preservers—formidable warrior-mages—can be called upon to mete out justice and ensure the elves’ continued
remaining, they hold every life within Feyonnas as incalculably precious. Separated from the waking world by powerful safety. The Preservers will not hesitate to terminate anyone that threatens the tranquility of their enchanted sanctuary.
protective enchantments, these surviving elves stave off final extinction within their timeless, perfectly preserved
paradise. As such, Feyonnas is closed to all outsiders—whom they refer to as “malath’as”—save for the select few who
have been given special sigils of passing by the elves themselves. As visitors are so rare and the elves so used to their CONVERSATION TOPICS
isolation, they often treat outsiders they encounter with distaste and abiding mistrust. When in Feyonnas, players might chance on random conversation topics from locals. These conversations may lead to
To maintain the enchantments that protect them from the Auroboros’ devouring energies, the elves participate in a quick adventure ideas or quest trajectories within the area.
nightly ritual—singing ancient, graceful hymns that impart a fraction of their precious life energies into the grand
spellwork. The hymns also serve to cast out the elves’ darkest thoughts and nightmares—consigning them to the Pit of
Scales beneath Feyonnas. In this way, the elves continually purge their darker natures and effectively feed their fears to
: “You do not belong here, young malath’as. This perfect,
delicate place is but an illusion. In truth, it is the prison of : “At times, I fear that eternity is the harshest prison.
Nothing changes in this perfect, timeless place. Not even the
our immortal souls. Return to your own kind under the skies heart’s deepest longings.”
the dreaming World Serpent—keeping it sated and pacified beneath the world.
of the waking world—and forget you ever set eyes upon the
In some instances, the elves’ thoughts and nightmares fail to feed the serpent and instead run loose, becoming restless
dream-wraiths that haunt the caverns of the Pit of Scales and its surrounding woodlands. Essentially, the greatest threat
beauty of Feyonnas.” : “Oh, the wonders you must have seen in the waking world
beyond. I can scarcely recall the sound of thunder echoing

to the elves within Feyonnas is their own worst fears… : “How dare the begrimed malath’as enter our sacred places!
It shames me to say they should be slain for the affront.”
across the mountainsides…the din of bustling streets, or even
the sweet melody of children’s laughter…”

ADVENTURE HOOKS D8 LOCATION VENTURES

: An elven muse, her entire body covered by the


Tir’Assar’s enchanted artwork, has suffered some 1
There is a dream-wraith festering in an abandoned
house near the Pools of Moonlight, giving horrific HEARTHVALE
kind of mental trauma and wandered off into the nightmares to all those that dwell nearby…
wilds. The Preservers have searched every inch of
2
The elves are gathering for their evening ritual-hymn, OVERVIEW
Feyonnas for any sign of her but found nothing. but the moonsinger Jor’leth can’t be found…
They now fear that she may have been lured into Located in the north of Lawbrand, Hearthvale has always been considered the country breadbasket of the realm. It’s here
the terrifying Pit of Scales and seek aid in finding High Librarian Atha’vas has discovered that his detailed that most of Lawbrand’s agricultural products are grown and harvested. For most of its history, Hearthvale’s industry was
her before her troubled soul is devoured by the 3 essays on the Auroboros’ corrupting effects have been privately held by farmers and ranchers known collectively as the Old Families. In recent years, powerful lobbyists have
Auroboros. taken from his private study… pushed to formalize the region as an official Trade-City under the auspices of the newly established Harvesters Guild.
The forests outside of Feyonnas have been overrun This development has created an ongoing tension within the region as the Old Families push back against the guild’s
: Dozens of terrifying dream-wraiths have escaped
from the Pit of Scales and now haunt the streets 4
by rampaging owlbears that threaten to destabilize
the Threshold gateway—Feyonnas’ only bridge to the
encroachment over their holdings.

of Lunarion. Having taken the forms and faces of Hearthvale’s citizens are proud, hardworking, and traditional. They don’t think much of the hustle and bustle of
waking world… Lawbrand’s greater metropolitan Trade-Cities. They would prefer to be left to their own devices and produce their goods
the elves’ slain ancestors, the wraiths have wrought
untold horror and heartache. The elves now require Celethrien, leader of the Tir’Assar, seeks to learn their own way—just as they’ve done for the last two centuries.
help banishing the foul specters and returning the fate of his willful apprentice, Nos Irrom, who
5 While the other Trade-Guilds hope for Hearthvale to arise as a full Trade-City, they fear that Lawbrand’s food and textile
tranquility to their city. abandoned Feyonnas years ago to live among the
production will falter as tensions rise between the Harvesters Guild and the Old Families. These tensions have been
mortals of Lawbrand…
simmering as of late, due primarily to the Leparte family—one of Hearthvale’s oldest and richest landholders—which has
: The elves have learned that a certain drow who took
part in their people’s slaughter centuries ago now The leylines of the Shrine of Nar’lythil have fallen out sided with the Harvesters against their powerful rivals, the Hillblooms and the Staghearts.
lives under an assumed identity in Lawbrand. While 6 of balance—and reality itself has begun warping and
many wish to let the past lie, there are some who tearing around the sacred site…
RUNNING AFOUL OF THE LAW
seek vengeance for the sins this drow committed The librarians of Atesh’ar require an ancient book of
against their people. These vengeful few are seeking 7 drow history currently held in the Conservatorum’s Major crime isn’t a significant factor in Hearthvale or its surrounding agrarian regions. Though Centerton, the territory’s
assassins to slay the drow and avenge their people. libraries in Lietsin… modest central city, has its share of theft, violence, and smuggling, the region’s most common infractions involve livestock
rustling. In instances where crime or upheaval present themselves, Hearthvale’s Northfield Regulators are called on to
: The power of the Auroboros has briefly awakened,
causing Feyonnas’ wildlife to become agitated and 8
The dream-wraiths have been festering within the Pit
of Scales, causing widespread anxiety and unrest within
intervene. This militia, formed of volunteer farmers and ranch hands, patrols the region’s long highways and outfields,
looking to keep the peace wherever possible.
ferocious. The Preservers seek aid in hunting the the enclave…
most dangerous predators before they can endanger
the citizens of Lunarion.

PART Iii: adventuring location GUIDES


298 299

ADVENTURE HOOKS D8 LOCATION VENTURES THE HARVESTERS GUILD


: The Harvesters Guild, backed by powerful
lobbyists in Sargrad, has begun buying the land
1
The Regulators have been alerted to the Rail Docks,
where saboteurs, likely hired by one of the Old
The newly inducted Harvesters Guild is backed by all of Lawbrand’s powerful Trade-Guilds. It is committed
to bringing Hearthvale fully into the fold and modernizing its farming and ranching to optimize industrial
out from under local farmers and ranchers— Families, are attempting to destroy the guild’s recently production. To this end, the guild has begun purchasing land in huge tracts—and installing automated reaping
amassing vast tracts of land under its legal unloaded harvesting machines… machines on each of its holdings. While its aims are focused on the betterment of Lawbrand overall, the guild
authority. Groups of Hearthvale’s citizens have Members of the Stagheart and Hillbloom families remains unmoved by the plight of Hearthvale’s local farmers and ranchers, whose livelihoods have been
begun protesting the guild in the streets of 2 are squabbling over their old feud—and their fighting devastated by the changes it has wrought on the region.
Centerton, even resorting to violence against the has spilled out into the muddy streets of Centerton…
guild’s shameless delegates. WORK FOR HIRE
The Regulators have asked for volunteers to aid them
: The affluent Leparte family, seeking to elevate its
influence with the Harvesters Guild, has begun
3 in finding the missing citizens of Barrow Mill, who were
scattered in the wake of a Howling attack…
While the Harvesters Guild formally employs dozens of workers, bureaucrats, and administrators, it regularly
calls upon the services of mercenaries and adventurers to handle tasks outside of its purview. Adventurers
selling them the secret financial records of rival might be hired to perform tasks such as:
The furious Hillbloom family claims that one of their
families. From transaction ledgers to longstanding
4 largest crop fields has been fouled by industrial runoff
grant deeds, these pilfered documents are
intended to give the guild political leverage over
from the guild’s new harvesting machines… : Transporting shipments of food goods from outlying farms to
Silo Street in Centerton : Acting as bodyguards for Harvesters Guild delegates
throughout the region
the Hillblooms and Staghearts. Gangrunners have hijacked shipments from the
5
commune at Reapers Field bound for Centerton.
: Protecting cattle on outlying ranches from rustlers and bandits
: Investigating rumors of Howling attacks along the

: Bands of hill giants have been pouring into


the region, fleeing the Howling’s devastating
Now the commune’s destitute farmers have no funds
to resupply their grain stores… : Breaking up fights between angry locals in Centerton
Barrier Hills

attacks on their northern home of Splinterpine.


Hobgoblin rustlers have made off with the Stagheart
The wary, displaced giants have taken lodging 6
family’s most prized cattle… GUILD CONVERSATION TOPICS
where they can find it and seek to enter the
region’s workforce. Able to do the work of ten A grim-faced hill giant has asked willing adventurers When in Hearthvale, players might chance on random conversation topics about the Harvesters Guild
to travel to its old home in Splinterpine to retrieve the from locals. These conversations might lead to quick adventure ideas or quest trajectories within the city.
regular farmers, the giants’ services are in high 7
family heirlooms it was forced to abandon when the
demand—and have resulted in hundreds of
Howling attacked…
D4 GUILD VENTURES
farmhands losing their jobs.
A bereaved farmer, crying in the street, claims that the : “I’m not sure what to believe, but I heard the Harvesters
are hiring a private army of mercenaries and cutthroats
: Though there are few in the region who believe
the tales of the Howling, reports of increased
8 Harvesters Guild swindled them out of their farm
and livelihood…
that they plan on sending against the Old Families’
Hoping to ease tensions between his lifelong
neighbors and the Harvesters, Lucas Josh has
nighttime raids and attacks in the wild have estates. I guess if they can’t buy them out, the guild will 1 recently taken the job of local Guild-Delegate.
been steadily increasing. While the Northfield drive them out by any means necessary.” Despite his good intentions, his neighbors now see
him as a traitor…
Regulators have increased their patrols along
the Barrier Hills, many in Hearthvale fear that : “Ol’ Rhelgore sure has his hands full these days. I figure
he wants to do right by the farmers and such, but he’s Magistrate Rhelgore seeks aid in breaking up
something sinister might be pressing down got to stay in the guild’s good graces to keep his job. citizen protests in the streets of Centerton. He
upon the region. Folks around here think he ain’t much more than the 2
fears the protests will turn violent and all hell
Harvesters’ puppet.” will break loose in his otherwise quiet town…
CONVERSATION TOPICS
When in Hearthvale, players might chance on random conversation topics from locals. These conversations might
: “I know these stubborn country types can be a real
headache. But aside from them, I have to say—this 3
Vigilante groups, presumably backed by the
Old Families, have begun attacking the Guild’s
lead to quick adventure ideas or quest trajectories within the city. country is one of the most beautiful places I’ve ever seen. expensive harvesting machines in the Outfields…
I get why they fight to protect it so fiercely. If this was my
The farmers’ commune of Reapers Field has
home, I guess I’d do the same.” been smuggling small shipments of its goods
: “I can’t abide these simpleton giants stomping around the
place. The brutes don’t belong here with regular working : “I’m telling you, the Howling is real! My grandfather saw
one of ’em once. Eyes as cold as death, he said.Y’all believe
: “These damned business types think they can roll in
4
downriver in an attempt to bypass mandatory
guild tariffs…
folk like us.We’ve got enough troubles of our own without what you want, but I know the truth.” from their big fancy Trade-Cities and throw their money
needing to shoulder the weight of theirs too.” around—make us country folk dance to their tune.
: “Well, these are strange times, for sure. Giants and other There’s more to Hearthvale than crops and revenue.We
: “Look, I’m all for progress and being a more established
part of Lawbrand—but maybe the Harvesters are pushing
folks sayin’ there’s evil rising in the wilds, businessfolk
from the big cities trying to steal the land right out from
got our pride and heritage to think of.”

too fast for the changes they want? I just don’t want to see under us. I say we keep to our own and fight for what’s
good folks be put out of business, that’s all.” ours—whoever it is comin’ for it.”

PART Iii: adventuring location GUIDES


300 301

CONVERSATION TOPICS D4 GUILD VENTURES


INNIS
: “Have you heard about this so-called ‘Prophet of
Shepherd’s Gate’? They say he’ll give you an accurate
1
The Guild is seeking aid guarding the transport
of a colossal wind chime being delivered from the
OVERVIEW reading of your future for the right price. I hear his secret Bohenna Monastery. The chime is to be placed over
With its innumerable “singing” chimes and music-filled taverns, Innis is a city that has captivated artists, bards, and is that he’s some kind of wizard from Lietsin or some the Galegarten gate…
philosophers for generations. A haven of creativity and personal expression, Innis is also renowned for the design such. And you know how uncouth those people are…” One of the party members is approached by
and production of its high-fashion ensembles. In addition to being Lawbrand’s most renowned design studio, the
Garmenters Guild oversees manufacturing and trade for Innis’ booming textile industry. Despite their artistic : “The artists around here are so bold and daring. I
heard that one climbed all the way to the summit of 2
one of Garmentress Lassa Sendacco’s fashion
scouts. Apparently, the garmentress would like
eccentricities, the Garmenters have proven to be excellent civic administrators, having guided Innis’ growing economy Korosoth Peak just to be inspired by the view. Now that’s them to be the premiere model for the debut of
and unique, alluring culture for over a century. commitment to craft.” her next fashion line…

Visitors to the Trade-City revel in experiencing some of the most extraordinary art, music, and cuisine that can be found
anywhere in Lawbrand. Innis’ quirky but inviting citizenry welcomes travelers and tourists with open arms. Many who
: “Yeah, I know Nos Irrom’s been missing for years—but
my neighbor has it on good authority that he’s playing the
The Taymaidens are looking for out-of-town
“influencers” to help garner support for new
Tayfield Theatre…tonight! Can you even believe it?” 3 legislation to reduce annual tourism and keep
visit the wondrous city fall in love with its sights and sounds, eventually making it their home. Innis more exclusive than the other “shabbier”

RUNNING AFOUL OF THE LAW


: “I couldn’t believe what I was seeing. I mean, there
we are shopping in Lorral Lane, and there’s this…
Trade-Cities…
An anxious garmenter is running behind
urchin…I mean, she was wearing clothes from last
The Valemen are a force of local constabulary that keep the peace within Innis and throughout the greater Deano Valley. Once schedule on a project—a grand tapestry to be
season! Has she no shame?”
a ragged militia of shepherds and farmers that kept watch over their flocks and fields, the group transformed over the years to 4 hung within the foyer of the Ballatage. They
become a highly trained police force that quickly confronts troublemakers and intercedes in times of civic upheaval. With their need various supplies and…validation of their
creative genius…
taloned halberds and crested helms, they seem to strike unwary criminals like a descending murder of crows.

ADVENTURE HOOKS D8 LOCATION VENTURES THE GARMENTERS GUILD


: The Valemen seek aid in investigating a string
of disappearances that have all occurred within 1
Fashion designers at the prestigious Ballatage studio
have stolen each other’s cutting-edge garments the
The members of the Garmenters Guild are masters of both loom and legislation, overseeing the city’s finances,
textiles, and civic development. Everything they do is done with careful planning, meticulous efficiency, and the very
days of one another. Evidence in each case seems night before a big fashion show. Blood WILL flow…
highest of standards.
to lead to Korosoth Mountain’s western wilds— The Valemen need help rounding up dozens
where it’s rumored that a secret cult is hiding 2 of exotic animals that have escaped from the
within an undiscovered cave system. WORK FOR HIRE
Sunbloom’s Central Zoo…
While the guild employs hundreds of civic agents, bureaucrats, and keepers of the peace, it often requires assistance with
: An out-of-town band has come to Innis hoping to
make a name for themselves. Driven to perform
An insufferable noble, incensed at the “poor service”
they received in a fashion shop on Lorral Lane, seeks
specific tasks and affairs around the city. Adventurers might be hired to perform tasks such as:
3
at Bard-In at any cost, the band has been playing aid in demanding a refund from the shop’s patient,
: Transporting hides and skins from the Clippery to the loom factories on Bolt Street
raucous shows at as many local venues as it can hardworking proprietor…
: Aiding the Valemen with keeping peace in the streets during raucous music festivals or entertainment events
book. Its blistering songs and provocative lyrics
Centaur gangrunners are holding an unauthorized yet : Transferring exotic animals to the city’s Central Zoo
have succeeded in offending a large number of
4 lively gathering in Cornell’s Field. Things will likely : Performing courier services, delivering communiques between the Ballatage and the Taymaidens
concertgoers, leading many to wonder if the band
needs protection from its incensed audiences.
get out of hand… : Acting as intermediaries between the Garmenters and the reclusive Bohen Dur monks

The star of tonight’s show at the Tayfield Theatre,


GUILD CONVERSATION TOPICS
: Piotr Greymalken, an investigator of the Bohen
Dur, has discovered that a posh, underground
5 infuriated that their dressing room was adorned with
the wrong flowers, refuses to go onstage… When in Innis, players might chance on random conversation topics about the Garmenters Guild from locals. These
club event being held in the Clippery is actually conversations may lead to quick adventure ideas or quest trajectories within the city.
An esteemed designer is looking for volunteers—“no
a cover for a “vampire rave.” He seeks aid in
experience necessary!”—to model their ingenious yet
infiltrating the event and learning more about 6
these “night devils” and their activities in Innis.
highly questionable clothing line at a fashion show this
afternoon… : “Have you heard that Lady Mastress was actually born in
Hearthvale? Can you imagine such a scandal?” : “You know, I’ve about had it with this season’s damned
fashions…All these stuck-up socialites too. I’m sick of

: A shepherd is looking for adventurers to find and


return their missing child, who has apparently 7
An exceedingly relaxed quarry giant has fallen asleep
: “I met one of the Bohen Dur a few years ago. She was
dealing with it all!”

been going through an intense rebellious phase.


in the Melody Hot Springs, causing the pools to
overflow…
really nice. Then again, she could have used her powers to
make me think she was being nice…How could anyone : “Word is that Taymaidens have the final say over all of the
acts playing Bard-In this year. Ughh…It’ll be nothin’ but
Hikers have been reported missing near Korosoth know with them?” lace, harps, and crooners.”
8
Peak, and the Garmenters suspect foul play…

PART Iii: adventuring location GUIDES


302 303

KANNIBUS HILLS LIETSIN


OVERVIEW OVERVIEW
The hidden sanctuary of Kannibus Hills is overseen by the benevolent Oram Hai druids, who seek peace and oneness Given that their eccentric Trade-City lies at the edge of the treacherous Tanaroch Desert, the people of Lietsin
with the natural world. The sanctuary is a refuge for forest folk and all those who have survived the predations of the have always fostered a strong culture of independence and self-reliance. From vigilantly defending their walls from
monstrous Howling. Over time, numerous curious nature seekers and pilgrims from the Trade-Cities have been attracted aggressive desert tribes to providing their own crops and water resources, Lietsin’s citizens have proven their grit and
to Kannibus Hills, finding peace and contentment in tending to the wilds. While all who seek sanctuary are welcome, resourcefulness time and time again. They often see the folks from the more metropolitan Trade-Cities in the west as
newcomers must acclimate to the druids’ traditions, not the other way around. somewhat pampered and lazy. Despite this independent streak, Lietsin stands as Lawbrand’s second-most powerful
city—and one of its staunchest defenders.
RUNNING AFOUL OF THE LAW The Conservatorum of Lietsin serves as both the city’s civil authority—similar in stature and function to the Trade-Guilds
Kannibus Hills is generally very peaceful, and crimes committed between its inhabitants are almost unheard of. There is in other cities—and as a repository of Lawbrand’s unique history and culture. The Conservatorum’s administrators run
no organized system of laws or even a constabulary to enforce them even if they existed. However, violence of any kind is Lietsin like a well-oiled machine based on the laws and civic values that shaped Lawbrand from the start.
considered a heinous crime. The druids demand that peace and tranquility be maintained at all times. Being a frontier city at Lawbrand’s easternmost edge, a large volume of trade moves through Lietsin. Whether ragged
If visitors ever get out of line, they would likely find tree-folk springing to life and escorting them out of the refuge with caravans moving from distant Red Bluff along the Shining Road or industrial freight haulers making their way along
a minimum of force. Just as likely, the druids would put the troublemakers to sleep with magic and leave them lost the dangerous highways from the western Trade-Cities, traffic and goods are constantly moving through the city’s
somewhere out in the woods. If unruly visitors truly jeopardized the sanctuary’s peace, the grim Wildkeepers would bustling Sand Markets.
intervene—and violence is what they’re made for.
RUNNING AFOUL OF THE LAW
ADVENTURE HOOKS D8 LOCATION VENTURES Lietsin is policed by the Conservers—a well-trained militia force that is answerable to the Conservatorum. The Conservers
are as disciplined as they are skilled, and they’ve earned the respect of their fellow citizens as much for their restraint in
: An ancient white stag—a portentous rarity—has appeared
in the nearby woodlands. The mighty beast seems to 1
An elder druid, having spent too long
shapeshifted into a bear, has lost their identity tense situations as their evident martial prowess. While they dutifully keep the peace in Lietsin’s streets, the Conservers are
beckon awestruck onlookers to follow it before dashing off and needs to be reminded who they are… also sometimes called upon to hunt dangerous criminals or smugglers who have taken refuge in the desert.
again into the depths of the shadowed forest… A crazed manticore rages through Traders’
2 ADVENTURE HOOKS D8 LOCATION VENTURES
: A flight of ravenous wyverns from the peaks of Mount
Effron has swooped down and snatched up a number of
Thicket, and the Wildkeepers require
assistance in subduing the creature…
: Revel Inc. executives, obsessed with establishing their Weapon vendors in the Legends Center have
locals—probably for dinner. The locals must be rescued The Drimir seers foresee an imminent Howling shameless corporation as a fully legitimized Trade- discovered that numerous crates of light leather
3 1
from the creatures’ craggy, cliffside dens. attack against the sanctuary… Guild, seek to overthrow the Conservatorum as armor and short combat blades have somehow
Lietsin’s ruling authority. To this end, they’ve secretly gone missing…
: The trees and flowers along the banks of a nearby
stream appear to be unnaturally withered and dying. 4
Mischievous pixies have hidden the druids’ pipe
leaf in secret stashes all around the enclave,
engaged in extortion, blackmail, and outright threats of
force against the Conservatorum’s honored members.
An archaeologist studying the Torch is asking
The source of the corruption upstream must be causing a real panic… 2 for assistance to transcribe runes at the
For its part, the Conservatorum is seeking any Conservatorum…
investigated and nature’s balance restored… Solomon the Hip has offered to lead visitors evidence that might prove Revel’s criminal actions.
A desert dwarf is asking for help finding a missing
: An ancient copse of treants has awakened after a
hundred-year hibernation. They now march in a trance-
5 through personalized vision quests within the
Bear Mound… : The Arcanimus Academy has suffered a tragedy, as a
student was found dead within one of its laboratories.
3 shipment of bloodstone that must have fallen off
like state toward the sacred Grove of Awakening. But a caravan limping its way across the desert…
A venerable treant needs to be escorted to The faculty has claimed that the student died under
their thunderous, heedless footfalls threaten to trample 6 The Conservers are seeking discreet
Woodsong to take its final rest… mysterious circumstances, but a small number of
the delicate flora and fauna in their path… volunteers to help eavesdrop on two notorious
A seer at the Altar of the Seven Moons has vocal citizens theorize that the cause was related to 4
black market traders in a crowded Sand
7 beheld a vision of a mysterious meteorite practicing outlawed sorcery. Now, the faculty fears Market hookah lounge…
CONVERSATION TOPICS crashing down nearby… that the Academy’s greatest secret might get out—and
The proprietor of the Broken Chalice tavern
that the enraged public will brand them all as witches.
When in Kannibus Hills, players might chance The ancient and reclusive centaur smith, seeks help obtaining the autograph of a retired
5
on random conversation topics from locals. These
conversations may lead to quick adventure ideas or
8 Palonsus, has returned to the enclave after
wandering the wilds for sixty years…
: Revel Inc. has put out a call for amateur fighters to try
out for the next RevelSLAM. As a result, all sorts of
and legendarily grouchy SLAMstar in hopes of
displaying it above the bar…
quest trajectories within the area. dangerous thugs and ruffians are wandering Lietsin’s A merchant, frustrated that their caravan driver
streets, picking random fights in the hopes of getting 6 never bothered to show up, seeks help delivering a
: “More and more of these useless city folk show up every
day now.You ask me, they’re taking advantage of our : “Sorry—I just smoked what now?” noticed by Revel’s talent scouts. shipment of goods out to Baker…

generosity…The Oram Hai don’t seem to even notice.” : “It’s tragic, really. All these folks come here seeking to know
their destinies—asking the Drimir to look into their futures : Centaur gangrunners have blockaded the primary
highway that connects Lietsin with the western 7
One of the Conservatorum’s brightest
cartographers needs protection as they map out
: “I don’t think the Howling’s ever going to return. The
Wildkeepers gave them a real thrashin’ last time they
…They’re missing it—the beauty of living in the moment,
hearing the beating heart of nature all around them.”
Trade-Cities. The centaur have been extorting the
Conservatorum to pay exorbitant tolls to get vital
a particularly dangerous region of the desert…

attacked. Those animals will think twice before raiding A panicked student from the Arcanimus
shipments of goods and resources through to the city. Academy reports that their arcane golem project
these hills again…” Now, the Conservers are planning an extensive operation 8
has gone awry—and their “creation” is now
to confront the gangrunners and break their blockade. running amok through the streets!

PART Iii: adventuring location GUIDES


304

CONVERSATION TOPICS
When in Lietsin, players might chance on random conversation topics from locals. These conversations may lead to quick
adventure ideas or quest trajectories within the city.

: “Well, I’m from Sargrad, actually—but I make the trek out


a few times a year to catch the gladiator games. Revel always : “I was born and raised right here in Lietsin.You get used
to the heat, I guess. I sure wouldn’t want to live anywhere
puts on a great show!” else in Lawbrand. There’s a spirit here you just don’t find in
other Trade-Cities. It’s like…pride, you know?”
: “I don’t know. There’s something strange about those Academy
students. I know magic isn’t real and all that, but sometimes I
get the impression that those kids are up to something the rest of : “Lietsinfest is the wildest event I’ve ever been to. Streets full
of people, amazing float parades, crazy gladiator events
us just aren’t in on.You know what I mean?” going off at the Coliseum… there’s so much to do and see.
I’m already starting to work on my glittery festival costume
for next year!”
THE CONSERVATORUM
The Conservatorum is a cultural society as much as it is Lietsin’s governing body. Having kept meticulous historical records
of Lawbrand’s humble beginnings as well as the heights of Old Sularia, the Conservatorum stands as a pillar of cultural
preservation. Generally benevolent, it administrates Lietsin’s municipal services with methodical care, always careful to keep
the citizens’ best interests in view. While it doesn’t represent the same kind of financial success or political clout of the Trade-
Cities’ industrial guilds, the Conservatorum is respected as a vital cultural institution throughout Lawbrand.

WORK FOR HIRE


While the Conservatorum employs hundreds of civic agents, historians, and administrators, it often requires assistance
with specific tasks and affairs around the city. Adventurers might be hired to perform tasks such as:

: Transporting rare relics and works of art from across Lawbrand to the Conservatorum’s cultural museum

: Protecting highway travelers and caravans from marauding gangrunners

: Helping keep the peace during raucous citywide events, like Lietsinfest

: Acting as message couriers between the Conservatorum and the Arcanimus Academy

: Defending Lietsin’s walls against occasional attacks from desert raiders and bandit groups

CONSERVATORUM
D4 CONSERVATORUM CONVERSATION TOPICS
VENTURES

1
The Conservatorum has discovered that certain
Revel execs have been blackmailing public : “Look, I appreciate that the Conservatorum tracks our history
and culture and all that, but they need to focus more on the
servants to increase their corporate revenues… here and now. They’re supposed to be taking care of this city,
and all I can see are our cracked streets and dilapidated
A cache of priceless works of art from Old
buildings falling apart.”
Sularia has been discovered near distant Orinfell.
2
The Conservatorum seeks aid in recovering the
pieces for their cultural museum… : “I know other Trade-Cities are run by these big, complicated
guilds that put commerce before the public good. I guess I
A wandering tribe of ma’ii has made camp in like the fact that our leadership’s so rooted in the common
the desert near Lietsin’s outskirts. While the culture. Makes me feel like their values are in the right
ma’ii seem peaceful, some of Lietsin’s more place. Like they care about us everyday folks.”
3
unruly citizens plan to drive the ma’ii off. The
Conservatorum seeks volunteers to intervene and
prevent any undue violence…
: “Lietsin was the first Trade-City to be founded.We have an
obligation to uphold the heritage and grand traditions of all
those who came before us and sacrificed to make Lawbrand
The light atop the torch has been flickering what it is today.”
to life in recent days. The Conservatorum is
4 seeking volunteers to venture out to Baker to see
if the light atop the obelisk at Searchlight Hill is
: “Yes, I know that Lietsinfest is good for the local economy, but
what’s to become of our spiritual foundations?”
activating as well…

PART Iii: adventuring


306 307

ORINFELL CONVERSATION TOPICS


When in Orinfell, players might chance on random conversation topics from locals. These conversations may lead to quick
OVERVIEW adventure ideas or quest trajectories within the city.
Founded by the benevolent acolytes of St. Jenhra, Orinfell has ironically earned a reputation for being one of the more
fanatically religious Trade-Cities. Its leading clergy, holding a particularly dogmatic view of Church canon, believe
themselves to be the true purveyors of the Sularian faith. The city’s inhabitants embrace this orthodoxy as well, having
: “The people of Sinners Mile may not share our faith,
but they deserve to be treated with dignity and grace, : “Do not let your faith slacken! It is not enough to seek
consolation! It is not enough to be forgiven! Sinners must be
nonetheless. Harassing them just pushes them further from purified by pain!”
little trust in outsiders or anyone not accepting of the faith.
the light.”
Though the city is one of the most beautiful in Lawbrand, it is often a hotbed of simmering civil unrest. Many of its : “The Circle of Thorns is not just some upstart group. Their
outlying citizens, populating the villages within the woodland known as Misty Vale, refuse to bow to the local Church’s
authority and are often unfairly branded as heretics.
: “Have you seen the heathens that recently arrived in town?
Shameless mercenaries, I’m sure. Light have mercy.”
members are everywhere—commerce, the constabulary, even
Church leadership.You mark my words—they’re watching
from every corner—just waiting to make their big move.”
Worse, a hyper-orthodox offshoot of the Church known as the Circle of Thorns often uses the Church’s authority to
commit acts of terror and attrition against citizens they claim are impure and undeserving of mercy. These factional THE SULARIAN CHURCH
tensions can be felt everywhere in Orinfell—adding to the region’s air of shadowy danger and paranoia. The Church leadership in Orinfell has strong ties to the High Council of Cardinals in Sargrad and doggedly adheres to
the core principles of the faith. They uphold the honor and benevolence of their beloved St. Jenhra, who first founded
RUNNING AFOUL OF THE LAW Orinfell. Their Seminary is Lawbrand’s premiere learning institution for all those seeking to enter the Sularian priesthood.
However, the subversive Circle of Thorns has insinuated its agents into Orinfell’s clergy at the highest levels—sowing
The Peacekeepers of Orinfell are a grim and overzealous lot. Trained and overseen by Knight-Paladin Maldovir, they are
mistrust and paranoia among the Church’s upper echelons. It’s said that the Circle will not rest until it has overthrown the
fiercely loyal to him first and the city’s clergy second. They patrol Orinfell with a detached coldness and are always on
Church leadership in Orinfell and instituted its own orthodox brand of faith and justice over the region.
the lookout for those who would cause upheaval or commit transgressions against the faith. For the most part, they focus
their efforts within the city limits of Orinfell, rarely venturing into Misty Vale unless in great numbers.
WORK FOR HIRE
The Peacekeepers have no love for the citizens of the Vale, holding them to be lawless heretics regardless of their actual
religious leanings. They often employ intimidation and outright violence when engaging with the Vale’s residents— While the Church in Orinfell employs thousands of clergy, civic agents, and Peacekeepers of the Order Militant, it often
something they would be loath to do within Orinfell itself. requires assistance with specific tasks and affairs around the city. Adventurers may be hired to perform tasks such as:

: Protecting ships as they transport goods and supplies to and from Sargrad

ADVENTURE HOOKS D8 LOCATION VENTURES : Patrolling the lawless wilds and back roads of the Misty Vale

: : Identifying and arresting subversive rebels within Sinners Mile


Members of the secretive Circle of Thorns have been
1
Thieves in Greyport have been preying on dock
: Protecting religious pilgrims traveling to and from Orinfell’s holy sites
seen meeting with dark cultists in the catacombs beneath
the city. Normally, the Circle would never consort with
workers on especially foggy days…
Verona Ekyl, proprietor of the Pilgrims Inn, has
: Aiding the Order Militant with keeping the peace during heightened religious gatherings

any faction outside of the Church. This has led some


at the highest levels of the clergy to fear that the Circle
2 hidden dozens of rebellious citizens from the D4 GUILD VENTZURES GUILD CONVERSATION TOPICS
brutal vigilantes of the Circle of Thorns…
might be calling upon dark powers to accomplish its Archbishop Tilmaan has ordered the city’s When in Orinfell, players might chance on random
subversive goals. Persecuted citizens, unfairly branded as heretics, Peacekeepers to stop the Circle of Thorns conversation topics about the local Sularian Church from
3 1
require aid in evading capture through the Lostways… from burning an alleged witch before locals. These conversations may lead to quick adventure
: Magyir seers from Sinners Mile have been
experiencing terrifying dreams of the Howling rising Harrik Merrygranite is looking for some hired hands
to help him smuggle a shipment of unsanctioned
they’ve even stood trial… ideas or quest trajectories within the city.
once again. They have seen visions of the Howling’s
beasts and fleshreavers ravaging their way through the
4
goods through Sargrad and all the way upriver to the
black market in Talis…
2
A good-hearted priest secretly delivers
relief packages and supplies to the starving : “In my opinion, Orinfell should be recognized as the true
seat of the Sularian faith. The High Council in Sargrad
forests toward Orinfell itself. It seems unthinkable, citizens in Sinners Mile… has become undisciplined and complacent. Their authority
but if the visions are true, then the Trade-Cities of A block of ramshackle houses in Sinners Mile has means little to us here.”
One of the walls within the Basilica of St.
Lawbrand could face a nightmare beyond imagining. 5 been put to the torch. The culprits are believed to
3 Jenhra has been desecrated with vile sigils
have been paid by the hateful Circle of Thorns…
etched in blood… : “Truth is, folks around here put on a show of being devout,
but they’re really just afraid—afraid of being found out that
: One of the city’s highest-ranking Bishops has been secretly
facilitating the Circle of Thorns—obfuscating its agents’
The priests who tend to the Basilica of St. Jenhra
have been harassed by members of the Circle of
An honest seminarian has been wrongfully they’re just as broken and savage as every other miserable
activities and financing its coffers with official Church 6 accused of the theft—as holy items have wretch born into these times.”
Thorns, who claim that the Church has catered to
funds. Archbishop Tilmaan seeks aid in revealing the been reported missing from the study
duplicitous Bishop’s identity and bringing the Circles’
non-humans and lost its moral authority…
Fang-Mother Almaya is deathly ill, and the people of
4
chapel. They face certain expulsion unless
someone can recover the items and clear
: “Nothing but mongrels, thieves, and liars down there in
Sinners Mile. Ask me, the Peacekeepers should purge the
ringleaders to justice. whole damned hamlet by fire.”
7 Sinners Mile will risk anything to save her—even if it their good name…
: Sir Gilmaresh, the reclusive, eccentric caretaker of
the Shrine of Vorilgraine, is looking for adventurers to
means using outlawed sorcery…
A member of the Circle of Thorns has approached
: “There’s something that comes over me when I enter
the Basilica. No matter what my day’s been like or the
accompany him on a grand quest. Inspired by tales of burdens I’m wrestling with, I step into the vestibule, and I
the party, asking them to obtain ancient texts
the Paladins of Old Sularia, Gilmaresh plans to hunt 8 deemed heretical by the Church from the library feel overwhelmed by warmth and light. Like loving arms
a rabid owlbear he claims has been wreaking havoc in at the Shrine of Vorilgraine—regardless of who wrapping around me, giving me peace.”
Misty Vale. While the locals all believe the would-be might try to stop them…
knight is insane, it is entirely possible that the owlbear
isn’t just a figment of his overactive imagination.

PART Iii: adventuring location GUIDES


308 309

LOCATION DUNGEON
THE CRYPTWAYS
THE CATACOMBS OF VORILGRAINE To
Thornhold

LOCATION DUNGEON TYPE PRIMARY RESIDENTS


Orinfell Subterranean catacombs, The Circle of Thorns
Spillway
earthen tunnels

The catacombs that run beneath the city of Orinfell are rumored to be older even than Lawbrand’s earliest structures.
Created by an earlier culture, the earthen tunnels were co-opted by Orinfell’s founders and initially used as the burial
catacombs for the city’s honored dead. Named after the Old Sularian Knight-Paladin, Meryl Vorilgraine, the catacombs
have been expanded over the intervening centuries and now stretch beneath the ground well beyond the city’s imprint.
In more recent years, the tunnels have been claimed by the secretive Circle of Thorns as their base of operations.
The gothic tunnel system houses many horrors—but none as terrifying as those that the nefarious Circle has created
themselves. Seeking to bolster the ranks of their depleted knighthood, the Circle has done the unthinkable and used
necromancy to raise their honored dead as immortal death knights… Spillway

THE CRYPTWAYS THORNHOLD THE FUNAREUM Hovel


The Cryptways are the largest The Thornhold is a closed circuit Accessible only through the
section of the catacombs, lined with of tunnels that lies below the Thornhold, the Funareum is a
innumerable ledges and recesses labyrinthine Cryptways. The catacomb that holds the sarcophagi
stacked with the skeletal remains of the roots of the region’s mighty trees of the order’s honored dead. The From
Street
dead. The Cryptways are accessible have grown down into the earth Circle’s most hallowed place, it is
from a number of locations around and snake through cracks in the here that the order has used the
the city, and many citizens enter the ancient stonework. It is from these darkest of sorceries to reanimate
THORNHOLD FUNAREUM
tunnels to visit the graves of their eponymous thorns that the order the bodies of their fallen knights
loved ones. However, many dangerous takes its name. The hold itself is into a state of undeath. These Risen Altar
subterranean creatures make the a crumbling, moss-covered ruin, abominations stalk the crumbling
tunnels their home, so most people stay decorated with stained glass mosaics, tunnels in anticipation of being To
away from the deeper passageways. The knightly heraldry, and priceless relics loosed upon the unrighteous Funareum
members of the Circle of Thorns have from Old Sularia. It is here that the unbelievers who hold sway over their
left sigils etched at various intersections leaders of the Circle meet to plan beloved Sularian faith.
that mark the secret way to their hidden their holy revolution and run their Storage
Creature Types
sanctum—the Thornhold. rebel operations in Orinfell.
Skeletons, ghosts, knights, cultists,
Library
Creature Types Creature Types The Risen
Basilisks, spiders, bats, cultists Knights, cultists, chimaera, manticores

Crypts
Council
Room

Barracks

BARON VORIL
(Male human, Risen—see pg. 376, Lawful Evil)
Once held as the noblest of the Circle of Thorn’s founders, Baron Voril died Commissary From From
before his hopeful vision for the order could be realized. Now, decades later,
Cryptways Thornhold
he has been raised into undeath by the Circle’s profane magic, serving as
the soulless lord of the order’s terrifying Risen.
1 Square = 5 feet

PART Iii: adventuring location GUIDES


310 311

CONVERSATION TOPICS
RED BLUFF When in Red Bluff, players might chance on random conversation topics from locals. These conversations might lead to
quick adventure ideas or quest trajectories within the area.
OVERVIEW
The proud desert dwarves lead a somewhat solitary existence within their fortress-city of Red Bluff—seldom seeking to
interact with other races, short of occasional trade and bartering. Though Red Bluff is largely self-sustaining in terms of
: “I’ve never known any other home than the Bluff. But
sometimes, I dream about snow-covered peaks that reach : “There’s a quiet beauty to the desert. Those in Lawbrand see
the Tanaroch only as a place of desolation. But it’s here, in the
natural water stores and crops, the dwarves trade their precious bloodstone ore with Lawbrand in exchange for factory- up above the clouds—and vast mountain halls lit by rivers silent openness, where all the colors of creation are revealed.”
of fire. The desert is where I belong, but I guess some part of
wrought tools and machinery. These goods are transported via caravans that travel along the Shining Road that runs
between Lietsin and Red Bluff. my spirit longs for old Mitholme.” : “Well, the geyser valves are working as they should, but gods
help us if they ever fail.Without our waterlines and crops, we
While they’re content to keep to themselves, the desert dwarves are friendly to most traders willing and able to reach their
remote stronghold. Visitors are treated to dwarven hospitality and provisioned for their long trek back across the Tanaroch
: “We dwarves have always been craftsmen, and we craft
marvels upon the Sunforge… but just imagine what we
wouldn’t last long at the mercy of the desert.”

once their business with the dwarves is concluded. Given their isolation, the warriors of Red Bluff are highly protective of might create in Lawbrand’s factories…”
their territories and often come into conflict with the Tanaroch’s native ma’ii tribes as well as their more feral cousins, the
Ravenous. Brave and resourceful, the dwarves are more than capable of defending their home from such threats.

RUNNING AFOUL OF THE LAW


Red Bluff is guarded by the ancient warrior caste known as the Gron’Almar. These mighty dwarves keep the peace within the
city and also patrol the outlying deserts. If Red Bluff’s laws are violated, the Gron’Almar are quick to arrest and incarcerate
the offenders. When the city is under threat from without, they also gather in numbers to confront their foes as a standing
militia. The Gron’Almar will go to extraordinary lengths to maintain the security and safety of all those within the mesa.

ADVENTURE HOOKS D8 LOCATION VENTURES

: The Ravenous have slain scores of desert dwarves over


the last few years, and the Gron’Almar have decided 1
Ma’ii hunting packs have been raiding caravans
along the Shining Road and making off with
to put a decisive end to the feral beasts. Red Bluff’s crucial supplies…
most seasoned warriors are planning to strike deep It’s been rumored that Skulk, an old duergar
into the Ridge of Spears, annihilating the Ravenous rogue, has been hoarding defective bloodstone
as they sleep in their grisly dens. They have called for 2
ingots within the Shadowgleam for some
volunteers to aid them, though it will be perilous work. unknown purpose…

: The Windspeaker shamans report that the air spirits


are in disarray. They have been drawn to an unnatural 3
The Ravenous have captured a group of dwarven
geologists and are holding them somewhere in the
bank of thunderclouds that wreathes the mountaintops Ridge of Spears…
high above the desert. The shamans seek aid in
Alarmed at what it might portend, the desert
ascending the mountains and investigating the
dwarves have sent scouts to investigate a
troubling stormfront. 4
reactivated obelisk that lies in the
southern desert…
: After generations of bloody feuding, tensions between
the desert dwarves and the ma’ii have reached A raging bulette has caused a cave-in and
a fevered pitch. Three separate ma’ii tribes have 5 plugged the Shalebloom’s central geyser,
united into a single warband, which seems intent endangering the harvest…
on launching a direct assault against Red Bluff. The
An old blacksmith at the Sunforge requires more
dwarves have called for all willing and able fighters to 6
bloodstone to finish their masterpiece axe…
defend the mesa and its inhabitants.
A shamanic ritual at the Windspeakers’ Seat
: The desert dwarves are sending a caravan loaded
with bloodstone ore across the desert to Lietsin. It
7 has gone awry, and now enraged wind spirits
are causing havoc across the mesa…
is the largest shipment they’ve ever sent, and there
The Cavern of the Last Fist has been breached
are concerns that it makes too promising a target for 8
by gibbering mouthers…
desert bandits and raiders. The Gron’Almar has asked
for volunteers to accompany the caravan and protect
its precious cargo.

PART Iii: adventuring location GUIDES


312 313

LOCATION DUNGEON

THE RIDGE OF SPEARS


LOCATION DUNGEON TYPE PRIMARY RESIDENTS
Eastern Tanaroch Rock canyons, earthen The Ravenous Feeding Lair
tunnels, caverns From
Desert

Southeast of Red Bluff is a place of blood and nightmares: a network of jagged rock canyons, caves, and crude huts
—all decorated with bones and grisly stitched skins. It’s called the Ridge of Spears, and it is home to the fearsome RAZOR PASS
Ravenous. These creatures were once ma’ii who succumbed to the beast within and became bloodthirsty ravagers.
They prowl the desert, capturing any wayward dwarves or ma’ii they find and taking them back to their dens to be
eventually torn apart and devoured. Over the years, Red Bluff’s warriors have launched numerous attacks against the
Ridge and its accursed denizens, but the Ravenous always find a way to survive and come back stronger than before.

RAZOR PASS THE RABID DEN BLISTERFANG’S LAIR


Dwellings
This massive maze of twisting ravines This massive cavern system, located The lowest cavern in the cave system
is lined with jagged shale outcroppings beneath Razor Pass, is a place of is lined with bone cages and macabre
and spines of razor-sharp rock. Amid disease and death. It is here that the fetishes made of mortal flesh. Within
the ravines are innumerable lean-tos sickly Ravenous, finally succumbing the cages are kept the Ravenous’ From
and crude tents, all adorned with to rabies-induced madness, come to recent abductees who all wait to be Rabid Den
Feeding Lair
gruesome fetishes and bone. There are die. Vast pools of fetid, toxic poison torn limb from limb by the enormous
multiple cave openings that lead into dot the bone-strewn cavern floors— dire coyotes that lie within. The Feeding Lair
the Ravenous’ foul dens and secret and the Ravenous’ diseased victims coyotes’ master and chieftain of all Dwellings
tunnel systems. shuffle through the dark, seeking to the Ravenous is the colossal monster
feast on any foolish enough to enter known as Blisterfang. He guards
Creature Types
their lair… his lair with lethal cunning and
Dire-coyotes, giant scorpions, vultures,
murderous skill.
snakes, Ravenous Creature Types
Oozes, zombies (rabid victims), Creature Types
rabid Ravenous Ravenous, evil ma’ii shamans,
giant coyotes

Noxious Pool
BLISTERFANG’S
OLVAR’A’HALO, THE BLISTERFANG To Blisterfang’s Lair
LAIR
(Male Ravenous—see pg. 374, Chaotic Evil)
Once a shaman of the ma’ii people, Olvar’a’halo tragically lost his family THE RABID DEN
when they were attacked by desert marauders. Consumed by his grief, he
became lost to the Ravenous curse, transforming into the savage monstrosity
known as Blisterfang. Now, he rules over the others of his kind from the
treacherous Ridge of Spears.

1 Square = 10 feet

PART Iii: adventuring location GUIDES


314 315

CONVERSATION TOPICS
SARGRAD When in Sargrad, players might chance on random conversation topics from locals. These conversations may
lead to quick adventure ideas or quest trajectories within the city.
OVERVIEW
Sargrad is considered by many to be the unofficial capital of Lawbrand. Citizens come from all across the Trade-Cities
: “These young, wide-eyed performers come from all the
Trade-Cities—lured by Sargrad’s bright lights and glamor. : “The Outskirts have always been a mess. Damn gangs always
brawlin’ and clawin’ for the city’s scraps. The hobgoblins try to
and outlying territories seeking work, entertainment, and even notoriety in the bustling metropolis. The dizzying contrast It’s a shame most of them will never even set foot on a stage. keep things under control, but one of these days—you mark my
between Sargrad’s prolific steel industry, glamorous nightlife, and steadfast religious observances creates a culture that The work they have to resort to just to survive…Well, it’s a words—the gnolls are gonna push ’em too far…”
many find intoxicating. Overseen primarily by the methodical Fabricators Guild, Sargrad is a city that never sleeps—and shame is all I’m sayin’.”
never lacks for diversion. : “Well, I ain’t all that religious myself. But I’ll tell ya—the

: “Look, there’s always work to be found in the Front Bay,


but only some of it’s legal. These days, honest dock work’s
Sularian priests around these parts really seem to care. I
see ’em out and helpin’ folks in the neighborhood. Bringing
RUNNING AFOUL OF THE LAW hard to come by.” food, givin’ counsel—comforting the sick. I’d never trust the
higher-ups, but these ones—they’re good folk, I tell ya.”
The Church’s Order Militant keeps the pace throughout the city; its Peacekeepers and Martial-Captains patrolling
the streets and standing watch at restricted civic and holy sites. Mild-mannered and pragmatic, the members of the THE FABRICATORS GUILD
Order Militant are generally respected by the common citizenry. They keep order and dispense justice with calm The Fabricators Guild holds absolute control over Sargrad’s prolific business and industry. Its influential delegates oversee
professionalism—and rarely resort to outright violence unless it’s deemed absolutely necessary. production in the city’s myriad factories and manufacturing plants—and also set economic terms for the shipping and
In situations where lawbreakers succeed in evading the Order Militant’s Peacekeepers, the Church will call upon its distribution of goods with the rest of Lawbrand’s Trade-Cities. While most delegates approach their work with methodical
Knight-Paladins to hunt down the fugitives by any means necessary. The cold, relentless Knight-Paladins stand in precision, many indulge themselves in the good life as well. Their affluence and power give them great prestige throughout the
stark contrast to the more gregarious Peacekeepers—often sowing as much fear and panic among the citizenry as the city’s sprawling districts.
perpetrators they’ve sworn to apprehend.
WORK FOR HIRE
ADVENTURE HOOKS D8 LOCATION VENTURES While the Fabricators Guild formally employs tens of thousands of workers, bureaucrats, and administrators, it
sometimes calls upon the services of mercenaries and adventurers. These tasks range from handling sensitive assignments
: The city’s factory workers are attempting to unionize
in order to broker better wages and safer working
1
In the Outskirts, a gnoll gang is edging in on
a rival hobgoblin gang’s territory. Their next it would prefer to keep off the books to menial duties that can be accomplished without expending precious resources.
conditions, but the union’s leadership has suffered a target is the hobgoblins’ safehouse beneath the Some of these tasks might involve:
series of suspicious accidents and calamities. Are the Snarling Hog tavern…
workers’ efforts being sabotaged? : Delivering tools or supplies to various factories and workshops in the Ironworks District
A priest has invited adventurers to the
: Serving as bodyguards for celebrities as they make appearances throughout the city

: A small group of orthodox Sularian believers has 2 Cathedral of St. Varina to assist them in
: Patrolling the gritty streets of the Outskirts looking out for gang activity
concluded that the rising bardic music scene—and the recovering a stolen holy relic…
: Helping the Church’s missionaries deliver food and clothing to the city’s many orphanages
countercultural ideas it espouses—are leading the city’s
youth to abandon their faith. The group has begun 3
The Order Militant has posted “Missing Persons”
notices for a Guild-Delegate last seen in the city’s
: Searching ships in the Front Bay for contraband goods or stowaways

persecuting local bards and even attacking inns and Meatpacking District… D4 GUILD VENTURES GUILD CONVERSATION TOPICS
taverns that feature new music.
The Port Authority is conscripting Precious shipments of engineering tools When in Sargrad, players might chance on random
: A respected Bishop is accused of taking bribes from the
Fabricators Guild to lobby favorable trade terms for
4 adventurers to help find stowaways in a
cargo ship recently arrived from Tidesfar… 1
are being transported to the Grid from
the Front Bay loading docks. They require
conversation topics about the Fabricators Guild from locals.
These conversations may lead to quick adventure ideas or
them. Is he being framed? Ticket scalpers are fleecing gullible tourists protection from thieves… quest trajectories within the city.
5 by selling counterfeit tickets to the Grande
: Aspiring stage actors and performers of all kinds
arrive in the city daily, all seeking to become one of Theatre’s hottest shows…
2
A factory foreman requires rare gear
components to be gathered from workshops : “I heard the other day that the Fabricators earn more money than
all the city’s factory workers put together. That ain’t right.Where do
Sargrad’s next great celebrities. Most are forced to sign A street urchin swipes an adventurer’s pack and around the Ironworks District… they get off thinking their work’s more important than ours?”
unfavorable contracts that stifle their careers before 6 runs into the bustling crowds of the
they’ve even begun. But others fight back—making
waves for the corrupt talent agents who would keep
Sweep Markets…
3
Dissident rabble-rousers are stirring up
workers in a factory—they need to be : “Factory workers never stop complaining about conditions. They
don’t know how lucky they have it.Whatever. There’s always
A shady businessman seeks to hire adventures silenced before the workers strike… thousands more lined up to do their jobs.”
them in indentured obscurity. 7 to retrieve a particular briefcase from a secured or worse!
warehouse in the Grid…
A street hustler forcefully draws adventurers
A foundry in the Slagworks is set to
explode from a catastrophic buildup of
: “It’s our sacred, civic duty to keep the factories running
consistently and at full capacity.Yes, I know it’s dangerous for
4 the workers, but what do a few lost lives matter compared to the
8 into the Drow’s Glare Casino without any steam pressure—suspected saboteurs have
explanation… guild’s continued profitability?”
been sighted…

: “The Church’s new economic edicts are insulting. Economic


parity with the other Trade-Guilds? Absurd. Our guild is the
first among equals, and it should be treated as such.”

PART Iii: adventuring location GUIDES


316 317

CONVERSATION TOPICS
SKARBOROUGH When in Skarborough, players might chance on random conversation topics from locals. These conversations might lead
to quick adventure ideas or quest trajectories within the city.
OVERVIEW
Skarborough is a rough-and-tumble Trade-City where folks work hard and blow off steam even harder. Though most of
its working-class residents are down on their luck, they’re often good-natured and friendly to strangers. There’s a deep
: “That Agnes Ironskar is the meanest, nastiest dwarf woman
I’ve ever met…I think I’m in love.” : “I hear a crew in Rock Bottom is planning some kind of heist
on the Vault.Whatever they’re up to, I want in on that action!”
camaraderie that can be felt throughout the city—a sense of belonging that permeates its innumerable bars and taverns.
Though its streets and tenements are covered in soot and grime, there’s a surprising warmth to Skarborough that visitors : “Yeah, I got this great tattoo at this place called Deep Cuts in
Shimmerwall. I love the design, but my head hurts all the time, : “Man, the only good things about this crummy town are
the booze and the Steam House! And I hear the Steam
seldom forget. and I’ve been having the strangest dreams about snakes…” House might get bought by wealthy out-of-towners, so there
While the mining and refining industries have been slowly rebuilding their capacity, a series of recent quakes have rocked ya’ have it…”
the city and caused a great deal of fear amongst the populace. Rumors of subterranean invaders creeping through the
city’s mines have started to spread, but so far the militia seems uninterested in risking their necks to confirm them. As THE MINERS GUILD
usual, it’ll fall to the resourceful locals to solve their own problems and get to the bottom of things. Just another day in
The Miners Guild is the real power in Skarborough, controlling not only the city’s mining and refining operations but local
the hardest-working town in Lawbrand…
commerce and trade as well. The Guild believes in hard work and reliability—like a sturdy pickax. Guildmaster Burak Den
is an honest administrator who is always trying to make things better and more economically stable for the city’s haggard
RUNNING AFOUL OF THE LAW inhabitants. Den’s top priorities are optimizing mining operations and improving the city’s ravaged infrastructure.
The Skarborough Militia are a hardscrabble security force that patrols the city streets, keeping the peace and arresting
troublemakers. Not particularly known for their courage or daring, the militia is widely criticized for its refusal to WORK FOR HIRE
police more outlying areas like Shimmerwall or the dangerous mines beneath the city. Some believe that the militiamen
While the guild employs hundreds of civic agents, bureaucrats, and constabulary, it often requires assistance with specific
take payments from the Slam—an inescapable prison located to the south of Skarborough—in exchange for filling
tasks and affairs around the city. Adventurers might be hired to perform tasks such as:
unreasonable prisoner quotas. True or not, most locals try to stay well clear of the often unscrupulous constabulary.
: Transporting ore shipments from the mines beneath the city to the refineries in Prospect Row
ADVENTURE HOOKS D8 LOCATION VENTURES : Protecting gem shipments sent to the Vault in Shimmerwall

: Recent quakes have triggered systemic cave-ins A belligerent ogre who was banned from the Stitches : Helping the militia break up drunk fights in the Stitches

within the mines beneath the city. Dozens of miners


1
storms back in to guzzle more of his favorite booze… : Exploring the mines beneath the city for any trace of subterranean attackers

are believed to be trapped down in the dark. The A citizen of Rock Bottom has had a precious heirloom
: Protecting Guild-Delegates as they make their way through mobs of angry protesters

Miners Guild is seeking aid from anyone willing to


help clear the debris and rescue the miners.
2 stolen, and they’re seeking help with recovering it from D4 GUILD VENTURES GUILD CONVERSATION TOPICS
the “Whose Fault Is It Anyway?” Pawn Shop…
A newly excavated mine shaft broke When in Skarborough, players might chance on random
: To maximize its profits, the Gemcutters Union
squeezed the local economy for years, earning the 3
The notorious sigilist, Thoris Thorne, is having
trouble getting a shipment of gem dust, which he
1 into an old burial vault, revealing a conversation topics about the Miners Guild from locals. These
conversations might lead to quick adventure ideas or quest
eternal disdain of its working-class neighbors. Now, bunch of richly adorned skeletons…
needs for his inks from a supplier in Shimmerwall…
trajectories within the city.
many of the Gemcutters have been brutally attacked A protest rally is underway
Business investors from Talis are trying to buy
by gangs of random citizens. Fearing that the attacks
could get much worse, the city militia has asked for 4
out the mortgage of the world-famous Steam
House, but the reluctant owner is asking for aid in 2
outside of the Miners Guildhall,
and the militia has asked for
: “You hear ol’ Burak’s raising ore prices on the other Trade-Cities? I’m
all for maximizing profits, but he’s gonna bring another damn trade
aid in protecting the hapless Gemcutters—whether sabotaging the deal… help in keeping order should war down on all our heads!”
they deserve it or not… things turn ugly…
An eccentric brewer in the Stitches wants help : “I heard Sula Bell—you remember her, the salamar girl that used to

: Geologists within the Miners Guild don’t believe


the recent quakes are the result of overmining
5 stealing rare herbs from the Botanical Gardens in in
the Greenlight District…
A wing of the Ironskar Mine has
collapsed, and the guild requires
paint those weird portraits that seem like they’re always staring back at
ya’? Anyway, she found work painting for rich folks in Innis! You believe
the region. They hold that the upheaval is being 3 help in recovering its expensive that? The kid found a way out of this crummy town! Just amazing.”
A local street-chariot racer needs someone to watch survey equipment…and to look for
triggered by subterranean dwellers—and could be a
prelude to a much larger attack upon the city.
6 out for the militia while they mark out a new course
through the streets of Prospect Row…
survivors too! : “Some of the junior guildies are sayin’ the surveyors found a cavern
of pure gold ore—a real mother lode. Problem is, the cavern’s deep.
The payment for ore shipments
: A feud has erupted between a number of
microbreweries in the Stitches. With each claiming 7
Agnes Ironskar is looking for help in restocking the
Strip Mine’s watered-down booze…
sent to Talis is many weeks late.
The Guild wishes to send agents
Real deep. It’s gonna take some real hard hitters to get down there
and confirm whether it’s legit or not.”
that their proprietary ale recipes were stolen by 4
the other, the brewers have taken to periodically One of the city’s most nefarious criminals has been
consolidating power within the Slam. The militia
to Talis to obtain the payment
through diplomatic means—or any : “Yeah, I broke my arm a few weeks ago fallin’ off a scaffold. It hurts,
but I need the work. I got kids to feed, and the damned guild tells
fighting in the streets. The area’s other vendors 8 other means, for that matter… me I’d only be a liability down in the mines.You believe that? Been
is asking for volunteers to go undercover inside the
and restaurateurs seek aid in putting an end to the workin’ those mines for thirty years, and I’m the liability?”
prison to find out what’s really going on…
disruptive fisticuffs.

PART Iii: adventuring location GUIDES


318 319

CONVERSATION TOPICS
TALIS When in Talis, players might chance on random conversation topics from locals. These conversations
might lead to quick adventure ideas or quest trajectories within the city.
OVERVIEW
Having fostered a culture of innovation and creative technologies, Talis has attracted Lawbrand’s greatest minds. From
brilliant mechanical engineers to farsighted futurists, the city’s best and brightest revel in the opportunity to help shape
: “Well, Talis’ streets sure are clean. These folks would be
mortified to have a stain on their perfect clockwork city. To be : “I love just sittin’ in my boat, watching the traffic go by. So
many ships full of goods and things flowing up and down
honest, I kinda miss the grit and bustle of Sargrad.” the river. It’s like…a piece of every person in Lawbrand
the course of civilization. Though Talis’ eccentric culture can seem somewhat intellectually superior or aloof to outsiders,
floats through this city eventually. It feels good bein’ here in
its everyday citizens remain committed to the greater good of everyone in Lawbrand.
The most fundamental aspect of Talis’ booming economy is trade—keeping goods, resources, and raw materials moving
: “Look, I need my job, but I hate the noise in this city.Whistles,
sirens, giant machines, and growling engines…it’s like this
the heart of things.”

from Hearthvale in the north all the way to the bay of Tidesfar in the south. The Trademasons Guild takes meticulous
care to regulate everything that moves through the city. For them, maximizing processes, technologies, and productivity
city never pauses for a breath. I miss the quiet of the Outfields.
Simple country livin’. : “In a city filled with so many bright and industrious minds,
I hope I can make my mark and develop something truly
extraordinary!”
is as sacred a charge as anything the Church might demand of its faithful.

RUNNING AFOUL OF THE LAW THE TRADEMASONS GUILD


The Talissian Bridge Keepers are a well-armed constabulary that keeps the peace throughout the city and its adjacent The Trademasons Guild oversees everything in Talis. From directing the vital trade ships along the Talisande
highways. While not known for being the toughest or most aggressive fighters, the Bridge Keepers rely on their wits, River to directing the city’s many engineering and commercial operations, they keep things moving like a well-
discipline, and technological gizmos to incapacitate criminals and maintain civic order. Their regular patrols through the oiled machine. Somewhat introverted and aloof, the guild’s brilliant officers take pride in their city and the
streets overlap like a clockwork mechanism, assuring that there are always armed officers on hand should trouble arise. innovative technologies that have made it one of the wonders of Lawbrand.

WORK FOR HIRE


ADVENTURE HOOKS D8 LOCATION VENTURES
While the guild employs hundreds of civic agents, bureaucrats, and constabulary, it often requires assistance
: An eccentric designer has secretly fashioned a marvel
of ingenuity in one of Middentown’s larger warehouses.
1
The Dawnstone Levee has been targeted by
saboteurs, and the Bridge Keepers have asked for
with specific tasks and affairs around the city. Adventurers might be hired to perform tasks such as:

This clockwork labyrinth was meant to perplex and volunteers to provide security while they conduct : Transporting supplies and engineering tools to various workshops around the city
challenge visitors by forcing them to solve puzzles, their investigation… : Protecting trade-freighters from bandits and pirates
evade clever traps, and find their way through its ever- A local engineering firm seeks test drivers to : Helping the Bridge Keepers keep the peace in the city’s separate districts
shifting maze. However, the designer lost control of the 2
pilot their volatile “rocket boat” prototype… : Investigating smuggling rings operating from the Stock Slips
labyrinth—and its robotic denizens have started to run
amok within it. The designer now seeks help in regaining A volatile weather monitoring device at the top
: Testing out cutting-edge technologies and gizmos for various design firms

3 of the Skybridge has exploded, weakening the


control before the authorities are alerted and their good
bridge’s suspension supports… D4 GUILD VENTURES GUILD CONVERSATION TOPICS
name is tarnished forever…
The Groggy Gear is holding its annual “self- The Trademasons seek aid in retrieving When in Talis, players might chance on random conversation topics
: Atsaadi rebels, seeking vengeance for Lawbrand’s brazen
encroachment into the Wassica Islands, have taken 4
propelled darts” competition, but nearby
residents are concerned about being caught in 1
industrial designs that they believe
were stolen by operatives of their
about the Trademasons Guild from locals. These conversations might
lead to quick adventure ideas or quest trajectories within the city.
control of the Flow Channels’ Operations Center and the chaotic crossfire… greatest political rival—Skarborough’s
are threatening to open the spillways into Middentown.
In an attempt to save the city from catastrophic
The Trademasons, concerned about the toxic
Miners Guild… : “Everyone I’ve met in this town seems pretty smart—but they’re so
damn prideful.Yeah, the city’s amazing, but these bookworms never
5 crisis in the Estuary, need surveyors to ascertain Centaur gangrunners have blockaded got their hands dirty building all these bridges. It was plain folks like
flooding, the Bridge Keepers are preparing to storm the
the source of the alarming pollution… the main highway linking Talis to me that did that.”
Operations Center and put a swift end to the rebels.
The Bridge Keepers are convinced that 2 Sargrad, and have hijacked a series of
: The Dawnstone Company has been preparing to unveil
new, automated technology that will optimize traffic
6 warehouses within the Stock Slips are being used supply caravans hauling desperately
needed steel…
: “I’ve enjoyed working in Talis, but I find that the Trademasons are
more committed to raising profits than sponsoring real technological
to store contraband goods… innovation. It’s disappointing. I guess I expected something different
throughout the city’s waterways. Unfortunately, the
Word is out about an underground fight The chief engineer who oversees when I arrived here from Sargrad.”
project’s lead designer has gone missing, throwing the
7 club, where engineers duel one another with the Estuary has warned the guild
project into chaos. Dawnstone representatives believe
that the designer may have been kidnapped by a
scrappy, makeshift battle bots…
3
that an environmental catastrophe is
brewing in the Eastbank. He claims
: “I love this city.There’s always something new to see: moving bridges,
steam-powered boats, even clockwork critters scampering through the streets.
competing firm as an act of corporate sabotage. A crazed engineer is threatening to reactivate The Trademasons have built a city of marvels, I tell ya’. Just amazing.”
that if they won’t heed his warnings,
the Intrepid Endeavor’s engines—a move which
8 he won’t be held responsible for
: Traffic through the Knight’s Gate levee has been
slowing over the last few shift rotations. The
could result in catastrophic damage to the
surrounding city structures…
what comes next… : “The Trademasons…C’mon, with their quotas and their stopwatches—
they don’t have a clue as to how Lawbrand’s real economy works. The
Trademasons, concerned that the gate’s hydraulic The Trademasons are sponsoring the black market running out of the Stock Slips is where the real action
lifts might be in disrepair, are seeking volunteers to city’s annual Regatta de Blanc boat is.We’re movin’ goods all over the Trade-Cities, right under the guild’s
4
descend into the colossal mechanism to investigate the race, but their own team has suddenly nose. We’re makin’ money hand over fist.”
state of the machinery. fallen ill and needs to be replaced…

PART Iii: adventuring location GUIDES


320 321

TANASRAEL
OVERVIEW
For the most part, the masses of converts and supplicants who cross the desert to reach Tanasrael find their faith
rewarded as they gaze upon its bustling paradise. The vast majority of them are eager to learn what the Children have
to teach, and all share an excited kinship to be standing in the shadow of the mighty ziggurat. For their part, the waiting
emissaries and priests of the Children of the Sun are generally friendly and eager to engage all newcomers.
There are some at Tanasrael who aren’t part of the Children’s faith—caravan crews, traders, and the like—but their
numbers are few. These travelers often find the site’s general level of zeal to be uncomfortable, and they’re always sure to
mind the Children’s customs and be on their best behavior for their devout patrons.

RUNNING AFOUL OF THE LAW


Few who flock to Tanasrael would ever dare cross the Children of the Sun. At the heart of the desert, the Children’s rule
is supreme. Any who are caught thieving or causing trouble are quickly apprehended by the Enlighteners and taught the
error of their ways. Those reckless few who turn to outright violence against the faith might even be confronted by the
dread Ash’ahar fire-priests. If a criminal proved to be particularly remorseless, the Children would brand them as a non-
believer and toss them into Mines of Galamok to toil away until death takes them.
Similarly, those converts who are rejected by the Children (or deemed to lack sufficient faith) are secretly abducted and
thrown into the mines beneath the ziggurat. The masses believe these individuals were sent peacefully on their way home, but
the truth is far more unsettling.

ADVENTURE HOOKS D8 LOCATION VENTURES

: An aspirant was sent to the mines as punishment for


a crime he didn’t commit. The loyal members of his
1
A caravan of aspirants headed for Tanasrael has
been lost in a ferocious sandstorm…
fellowship, risking the ire of the Enlighteners, seek aid in Ankhegs have tunneled up and blocked the
rescuing their innocent friend from the lightless mines. 2
irrigation canals in the Waterfields…

: A team of agents from the Sularian Church, posing as


aspirants, recently infiltrated Tanasrael to uncover the 3
A young dragon turtle has made the Oasis of
Urush its home and threatens nearby aspirants
Children’s secret workings. One of them was caught and with its territorial displays…
beheaded, her body ritually burned as a warning of what
A fire ritual has gone awry at the Terrace of
befalls heretics and deceivers. The remaining agents seek
4 Searing Winds, and minor fire elementals are
help escaping from Tanasrael and warning the Church now running amok, threatening the structure…
about the threat posed by the Children.
A young aspirant, overcome with fervor, has
CONVERSATION TOPICS
: The Children are training hundreds of aspirants in
the ways of combat—as if building an army. They
5 wandered into the restricted tiers of the ziggurat
and become hopelessly lost… When in Tanasrael, players might chance on random conversation topics from locals. These conversations may lead to
seek experienced individuals to help hone their quick adventure ideas or quest trajectories within the area.
Opportunistic ma’ii have attacked a band
warriors’ skills and act as sparring partners for their
6 of aspirants who ventured into the desert to
fearsome Ash’ahar fire-priests. meditate…
: “I love my brothers and sisters in the Children, but
sometimes I doubt my own faith. I don’t know if I even : “I pity all those who do not see as we do. Indeed, the sun
shines on the righteous and unrighteous alike—but its hope
: A group of aspirants, troubled by the blind zealotry
they see at Tanasrael, have decided not to join the 7
Reveling aspirants have unwittingly stumbled
into a nest of giant scorpions…
deserve to be here—to be part of this miracle. But I fear cannot penetrate prideful hearts.”
Children of the Sun. Fearful that the Enlighteners will revealing my shame to anyone.”
use any means necessary to stop them from leaving,
The Jubilation Grounds have been disrupted by : “We need to get the hell out of this place, friend! These

they seek aid in escaping Tanasrael and returning to


8 recent arrivals from Lawbrand who cannot set
aside their old grudges…
: “I risked my life to come here and find…all the answers.
I’m not sure I’ve found ’em yet, but I have found love and
people…they’re planning something really terrible for
Lawbrand. Don’t let their smiles and vapid blessings fool
their homes in Lawbrand. fellowship with these good people. Perhaps this belonging is you. They’ll kill us all and gladly trample on the ashes.”
what I was searching for all along?”

PART Iii: adventuring location GUIDES


322 323

LOCATION DUNGEON The Lift


THE SHALEWAYS
THE MINES OF GALAMOK
LOCATION DUNGEON TYPE PRIMARY RESIDENTS
Tanasrael Subterranean Mines Children of the Sun

Guard Bloodstone
Barracks Stores
The Mines of Galamok stretch beneath a vast quarry where the massive stones of Tanasrael were first hewn
uncounted ages ago. Located to the southeast of Tanasrael itself, the mines run beneath the desert, like crisscrossing
warrens—with some tunnel systems even connecting back to the ziggurat itself. The Children use slave labor pools
to mine bloodstone shale for their own devices. While indigenous subterranean denizens and powerful elemental Worker
creatures inhabit the mines, the Children maintain firm control over the site and supervise its ongoing mining Cells
operations.
Bloodstone
Stores
THE SHALEWAYS THE HEART CHAMBER OF
Comprising the largest section of OF FLAME THE SERPENT
the mines, the winding Shaleways This vast, natural cavern is the
The mysterious Chamber of the
are earthen tunnels lined with pure centermost hub of the entire mine
Serpent is a subterranean complex
bloodstone deposits. Enslaved miners system. The superheated vault
adjacent to the Mines of Galamok. To Chamber
work the deposits at all hours of the features a number of searing geysers
Though it shares Tanasrael’s of the Serpent
day and night, watched over by the and steam vents. Various stone and
architecture, there are no direct Work
Children’s brutal taskmasters. fire elementals are active throughout
passageways that connect it to Pit
the area, forcing the Children and
the ziggurat. The Chamber of the Work
Creature Types Pit
their slaves to stay clear of their
Serpent’s main hall and adjoining
Ankhegs, giant scorpions,
domiciles. domiciles are abandoned—at
giant asps, Taskmasters
least by anything living. The few
Creature Types
people who know of the site believe
Bulettes, fire elementals,
earth elementals
that it is haunted by ancient,
malevolent spirits. An enormous
CHAMBER OF
mosaic depicting the Auroboros is THE SERPENT
Magma
embedded in the main hall’s floor, Falls
and the air thrums with the World
Serpent’s supernatural energies. No
one, perhaps save Tikanen himself,
understands what this enigmatic
chamber was built for… or what the
unsettling mosaic portends.
From
Creature Types Shaleways
Ravenous, evil ma’ii shamans, Passage
giant coyotes

THE HEART
To THE FLAME
Desert
ERIC SUNSEEKER
(Male human, Ash’ahar—see pg. 345, Neutral Evil)
As the leader of the Ash’ahar, Eric is a powerful fire-caster as well as a
master swordsman. Serving as the Children of the Sun’s top recruiter, Eric
scours the Trade-Cities for wayward fighters, insurrectionists, and anarchists
in the hopes of drawing them into the faith’s growing army.

1 Square = 10 feet

PART Iii: adventuring location GUIDES


324 325

CONVERSATION TOPICS
TIDESFAR When in Tidesfar, players might chance on random conversation topics from locals. These conversations might lead to
quick adventure ideas or quest trajectories within the city.
OVERVIEW
With its harbor protected by towering cliffs, Tidesfar served as a perfect location for both ship construction and : “I hear some kids found an abandoned smugglers’ camp out
in the Ghostly Shores. They say they saw wights or ghosts : “These atsaad that come in from the islands just drive me
crazy. A group of ’em tried paying for three rounds of ale
launching. Nearly all of Lawbrand’s merchant and naval ships are built in the Trade-City’s booming Shipwright District. or some such nonsense flittin’ around stacks of abandoned with shells the other day. Sea. Shells. Maybe they should
However, Tidesfar’s footprint is penned in by its protective mountains, leaving very little space for civic or industrial supplies. Might be worth a look-see.” just go back to where they came from.”
expansion. Its citizens tend to live in the tightly packed housing blocks that line the winding streets of Gull Hill.
While shipping and maritime activities define daily life in Tidesfar, its people have come together in a unique and lively : “I swear I saw it, sure as seein’ your face! It was huge…fins
and dagger-spines lining its back. A real leviathan movin’ : “Haven’t ya’ heard? It’s ‘Low Tide’ hour at the Scullery!
Free food samples and half-priced ale at select taverns up
culture. Fond of songs and stories, the city’s hardworking denizens are quick to welcome travelers and regale them with right beneath my boat! Must have been my lucky day, it and down the street! Let’s get up there ’fore we miss out!”
tall tales of adventure upon the high seas. passin’ me by as it did.”
Although Tidesfar’s citizens can be warm and inviting, the region’s indigenous populations are less so. Tidesfar stands
on the front of a long-running war between Lawbrand, various pirate groups, and the hostile atsaadi tribes of the nearby
Wassica Islands. Based in Tidesfar, Lawbrand’s navy patrols the surrounding coastlines in order to protect shipping
THE SEAFARERS GUILD
lanes, as well as defend against seaborne raiding forces. The Seafarers Guild stands between the Trade-Cities of Lawbrand and the dangers of the wild sea. Overseeing both the
navy and Tidesfar’s booming industries, the Seafarers work continuously to safeguard the realm and assure that peaceful
trade and shipping remain in constant flow.
RUNNING AFOUL OF THE LAW
The Tidesfar Mariners serve as both naval soldiers as well as the Trade-City’s standing constabulary. Stalwart and well
WORK FOR HIRE
trained, they patrol Tidesfar from the Longshore to the outermost edges of Sorenswood, constantly on the lookout for
smugglers, pirates, and dissidents to tie up in anchor chains before delivering them to the law. While the guild employs hundreds of civic agents, sailors, and longshoremen, it often requires assistance with specific tasks
and affairs around the city. Adventurers might be hired to perform tasks such as:
ADVENTURE HOOKS D8 LOCATION VENTURES
: Transporting lumber and steel shipments from Sorenswood to the Shipwright District

: Centaur gangrunners have gathered along the Zanzarra pirates infiltrated the Shipwright District and
: Protecting inbound trade ships from local area pirates
highway leading to Sorenswood—hijacking lumber 1 burned two new naval vessels before they could be
: Patrolling the wilderness around Sorenswood, protecting it from bandits and gangrunners
shipments destined for Tidesfar. The disruption launched. Heads are going to roll for this one…
: Delivering fish shipments and perishable goods to various eateries in the Scullery
of critical lumber resources has endangered ship
production and could have serious economic 2
The head clerk at the Port Authority has been
“fixing” incoming trade dockets, favoring Sargrad
: Helping the Port Authority inspect arriving vessels for contraband and stowaways

and strategic consequences for the region. The merchant ships… D4 GUILD VENTURES GUILD CONVERSATION TOPICS
Mariners have asked for volunteers to drive the
gangrunners from the region. A crazed sea captain has stolen the Saldred’s Oath A ravaged navy frigate washes shore, the damage When in Tidesfar, players might chance on random
3 and taken her out to sea. The Port Authority is asking suggesting it was attacked by atsaadi rebels. conversation topics about the Seafarers Guild from locals.
1
: With Tidesfar’s navy focused on driving back
atsaadi raiders from the Ghostly Shores, local
for volunteers to bring the old ship back safely…..
A monstrous aboleth has washed up on the Ghostly
Farnus Graydon seeks volunteers to hunt the
local waters for the honorless attackers…
These conversations might lead to quick adventure ideas
or quest trajectories within the city.
smuggling rings have become more brazen in 4
Shores—threatening all nearby…
their criminal activities. Vice-Admiral Saalur, one
of the navy’s rising stars, has been tasked with A group of atsaadi rebels has infiltrated the Longshore
2
The Port Authority is looking for out-of-town
types to help them standardize navigational : “Y’all had better keep an eye on those Seafarers of yours.Ye
call us pirates, but those bastards are the ones cheatin’ ye blind!
cracking down on the smugglers—but she requires 5 and stormed the Port Authority. The Mariners believe equipment across all ships. Rumor has it the ‘They that control the money, control the seas!’ Yer real enemies
the atsaad have taken hostages… project has a “near infinite” budget… are lordin’ over ye in plain sight!”
volunteers to aid her.
A small naval expedition has been launched with orders
: The renowned Captain Saltplank aims to be
the first to sail a complicated route through the
6
to hunt Zanzarra ships along the Ghostly Shores… 3
Former Slamstar turned pirate, Portia “Tidal”
Pulle, has been raiding steel shipments sent : “Sargrad’s raised the price of steel on us again. Never mind we
keep sendin’ them new ships at cost.Ya ask me, our trade deals
Ol’ Hurk, the proprietor of Gilly’s Gullet, is seeking from Sargrad… are gettin’ worse with every year goes by.”
treacherous Wassica Straights. Convinced that their
captain has lost her mind, her crew refuses to sail 7 locals to serve as unbiased judges—to see who The Seafarers Guild is hiring adventurers to find
the route. Captain Saltplank now seeks a brave amongst his patrons can spin the best tavern tales…
4
and infiltrate the dangerous Zanzarra Flotilla in
order to learn more about the pirates’ operations
: “Ye hear about the griffon that’s nested atop the statue of ol’
Captain Tyde? Hah! The Seafarers want to remove the critter,
new crew to help man the ship and fend off hostile A Zanzarra pirate, offering substantial fees, is seeking but some nature activists are protesting the whole affair.”
atsaadi raiders. 8 daring adventurers to join up as his crew’s newest and capabilities…

: A raiding force of Zanzarra pirates has attacked a


recruits… : “The Wassica Islands are just the beginning.There’re island
chains out there beyond the horizon just waitin’ to be found,
naval patrol—and sunk the frigate Dawn’s Justice. believe me. If these damned pirates and rebels would simmer
Farnus Graydon, head of the Seafarers Guild, down, we could commit to some real exploration.”
has ordered the navy to retaliate in kind. A small
battle fleet has been dispatched to find and destroy
the Zanzarra Flotilla—rumored to be the pirates’
mobile stronghold.

PART Iii: adventuring location GUIDES


326 327

LOCATION DUNGEON

ANTIGA - THE ZANZARRA FLOTILLA


LOCATION DUNGEON TYPE PRIMARY RESIDENTS
The Wassica Coast Pirate Flotilla The Zanzarra Pirates

Comprised of numerous galleons and old warships tethered together as a single enormous vessel, the Flotilla serves THE CARCHARODON
as the mobile base of operations for the nefarious Zanzarra pirates. Essentially a floating fortress, the Flotilla is armed
with enough cannons to ward off any attack, and its mobility allows the pirates to elude Lawbrand’s naval ships that
are in constant pursuit. While the pirates themselves are generally distrustful of outsiders, those daring enough to
locate and board the Flotilla can join up for the dangerous work…and, if they survive, a share in the spoils.

THE CARCHARODON THE CANNONADE EMPEROR’S HOLD


This old raiding ship serves as an This rickety walkway of tethered Accessible only through the
embarkation point for the flotilla. platforms, watch points, and webbed Cannonade’s secret central hatch, this
Making regular trips back and forth rigging encircles the flotilla’s main extended hold beneath the flotilla’s
Emperor’s
from a Zanzarra staging area near
A’laua, daring adventurers can stow
decks and provides access to all of
the ships currently moored together.
decks houses all of the pirates’ stolen
treasures. Rigged with nefarious
THE CANNONADE Hold

away (or hijack) the ship and use it A veritable floating fortress, the traps and defensive weapons, the
to reach the flotilla. Once it's moored Cannonade features dozens of Emperor’s Hold is filled with pilfered
to the other craft in the flotilla, makeshift defense lines and cannon artifacts, resources, and coin. Holding
adventurers can fight their way past its ports. Its guns are enough to keep any court within the hold is the notorious
crew onto the larger superstructure of seaborne threat at bay. leader of the Zanzarra pirates—the
tethered ships brilliant atsaad, Errol Zanzar.
Creature Types
Creature Types Pirate gunners, ogre mercenaries, Creature Types
Pirates, kuo-toa, atsaadi prisoners smugglers, traders Pirates, chained aquatic monsters

From Deck
EMPEROR’S HOLD

The Larder
Treasure
Room
ERROL ZANZAR THE PIRATE-KING
(Atsaad male, Bandit Captain, Chaotic Neutral)
Captain’s
This dashing, charismatic atsaadi pirate has been terrorizing the scattered settlements Quarters
along the Kalnorean Coast for years. Hunted by Lawbrand’s dogged navy, Zanzar
always manages to evade capture with the help of his loyal Zanzarra pirates. Driven to
disrupt and harass Lawbrand’s forces however and wherever he can, he remains one Dining Room
of the realm’s most notorious criminals. 1 Square = 5 feet

PART Iii: adventuring location GUIDES


328 329

URBAN AND D6 MUSIC VENUE TYPE


Traditional These classic performers delight audiences by singing classic ballads and humorous
OUTDOOR ENVIRONMENTS 1
Bard carols—all the while playing multiple instruments…
These musicians use pipe instruments, drums, and woodwinds to create rhythmic,
2 Aetherskip Band
hypnotic music that entrances their dancing, undulating audiences…
URBAN ENGAGEMENTS
Ironcore musicians create thundering rhythms with multiple sets of steel drums and
3 Ironcore Band
Lawbrand’s densely packed Trade-Cities offer intrigue and adventure at all hours of the day and night. Though each heavy percussion instruments, all accentuated by frenzied mandolins…
city has its own specific sites and factions, they all share many common elements of everyday life and constant dangers “Shock bards” use callous humor and irreverent subject matter in their lyrics and
lurking around every corner. 4 Shock Bard poetry. These performers draw enthusiastic crowds but are often ostracized by the more
Listed below are common urban environs which players can find in any Trade-City, as well as other trouble they may get into. respectable event promoters…
Bards playing Sidewave music draw their inspiration from street life and earnest,
D20 URBAN ENCOUNTERS Sidewave
5 gritty themes of everyday living. Sidewave is one of the most popular music types
Performer
1 Centaur Gangrunners 11 Violent Insurrectionists in the Trade-Cities…
2 Drunken Ruffians 12 Professional Thieves Macabrea Macabrea artists fuse melancholy music and the poetic body motion, producing
6
3 Draconis Malisath Enforcers 13 Fangs of Scyllia Soulstalker Performer beautiful yet haunting avant-garde performances…

4 Intimidating Slamstars 14 Hired Assassins


5 Opportunistic Street Thieves 15 Suspicious Inspector-Magus D8 MUSIC VENUE VENTURES
6 Order Militant Peacekeepers 16 Raging Quarry Giant 1 The inexperienced bard/band’s music is so bad it’s actually inciting the angry audience to violence…
7 Children of the Sun Enlighteners 17 Aggressive Mercenaries The highly inebriated bard/band has passed out onstage, and the panicked promoter begs the players to take up
2
8 Territorial Street Gang 18 Corrupt Order Militant Officers instruments and continue the show before the crowd gets rowdy…

9 Nervous Black-Market Smugglers 19 Belligerent Street Thugs 3 The unruly crowd doesn’t want to hear the music; they just want to party and smash things up…

10 Necromanti Occultist 20 Knight-Paladin and Enforcers 4 The bard/band is about to perform what they hope is their breakout song. It’s all on the line for them…
The bard/band spies the players in the audience and is convinced that their adventures will be the muse for their next
5
grand creative opus…
MUSIC VENUES
Rowdy audience members keep climbing onstage and leaping back into the crowd. The bard/band is getting
From humble backroad taverns to the grand theaters of Sargrad’s Gilded District, music venues of all types and sizes 6
frustrated with all the interruptions…
have become a staple of everyday life in Lawbrand. GMs can use the following table to create a randomly generated
The bard/band is playing a rather provocative ballad about another bard’s attractive yet apparently faithless
music event by rolling to determine the event’s Music Venue Location, Type, and Venture. 7
significant other. A fight is sure to break out…
D6 MUSIC VENUE LOCATION The bard/band played a great show, but they ran up a large alcohol tab they can’t pay. They require aid in gathering
8
their gear and escaping the venue’s enraged proprietors…
Found along the highways that stretch between the Trade-Cities, these lively venues can
1 Roadside Tavern
be as dangerous as they are inviting.
These venues can be found on every street in every Trade-City. Taverns are where
2 City Tavern folk come to unwind after their long work shifts. Always lively, they feature a mix of
traditional and new music.
These shows are usually held in crowded marketplaces and busy intersections, and
3 Street Concert feature a few select bards and bands popular in the local area. These energetic shows are
often bolstered by local food vendors and beverage sellers.
These surprise performances can happen almost anywhere in Lawbrand and usually
Impromptu
4 involve a single bard or band popping up to play their tunes and entertain audiences of
Performance
bystanders, passersby, and lucky fans.
Grand music halls can be found in the larger Trade-Cities like Sargrad, Skarborough,
5 Concert Theater
and Innis. These lavish venues host a wide array of different music types and acts.
Music festivals are rare in Lawbrand, but they offer the widest possible array of music
6 Music Festival and acts for attendees. These heavily attended, often raucous festivals are securely
guarded by armed security.

PART Iii: adventuring urban and outdoor environments


330 331

MARKETPLACES D6 INDUSTRIAL VENTURES INDUSTRIAL


D8
Whether they be massive bazaars like Lietsin’s sprawling Sand Markets or fashionable boutique-lined avenues like Innis’ The party discovers a cruel landlord using hired thugs to forcibly evict ENCOUNTERS
Lorral Lane, the diverse marketplaces of Lawbrand offer a breadth of exotic goods and experiences. 1
squatters with nowhere else to go… 1 Bandits
D8 MARKETPLACE VENTURES The party hears panicked cries from local children who were playing 2 Smugglers
2
too close to unstable wreckage and are now trapped… 3 Soulstalker
1 A merchant mistakenly accuses a party member of theft, and the local constabulary has been alerted…
The party stumbles upon a group of agitated factory workers holding 4 Enforcer
2 A weapons vendor, obsessed with the party’s well-worn weapons, wants to barter…
3 a secret meeting to discuss how best to sabotage the local Trade-
3 A group of pickpockets has targeted the party… Guild’s profits… 5 Giant Rats
A Children of the Sun street preacher starts overturning carts and tables, decrying commercialism as society’s The party surprises a secret fellowship meeting of the Children of the 6 Gangrunners
4 4
deepest form of corruption… Sun… 7 Occultist
5 An excitable drink vendor is selling potent alcoholic beverages that could knock out a bison… The party discovers a cache of illegal goods amassed by centaur 8 Squatters
5
gangrunners…
Pilgrims from a distant Trade-City are buying supplies needed for their long journey home but appear to have been
6
robbed of all their money… Mistakenly believing them to be subversive cultists, a group of
6 Peacekeepers is harassing harmless vagrants who have been squatting
It’s rumored that a popular vendor is selling contraband arcana, and the nearby constabulary is keeping a
7 in the ruins for weeks…
wary eye on their activities…
A meat vendor offering succulent meats-on-a-stick has been accused of kidnapping his neighbors’ smaller
8
household pets…
WOODLAND ENGAGEMENTS
Vast tracts of woodland surround the territories of Lawbrand and also buffer the Trade-Cities from one another. From
INDUSTRIAL RUINS the primordial forests of the Barrier Wilds in the north to the fey-touched Illian Forest to the south, the trackless
woodlands teem with savage beasts and sylvan folk of all kinds.
Industrial ruins can be found in all of the urbanized Trade-Cities, but they are most common in Sargrad, Skarborough,
The following tables allow GMs to randomly determine adventure hooks as well as one-off creature encounters
Talis, and Innis. These derelict structures stand as evidence of economic downturn, as workers and residents are displaced
appropriate to the environment.
or relocated to alternate sites. These abandoned locations often become “dark spots” in each Trade-City, where the local
constabulary turns a blind eye to increased criminal activity.
D8 WOODLAND VENTURES WOODLAND
D8
GMs can use the following tables to create a randomly generated industrial scene by rolling to determine the area’s ENCOUNTERS
A lone bear cub takes a liking to a party member—but mama bear isn’t
Industrial Environment, Ventures, and Encounter. 1
far behind… 1 Bandits
D4 INDUSTRIAL ENVIRONMENTS 2 The party stumbles upon a camp full of nervous smugglers… 2 Wolves
These colossal, dilapidated structures are lined with oversized industrial piping, The party unknowingly wanders into the hunting grounds of a pack 3 Goblin trappers
1 Derelict factory 3
intersecting overhead gantries, and massive, inoperable machineries… of dangerous predators… 4 Bear
These large structures have multiple floors that look down upon vast, central 4 A party member is caught in a hunter’s snare… 5 Owlbear
2 Abandoned warehouse
storage spaces lined with rows of stacked crates and broken shipping containers… Darting faeries suddenly appear and beckon the party toward a faintly
5 6 Eagle
These soot-covered structures are veritable labyrinths of industrial piping, glimmering copse of trees…
7 Giant spiders
3 Burned-out refinery colossal steam vats, and towering iron drums. Fire damage is evident everywhere, The party finds a wounded hunter who claims to have been attacked by a
6 8 Hippogriff
and the area’s flooring seems particularly unsafe… monster stalking the region…
These huge, run-down buildings contain multiple floors lined with small living The party meets a befuddled druid searching for her shapeshifted
4 Condemned tenement apartments. Garbage and broken furniture are piled in scattered heaps in every 7 companion. Unfortunately, she can’t remember which animal form
corner. Every inch of these structures seems on the verge of collapse… they last took…
The party realizes a band of stealthy satyrs is stalking it—but can’t yet tell
8
if they’re friend or foe…

PART Iii: adventuring urban and outdoor environments


332 333

RUINS OF AX'OLOTH DESERT ENGAGEMENTS


Found primarily in the dense woodlands south of Lawbrand and intermittently in the western edges of the Tanaroch, the The vast Tanaroch Desert lies to the east of Lawbrand, stretching from the Barrier Mountains in the north all the way to the
ruins of Ax’oloth are all that remain of the salamar’s once prolific civilization. These ruins often consist of aboveground unknown reaches of the far south. It is a scorching hot wasteland, home to a number of rugged cultures and predatory beasts.
structures covered in dense moss, flowers, and vines. They are often situated atop subterranean tunnel systems that The Tanaroch is dotted with the ruins of ancient cultures that remain a mystery to those dwelling in distant Lawbrand.
connect different sites. Botanists have taken note that exotic flora seems to thrive in these overgrown sites. The following tables allow GMs to randomly determine adventure hooks as well as one-off creature encounters
The following tables allow GMs to randomly determine flavorful environments and adventure hooks as well as one-off appropriate to the environment.
creature encounters appropriate to the environment.
D8 DESERT VENTURES D8 DESERT ENCOUNTERS
1 The party discovers the wreckage of a long-abandoned caravan… 1 Bandits
D4 AX’OLOTH ENVIRONMENTS
2 The party is ambushed by opportunistic raiders… Children of the Sun
These majestic sites feature colossal trees that have twined together around temple 2
A sudden sandstorm forces the party to take shelter within a Enlighteners
1 Gnarlwood shrine structures, creating what must once have been public squares where the salamar 3
would meet and commune spiritually… reeking, bone-strewn cave… 3 Centaur outrunners
Full of broken alchemical equipment and the remnants of archaic machinery, The party comes across a lost chariot racer who doesn’t know their 4 Ma’ii pack
2 Underground laboratory 4
these laboratories were unique to the nature-focused salamar… race has long since ended…
5 Giant scorpion
These enclosed bathhouses, made of stone and open to the sky, were where the A small group of ma’ii approach the party, asking for aid in rescuing
3 Sun house 5 6 Ravenous
salamar would bathe and sun themselves… their wounded comrade from a sinkhole…
7 Bulette
These large, subterranean ruins hold apartments where salamar families lived. The party encounters a ragged caravan limping its way back to
4 Dormitory Lawbrand. The panicked caravanners claim that they are being 8 Duneback
Now, they are broken and lined with corroded trinkets and ossified furniture… 6
pursued by the Children of the Sun, who want to prevent them from
reaching civilization…

D6 AX’OLOTH VENTURES AX’OLOTH 7 The party discovers a seemingly abandoned desert dwarf watch post…
D6
Amid the wreckage, the party finds a mysterious pool that shows ENCOUNTERS The party has wandered into sacred ma’ii territory and now finds itself
8
1 reflections of a world long since passed—graceful temples entwined with 1 Rats hunted…
beautiful trees and thriving gardens… 2 Snakes
The party enters a hallowed chamber full of sarcophagi—each 3 Oozes
2 with intertwined skeletons nestled inside. These were the salamar’s
4 Bats
RUINS OF THE ALDAN THEI
family crypts…
The ruins are lit by an eerie orange glow as mist wafts up from the 5 Salamar These rare structures, usually found in eastern Lawbrand and scattered across the Tanaroch, are all that’s left of the
3 enigmatic Aldan Thei civilization. Blasted by terrible arcane power long ago, the ruins are incredibly lonely places. Some
deeper recesses. There’s something noxious sleeping beneath the earth… 6 Giant constrictor snake
say they are haunted by the ghosts of the Aldan Thei themselves. These places are usually found as subterranean vaults—
The party stumbles upon an overgrown garden area where the plants
4 underground rooms and toppled walls with only a few free-standing structures remaining. The most obvious of these
seem to move of their own volition. And they look hungry…
ruin types are the waywells found scattered throughout the desert—a few of which are rumored still magically to produce
A salamar pilgrim, seeking to transcribe the ruins’ ancient pictographs, springs of water—and the towering obelisks similar to those found in Lietsin and Baker.
5
requires aid in reaching the deepest pictograph chamber…
The following tables allow GMs to randomly determine flavorful environments and adventure hooks as well as one-off
A team of archaeologists from the Conservatorum went into the ruins creature encounters appropriate to the environment
6 but never came out. The team’s sole survivor says that “devil serpents”
poured out from the walls and devoured his comrades…
D4 ALDAN THEI VENTURES

Their walls etched with ancient symbols and their floors littered with tattered scroll
1 Librarium
cases, these ancient halls once served as places of study and meditation…

The floors of these open courtyards are covered with broken mosaic tiles, wrecked
2 Public square
fountains, and stone benches…
These cramped, shadowed vaults are filled with tattered books and the remains of
3 Repository
ancient scrying devices…

4 Toppled obelisk These aboveground ruins resemble the standing obelisks found in Lietsin and Baker…

PART Iii: adventuring urban and outdoor environments


334 335

D6 ALDAN THEI VENTURES


D6
ALDAN THEI RUINS OF ARDU
ENCOUNTERS
A drow explorer, seeking the ancient power of their Tal’Gorah ancestors,
1 Found both on land and beneath the sea, the ruins of the atsaadi empire are scattered all over Lawbrand’s coastlines.
warns the party to stay away from the ruins or risk their might… 1 Earth elemental
The ruins themselves are considered holy sites by the atsaadi tribes—but they are also coveted by pirates and traders
A team of Conservatorum archaeologists has discovered a chamber 2 Fangwraiths
for their potential riches and lost artifacts of power. The ruins of Ardu are covered with beautiful mosaics and graceful
2 of previously unknown sigils—a major breakthrough—but requires 3 Mummies designs depicting oceanic scenes and themes. This beauty is evidence of a vibrant, affluent empire that was brought low
protection while they transcribe the ancient symbols… by an abrupt catastrophe
4 Skeletons
The party discovers a waywell half buried in the sand—but a colossal The following tables allow GMs to randomly determine flavorful environments and adventure hooks as well as one-off
3 5 Drow sorcerer
sandworm has claimed the structure as its lair…
creature encounters appropriate to the environment.
The players enter a burial chamber full of mummified corpses bearing 6 Scorpions
4 pristine circlets on their heads…As the party draws closer, the mummies D4 ARDU ENVIRONMENTS
come to life! Once elegant, grandrooms, these halls are now overgrown with moss and seaweed, their
1 Drowned hall
The ruins have become a nest for ravenous sandworms that will violently elaborate sculptures and works of art eroded by tides and caked with sediment…
5
defend their lair from intruders… These drowned garrisons are full of rusted weapons and training stages, their
2 Broken watchpoint
The party is confronted by a ghost who claims to have been there ages broken barracks littered with ruined maps and scaled uniforms…
6
ago when the Auroboros consumed its ancient civilization… Once places of worship, these shrines now lie toppled and broken. Still, there are
3 Sunken altar
echoes of a powerful spirituality that can be felt by all nearby…

COASTAL ENGAGEMENTS These simple homes, clustered together in twos and threes, were once the
4 Dwelling domiciles of atsaadi families. Their discarded trinkets and heirlooms can be found
Lawbrand’s western border is defined by the Kalnorean Coast, a vast, rugged shoreline that runs from the Barrier scattered around the surrounding area…
Mountains in the north to the southern bay of Tidesfar. Trade ships, naval frigates, and even the vessels of the Zanzarra
pirates regularly sail the coastal waters from Orinfell’s fog-wreathed Greyport to Tidesfar’s bustling Longshore.
D6 ARDU VENTURES D6 ARDU ENCOUNTERS
Innumerable beaches, coves, and inlets dot the densely wooded coastline.
A priceless memory pearl—containing the experiences of Ardu’s citizens 1 Water elemental
The following tables allow GMs to randomly determine adventure hooks as well as one-off creature encounters
1 before the fall—is rumored to be locked in a nearby subaquatic vault. Its 2 Sea serpent
appropriate to the environment.
retrieval would be seen as a miracle to the atsaadi people…
3 Daggermaw
A giant squid has taken residence within a vault containing
D8 COASTAL VENTURES COASTAL 2 4 Zanzarra pirates
D8 precious atsaadi heirlooms…
A lone fisherman appears to have hooked more than they bargained ENCOUNTERS
An atsaadi oracle beckons the party deeper into the ruins. Having seen 5 Giant crab
1 for as a raging sahuagin, the hook still embedded in its gills, stalks 1 Zanzarra pirates
3 their arrival in a vision, they are convinced that the party will restore 6 Sahuagin
toward them through the surf… 2 Daggermaw raiders balance to the mournful ghosts that inhabit the area…
The party finds a half-drowned sailor who claims that Zanzarra pirates 3 Air elemental
2 Atsaadi citizens of Lawbrand, exploring their old homeland, have been
attacked and boarded their frigate. They fear that all hands were lost… 4
4 Giant crab captured by merciless sahuagin…
The party comes across a wrecked cargo freighter—its hold full of The party interrupts a gathering of hostile atsaad in the middle of planning
3 5 Daggermaw flayers 5
steel ingots intended for Tidesfar… an attack against Lawbrand’s navy…
The party finds a cartographer from the Conservatorum who seeks 6 Chuul
4 A notorious atsaadi criminal, wanted for multiple acts of atrocity in
protection as they map out the coastline’s more dangerous stretches… 7 Dragon turtle 6 Tidesfar, has taken refuge in an ancient shrine and must
A heavily armed atsaadi raiding force has made landfall, intent on 8 Water elemental be apprehended…
5
causing as much terror and destruction in Lawbrand as possible…
A pirate skiff has landed near a small trading post, and its crew is busy
6
ransacking the traders’ meager wares…
The party encounters an atsaad, staring out to sea from the
7 shoreline. It plans to find its family’s ruined home beneath the waves
and recover a relic it once vowed to keep safe…
The party stumbles upon a small camp of smugglers who plan to sell
8
their contraband weapons to atsaadi rebels on the Wassica Islands…

PART Iii: adventuring urban and outdoor environments


336 337

LEGENDARY WEAPONS
BLADE OF
THE BEGOTTEN SUN
Weapon (any sword), rare (requires attunement)
This graceful, fire-blackened sword was crafted by smiths of the
Children of the Sun whose names were lost to the desert winds
long ago.The blade, which appears to glow with an inner fire,
can protect its user by absorbing heat from any source.
THE APPARATUS
Wondrous item, legendary (requires attunement) You gain a +2 bonus to attack and damage rolls
made with this weapon.
A mechanical marvel, the Apparatus serves a dual purpose as both a
climbing device of incredible utility and as a deadly weapon. Rumored to
have once been wielded by an elite member of the Draconis Malisath, this
: The wielder of this weapon gains resistance
against fire. This weapon can absorb a small
device could allow the user to reach locations that would be impossible by source of nonmagical fire to emit light in a 10
normal means. Though it’s held that the device was lost in the wilds near ft. radius on command, lasting up to
Wallaroo, it’s unlikely that the Malisath would relinquish such a precious one day.
tool without a fight.

As an action, select a solid object such as a wall or ceiling within DUNESTALKER’S DAGGERS
60 ft. and immediately zip to this point in a straight line. This Weapon (dagger), rare
movement does not provoke attacks of opportunity. These twin daggers are rumored to have been carved
from the bones of one of the deadly Ravenous. Their
: The Apparatus may also be used in combat as a one-handed
versatile melee weapon that deals 2d6 damage. lightweight nature allows for preternaturally quick
strikes, giving them an almost ghostly effect that confounds slower
: As an action, make a ranged attack against a creature within 60
ft. On a hit, the target takes 2d6 slashing damage and makes a
enemies.

Dexterity saving throw against a DC equal to the attack roll. You gain a +1 (uncommon) / +2 (rare) / +3 (very
On a failed save, the target is immediately pulled 15 ft. in a rare) bonus to attack and damage rolls made with
direct line toward the attacker. If the target is huge or larger, this magic weapon.
the attacker instead may choose to be pulled 15 ft. closer to the
target. : These daggers have 1 (uncommon) / 2 (rare) / 3 (very rare)
charges. They regain 1 charge at dawn.

AXE OF DESERT WINDS : As a bonus action, you can expend a charge to create a
mirage-like apparition in the form of a snarling Ravenous that
Weapon (any type of axe), legendary (requires attunement) appears directly above you and mimics your every move and
This mighty axe, crafted upon the Sunforge of Red Bluff, can cleave expression. This ghostly illusion gives any attack against you
through solid stone. Its blades have been sharpened with crystals of disadvantage for 1 round.
bloodstone, leaving small shards embedded into the axe’s edges. These
shards give the axe an incandescent amber glow and allow the wielder to
FANGS OF TORMENT
absorb mystical energy from nearby foes.
Weapon (dagger), rare
You gain a +3 bonus to attack and damage rolls made with this magic Shaped like fangs from a hydra’s maw, this pair of serpentine daggers act
weapon. It has the following additional properties: as a conduit for a powerful hallucinatory toxin that can drive their target
There are numerous magic items and artifacts of renown scattered Energy Absorption to madness.When drawn from their sheathes, the blades drip with viscous
throughout the lands of Drastnia. Some are ancient, having played green fluid—seemingly eager to sink deep into innocent flesh.

vital roles in key historical events—while others have been crafted in


: When a creature is slain by an attack with this weapon,
the wielder regains 1 expended 1st-level spell slot and a
You gain a +2 bonus to attack and damage rolls made with this weapon.
2nd-level spell slot. If the creature is slain by a critical hit
the fires of modern ingenuity. Whatever their origins, wondrous arcane
items can empower those fortunate enough to find them—and daring
with this weapon, the wielder regains 1 expended spell slot
of 1st level, 2nd level, 3rd level, and 4th level.
: After a target suffers any harm from this weapon, they must
succeed a Wisdom saving throw with DC equal to 10 + your
Proficiency modifier. If the creature fails, it retreats into its
enough to wield them. The following chapter provides rules and lore for
own mind, immediately dropping their weapon and becoming
some of Lawbrand’s most powerful items. frightened. On their turn, the affected creature can make a
Wisdom saving throw DC = Proficiency modifier + 10 to cease
being frightened (lasts up to 3 turns).

PART Iii: adventuring


338 339

HYDRAULIC PULVERIZERS Unleash Essence


Weapon (gauntlet, bludgeoning), rare As an action, while Malevolence contains the essence of a slain
creature, you may expend charges to deal damage in a 15 ft. cone
These mechanical gauntlets, carefully crafted by designers in Talis, were
in front of you for xd6 necrotic damage, where x is the number of
engineered to enhance the bearer’s strength while manipulating industrial
charges expended. If you expend charges in this way, you lose all
pulleys.While made for heavy labor, they seem to have been repurposed
resistances gained from Malevolence.
for combat.These gauntlets allow for the user to lift, crush, or “pulverize”
whatever might stand in their way.
MIDNIGHT’S EDGE
You gain a +1 (uncommon) / +2 (rare) / +3 (very rare) bonus to Weapon (dagger), legendary (requires attunement)
attack and damage rolls made with your fists while wearing these.
This sinister dagger is rumored to have been wielded by one of the Draconis
: Before you make a melee attack with your fists, you can choose
to take a −5 penalty to the attack roll. If the attack hits, you
Malisath’s Wraithblade assassins. Dubbed “Midnight’s Edge,” it has cut
short the lives of many who made enemies of the dreaded Malisath. The
While playing this accordion, you are able to call upon its wondrous
powers once per day. The accordion has a switch that swaps its
add +10 to the attack’s damage. Additionally, when attempting dagger’s shadowy blade is tainted by vampiric energies, allowing it to capability for show or combat. While playing for show, you can play
to grapple a creature larger than you, you gain advantage. absorb some of its prey’s life force for a time. the accordion safely without any additional effects. In combat, the
accordion has a will of its own, resulting in any number of random
You gain a +3 bonus to attack and damage rolls made with this weapon. effects. As an action, you may play the accordion and let loose one
MACE OF THORNS of its wondrous delights by consulting the Accordion of Wondrous
Weapon (mace), rare (requires attunement)
This rusted, thorn-wreathed mace is rumored to have been wielded by a
: Attacks with this weapon deal an additional 2d6 necrotic
damage. Any damage dealt is gained as temporary hit points.
Delight Effects table.
(Temporary hit points do not stack.)
penitent Paladin of Old Sularia who sought redemption through its use.
ACCORDION OF
Now a sacred relic of the Circle of Thorns, the battered mace radiates an D10
WONDROUS DELIGHT EFFECTS
aura of grief and carries the pungent scent of unnatural decay. SALDRED’S HAMMER
Weapon (maul), legendary (requires attunement) Water shoots from the accordion into the sky, raining down
1
You gain a +3 bonus to attack and damage rolls made with this in a 30 ft. wide circle, healing all friendly creatures for 2d8.
weapon. This massive hammer shines with a golden radiance that illuminates
friends and foes alike. In your hands, it feels almost too light, as if it’s Every creature within 30 ft. of the accordion is affected
2
: Each time a creature suffers harm from this weapon, they must
succeed a DC 15 Constitution saving throw. If the target creature
being hefted by an unseen force. Inscribed along its ornate pommel is the
original owner’s name—Saldred Oth’Sular, the first and only Emperor
by Enlarge/Reduce (Enlarge).
Every creature within 30 ft. of the accordion is affected by
fails, they become withered for 1 minute, causing them to have 3
of Old Sularia. The sacred hammer’s presence in Lawbrand is the stuff Enlarge/Reduce (Reduce).
disadvantage on attack rolls. of legend—a legend not only of the great man who wielded it but of the SCREECHING BOW A loud burst of heinous sound emits from the accordion.
righteous power that Sularia once represented. Weapon (longbow), legendary (requires attunement) 4 Every creature within 30 ft. must make a DC 15 Wisdom
MALEVOLENCE A bow made from thorny wicker brambles and large avian leg bones, the saving throw. If failed, the creature is frightened for 1 minute.
You gain a +3 bonus to attack and damage rolls made with this magic
Weapon (greatsword), legendary (requires attunement) Screeching Bow is a weapon that is both dangerously savage and strangely A scintillating, chromatic mist emanates from the
weapon. It has the following additional properties:
noble. Any arrow that is let loose from its strings emits a piercing avian 5 accordion. All creatures within 30 ft. of the user gain the
This ebony, two-handed sword was forged by ancient drow smiths in
Light-Blessed scream as it flies, as if a hundred great eagles voiced their fury all at once. benefits of a long rest.
utter darkness. It radiates negative energy, with a bone-chilling cold
that can be felt even through its scabbard. The shadow of Malevolence
appears darker than other objects, and its weight seems heavier in your
: Attacks with this weapon deal an additional 1d8 holy damage.
The hammer has 3 charges. You gain a +3 bonus to attack and damage rolls made with this weapon. 6
The boisterous tune emanates from the accordion,
invigorating you. For the next 10 minutes, you gain +5 AC.
hands after it has taken a life.
: While attuned to it, you can expend 1 charge for the following
effect: when a creature suffers harm from this weapon, a pillar
: When an attack made with this bow successfully hits an enemy,
the arrow then explodes. The target and each creature within 5 ft.
7
Lost in the accordion’s rhythms, you fall through reality
itself and reappear anywhere within 100 ft. (The GM
You gain a +3 bonus to attack and damage rolls made with this magic of light strikes down, blinding the target for 1 turn and dealing of it must succeed a Dexterity saving throw with DC equal to 10
decides where you appear.)
weapon. It has the following additional properties: 4d10 radiant damage, causing the creature to make a DC 15 + your proficiency or take 2d6 thunder damage.
Flashes and multicolored sparks erupt from the
Devour Essence Constitution saving throw. If the creature succeeds, it takes half
8 accordion’s keys as all creatures within 30 ft. may take an
as much damage and is not blinded.
When this weapon deals a killing blow to a creature that has at INSTRUMENTS OF extra action for 1 minute.
least one resistance and is not undead, you sever the creature’s
ties to the corporeal realm, absorbing its soul into Malevolence. : Additionally, the pillar of light continues to shine for 1 minute,
taking the space of a Medium creature. If a creature passes
EUPHORIA 9
Howling winds burst from the accordion, allowing creatures
to fly at a speed of 60 ft. for 10 minutes.
The wielder of Malevolence gains one of the resistances the through it or begins its turn in it, it deals 2d6 radiant damage
creature had for 24 hours and gives the weapon 1 charge, up to a to that creature. The accordion starts flashing and making extremely loud,
maximum of 12. ACCORDION OF discordant noises. During the next round, it will explode,
WONDROUS DELIGHTS 10
harming all creatures within 30 ft. for 6d20 damage and
Wondrous item, very rare forcing them to make a DC 20 Dexterity saving throw.
In the following round after it explodes, the accordion
Shaped to resemble a dragon’s flaming maw when fully expanded, the
magically reappears in your hand.
Accordion of Wondrous Delights is capable of producing numerous magical
effects when played, and most of them are usually beneficial to its player…

PART Iii: adventuring MAGIC ITEMS


340 341

BESSY’S CLAMOROUS HORNED LYRE BOOTS OF MOSH FAERIE-MADE BOOTS


Wondrous item, rare Wondrous item, rare
COWBELL Wondrous item, very rare
Wondrous item, very rare This lavish ivory lyre, covered in golden These black leather boots have a real This square-toed pair of leather boots features glittering laces dyed a unique
etchings and filigree, has a distinct feature heft to them. Their soles and toe covers shade of pink. The boots themselves are oversized for any normal humanoid,
This shabby, oversized cowbell doesn’t look
atop its yoke—the visage of a winged are lined with a dwarven-forged alloy, but seem to shrink as you put them on…
like anything special.Weathered and dented,
it seems well past its prime.While it produces unicorn. The unicorn’s horn gives off a making them impervious to harm.
Though they are heavy, their incredibly While these boots are equipped, you may cast Enlarge/Reduce
clear, ringing notes when played as an radiant light that seems to accentuate any
balanced design helps when performing (Reduce only) on yourself at will.
instrument, rumors hold that the innocuous tune played on the lyre, casting a feeling of
bell might just be an instrument of udder warmth to all nearby. strenuous activities such as stomping
ruin… around in circles and kicking others’ G.A.D.GET “GYRO-CENTRIPETAL
As an action, begin strumming the horned lyre to soothe the heads in… AUTONOMOUS DEVICE”
When the cowbell is struck, cast Earthquake at your location. Can only emotions of listeners. All creatures within 60 ft. make a Wisdom Wondrous item, rare
be used once per day. saving throw and do so with advantage if you or your companions While wearing these boots, you have advantage on Strength checks.
are fighting them. If they fail the saving throw, they are Charmed This mysterious, multifaceted device whizzes and whirrs with a mechanical
whine. As you watch, it shudders and reconfigures itself into the form of a
by you until the music stops or until you or your companions do BOUGH OF GOSHAEDAS
BLAZING LUTE anything harmful to them. The Charmed creature regards you as a Wondrous item, uncommon
small, clockwork automaton with spindly appendages and spidery feet. Built
Wondrous item, very rare friendly acquaintance. When the spell ends, the creature knows it by the engineers in Talis to perform several distinct functions, the automaton
This peculiar branch, blooming with wild berries, seems to replenish itself daily, seems capable of accepting a very specific set of commands….
An ebony instrument with flame motifs was Charmed, but not by whom.
despite having been cut from its source. Some say it once grew from the boughs
engraved in silver, the Blazing Lute of the wise old treant, Goshaedas. The G.A.DGET has 5 charges.
features incredibly resistant strings of It is a device that can transform
elvish making. As you play it, sparks WONDROUS ITEMS You can use a bonus to pluck a greatberry from the bough. Each as needed. As an action, you can
begin to fly from the strings, growing in greatberry can be eaten to restore 3 hit points and provides enough command the G.A.DGET to
intensity as you play faster. As your notes nourishment for a day. The bough regrows 2d4 greatberries each perform a duty, listed below. The
increase in speed, the sparks turn to fire, BARD-IN VIP WRISTBAND day at dawn. G.A.DGET regains 1d4 charges
flicking outward into a roaring flame. Wondrous item, uncommon
every day at dawn. If you expend
Keep playing, and the fire dances before This bead-strewn, braided-leather wristband allows for unrestricted access BRACERS OF THE LIVING GROVE the G.A.DGET's final charge, it
you… but play too long, and the flames into the exclusive backstage areas of Bard-In. overheats and explodes, dealing
Wondrous item, rare
might just consume you. 2d6 fire damage to all creatures
Skip to the front of any queue without question and gain access This wondrous pair of bracers is made from the enchanted bark of an
When this lute is played, a beautiful fire erupts. Each creature in a
within10 ft.
to any backstage area during the Bard-In Music Festival. ancient treant. Incredibly durable, the bracers still pulse with life energy;
15 ft. radius must make a Dexterity saving throw. A creature takes sprigs and soft leaves sprout anew from the gnarled wood after taking Fire Net Cannon
3d6 fire damage on a failed save, or half as much damage on a any damage. Shoot a net attached to a rope at a target up to 30 ft. away. The target
successful one. The damage increases by 1d6 for each consecutive BEZZUS’ BELT O’ BEES creature must make a DC 10 Dexterity saving throw. If failed, the
turn the flute is played, up to a maximum of 8d6. The flute may Wondrous item, rare These bracers have 3 charges. While wearing these bracers, you gain creature is restrained and is dragged to your location at a speed
only play one song per short rest. a +2 bonus to AC, but you become vulnerable to fire damage. You of 30 ft.
This inexplicable belt is stiff, uncomfortable, and heavy.While impractical,
it features a small, buzzing compartment at the front that can be opened to can expend 1 charge to have the bark cover your entire body, giving
Deploy Fire Extinguisher
release a swarm of angry bees! you resistance to bludgeoning, piercing, and slashing damage for 30
DRUMS OF DOOM seconds.
G.A.DGET can put out small fires without being asked. In fact,
Wondrous item, very rare G.A.DGET insists on doing so, even if you may not want it to.
This belt has 3 charges. While wearing it, you can use a charge as an
Become a Barricade
This pair of tethered drums was action to summon a dense cloud of bees that attack nearby enemy DEANO CARDIGAN (100% WOOL!)
created by a group of powerful orc creatures. The cloud of bees uses the same statblock as a Swarm of Expand to form a 15 ft. wide barricade. G.A.DGET roots itself and
Wondrous item, uncommon
shamans centuries ago. Made of Wasps. The belt regains 1d3 expended charges at dawn. widens up, blocking the sight of any creatures from seeing the other
The comfiest cardigan this side of the Tanaroch Desert! Expertly knitted by side of it. This effect lasts up to ten minutes. While in barricade
bone and patched animal hides,
an artisan tailor in Innis, this miraculous sweater provides the wearer with form, G.A.DGET has the following statistics:
the drums still manage to deliver a
tremendously powerful percussive BLOODSTONE PIERCING both practical everyday comfort and high fashion.
sound. Playing them sends physical reverberations through all nearby Wondrous item, rare
The wearer gains resistance to cold damage, and wearing this
: G.A.DGET can only be damaged through physical means, and if it’s
hit points reach 0, G.A.DGET becomes broken and won’t work until
creatures—driving them into an aggressive frenzy. A small piece of Bloodstone jewelry that can easily be used as a piercing the owner takes a long rest.
sweater also gives entry into high-society events.
for your brow, ear, or lip. The stone itself is always warm to the touch, as it
As an action, begin pounding the drums of doom to bring about a consumes the heat from the air around it.
DRINKMASTER’S CASK : Hit Points: 200
frenzy. All creatures within 60 ft. gain advantage on Strength checks
and Saving throws and become resistant to all nonmagical damage. You have resistance to fire while wearing this accessory. Wondrous item, uncommon
: AC 7
Become a Rolling Cage
This effect lasts for as long as the drums are being played. This small oak cask, bearing the rune of an ancient dwarven brewer, never Transform into a cage with wheels. The cage can fit up to three
seems to get any lighter as you drink the ale within it… Just how deep is this medium creatures or one large creature. The bars are extremely
cask anyway? durable, making it incredibly difficult to bend or break. The cage
can be moved by a creature with Strength 14 or higher at a speed of
A small container that never runs out of ale, but can only pour 2 20 ft.
liters per day.

PART Iii: adventuring MAGIC ITEMS


342 343

Become a Collapsible Campsite This horn has 3 charges. As an action, the horn can be blown to REVEL CHAMPIONSHIP BELT WAYWELL COMPASS
G.A.DGET simply has everything a small party would need for a summon a stampede of spectral bison, which trample anything in Wondrous item, very rare (requires attunement) Wondrous item, uncommon
campsite within it, including the materials for a tent, campfire, and their path. The horde of bison charge through your immediate area,
Each year at RevelSLAM, This compass doesn’t seem to be based on any magnetic fields but points
bed rolls. When creating a campsite this way, it is always considered requiring every creature in a 15 ft. cone in front of you to make a
a gladiator is crowned unerringly toward the nearest magical waywell in the desert. Its construction
a Success, but players should roll to cook their food separately. Dexterity saving throw of DC 18. Creatures in the affected area
champion—representing the seems to be of elven make—something you don’t often see in Lawbrand.
take 3d6 damage and are knocked back 15 ft. on a failed save, or
Become a Collapsible Raft very pinnacle of bloodsport
take half as much damage and are not knocked back on A compass made of clay and steel, it always points to the nearest
G.A.DGET becomes a huge life raft that can easily fit up to 7 combat. As proof of their
successful one. waywell (like those in the Tanaroch Desert), no matter how distant
people on it. superiority, the champion
is presented with an ornate, it might be.
GANGRUNNER VEST OASIS BEADS enchanted belt that augments
Wondrous item, uncommon their already formidable WILHELM’S HAT
Wondrous item, uncommon
These beaded garlands, given in friendship by the Children of the Sun, are fighting skills. Wondrous item, legendary
This weathered leather vest features gritty artwork and gangrunner logos as
rumored to rejuvenate the bearer while traveling in the sweltering desert.While (requires attunement)
well as prominent spikes that are stitched into the leather. The sharp spikes While wearing this belt, your Strength is considered to be 20 when
the source of their curious magic is unclear, the beads offer some hydration This tall, tower-shaped hat with sea-
will harm anybody who dares to strike you. Though edgy and stylish, the vest attempting to grapple a creature the same size or smaller than you.
when placed in your mouth. green stripes has begun to tilt crookedly
makes for poor armor, as the spikes tend to press into your body as you move You have advantage when making attack rolls of a creature you are
around, hindering your ability to defend yourself. grappling, and you can use your action to attempt to pin a creature with age. Its previous owner was known
An obsidian bead can be held in your mouth to prevent thirst and
grappled by you. To do so, make another grapple check. If you to be quite lucky. But apparently
dehydration. Its effects only last while the bead is in your mouth.
When you discover this item, roll a D3 to determine its abilities: not lucky enough to hold on to their
succeed, you and the creature are both restrained until the
wondrous hat…
: 1: Your AC is reduced by −1. Creatures that hit you with melee
attacks take 1d4 piercing damage.
THE OBSIDIAN SCEPTER
Wondrous item, rare
grapple ends.
This hat has 3 charges. Whenever you make an attack roll, ability
: 2: Your AC is reduced by −2. Creatures that hit you with melee
attacks take 1d6 piercing damage. This malefic, cursed scepter is rumored to have consumed countless souls over
SCEPTER OF PERDITION
Wondrous item, uncommon
check, or saving throw, you may spend 1 charge to roll an additional
d20. You can use this ability after the original roll, but before the
: 3: Your AC is reduced by −3. Creatures that hit you with melee
attacks take 1d8 piercing damage.
the centuries. If you’re willing, you can use its dark power to bring yourself to
the edge of death, converting your life force into destructive magic that can be This ancient scepter, tarnished by time and caked with ash, features the outcome is revealed. You choose which of the d20s is used for the
attack roll, ability check, or saving throw. The hat regains 1d3 charges
used against your enemies. mark of the Necromanti—a secretive group of sorcerers who have sought to
overthrow civilization for centuries. daily at dawn.
THE GOLDEN GOBLET This scepter has 1 charge. You may expend this charge to reduce your
Wondrous item, rare You can spend an action and break the scepter, releasing the
hit points to 1 and deal the amount of hit points you reduced to an “THE WORLD’S SMALLEST…
A reward given only to the champion of RevelSLAM, this exquisitely enemy creature as necrotic damage. haunting spirit trapped within it. The spirit within haunts the
AND LARGEST THERMOMETER”
engraved, gem-encrusted goblet makes any drink poured into it taste better— nearest creature other than the one who broke the scepter for
Wondrous item, uncommon
and last even longer. 1 minute. While haunted, any action taken by that creature
PANTHER MASQUE-ERA This strange device found in the Baker gift shop tells the temperature
immediately results in 2d4 necrotic damage. The creature who
Wondrous item, uncommon
The Golden Goblet has 3 charges. Liquid in it never spills unless broke the scepter gains temporary hit points equal to the damage accurately, despite its tiny size. A closer inspection reveals a bit of glowing
drunk, even when turned upside down. Any potion may be poured This mystical vial contains what appears to be black, oil-based makeup. dealt. Once broken, the haunting spirit is unable to be restored and liquid slowly leaking from the device… maybe you could use that for
fully into this goblet, allowing them to be used to their full effect When applied liberally, the makeup makes the user’s eyes appear to shine like the scepter is useless. something?
three times. those of a wild jungle beast on the prowl…
This item has 1 charge. You can expend a charge to cast the spell
This vial of makeup has 1 charge. It can be painted around your TALISMAN OF AX’OLOTH Enlarge/Reduce on any target within 5 ft. The thermometer also
GRIFFON’S MANE WIG eyes as a swift action. You gain advantage on any Charisma check Wondrous item, uncommon tells you the temperature if you look closely enough.
Wondrous item, uncommon while wearing the makeup. It wears off after 1 week and is resistant This small, elegant talisman made of a tarnished stone features a purple
If you’re not happy with your current hairstyle, there are many hairdressers in to water. gem at its center. The item hums with ancient power that seems to grow in
Lawbrand who would be happy to help style it for you. However, if you’re lucky intensity when your allies are nearby.
enough to find a real griffon mane, your wig will really fly… THE PIT
Allows the wearer to communicate telepathically with allies within
Wondrous item, rare
While wearing this wig, you can fly at a speed of 10 ft. 30 ft., but they cannot communicate back.
Stored inside a small vial of pure darkness, you can fling out a shadowy
disc that rapidly expands before making contact with any solid surface. On
MATING HORN TALISSIAN GLIDER PACK
impact, the disc creates an aphotic physical recess within the mass it touches.
Wondrous item, rare Wondrous item, rare
This enchanted horn, adorned with the white fur of a mighty buffalo, allows You can use an action to open the vial and release its contents onto An experimental backpack that contains retractable mechanical wings that
its user to let out a booming call that summons a stampede of ghostly white a solid surface to create a magical recess 30 ft. wide and 20 ft. deep. allow the user to glide through the air for short periods. As ever, the prototype
bison! But be careful that you don’t stand in their path—it is unlikely they No light can enter or leave the Pit. It lasts for 10 hours, after which was developed by the overambitious engineers from Talis and might not
can be stopped by any mortal means. the contents are ejected 10 ft. into the air. always function as intended.

As an action, release the wings of your backpack to activate its glide


function. You have a flight speed equal to your movement, but you
are unable to ascend.

PART Iii: adventuring MAGIC ITEMS


345

ASH'AHAND
Trained as battle priests who wield the devastating
powers of the sun, the Ash’ahand serve as both the
spiritual leaders and most ardent defenders of the
Children of the Sun. Their zealotry and fiery devotion
are inspirational to their followers but terrifying to all
enemies of the faith. The Ash’ahand can channel the
sun’s fury by hurling gouts of fire, creating whirling
shields of flame and calling down fiery blasts from the
heavens. They are the wrath of the sun personified—
and are committed to burning down the old world and
trampling upon its ashes…

LIGHTSWORN
These priests often direct the Children’s warriors in
battle—and can wield the light of the sun to strike at
unbelievers and blind them with righteous truth.

FLAMEWAKER
As aggressive as they are merciless, Flamewakers use
a wide variety of destructive flame spells to burn the
Children’s enemies to ash.

SUNSPEAKER
The Children’s highest-ranking priests, Sunspeakers voice
the will of the Prophet and can call down fiery wrath upon
all those who oppose them.

LIGHTSWORN
Medium humanoid (any race), lawful evil
armor class: 12
hit points: 52 (8d8 + 16)
speed: 30 ft. : Cantrips: Light, Mending, Sacred Flame

STR DEX CON INT WIS CHA


: 1st-level (4 slots): Strength Beyond Strength, Ring of
Flame,Wrath of Cinders
12 (+1) 14 (+2) 14 (+2) 10(+0) 12(+1) 16(+3)
: 2nd-level (3 slots): Aid, Enhance Ability,Warding Bond

Saving Throws: Cha +3 : 3rd-level (2 slots): Beacon of Hope, Dispel Magic

Damage Resistances: Fire ACTIONS


Skills: Perception +3, Religion +6
The world of Drastnia is inhabited by dangerous creatures, nefarious Knife, Melee Weapon Attack: +4 to hit, reach 5 ft., one
Senses: passive Perception 13, any senses specific to its race
villains, and horrific monstrosities of every kind. From the bloodthirsty Languages: Common, any language specific to its race target. Hit: 5 (1d4 + 2) piercing damage.
Fleshreavers of the Howling to the colossal, rampaging Dunebacks of the Challenge: 3 (700 XP) Shield of Light (recharges after a short or long rest):
The Lightsworn grants 14 (3d8) temporary hit points to a
Tanaroch Desert, the threats facing the citizens of Lawbrand come in all Spellcasting The Lightsworn is a 5th-level spellcaster.
Its spellcasting ability is Charisma (spell save DC 13, +5 friendly creature within 60 ft.
shapes and sizes. The following section details and rules and lore for some
to hit with spell attacks). It regains its expended spell slots Solar Shatter: The Lightsworn causes a fallen Ash’ahand
of the realm’s most distinct foes. when it finishes a short or long rest. It has the following or Ash’ahar creature to burst into light, restoring 14 (3d8)
cleric spells prepared: health to a friendly creature within 60 ft.

bestiary
346 347

FLAMEWAKER
Medium humanoid (any race), lawful evil : Cantrips (at will): Fire Bolt, Light ASH'AHAR
armor class: 13
: 1st-level (4 slots): Burning Hands, Mage Armor,Winds of
the Tanaroch
Also known as “paladins of the Wrathful Sun,” these
hit points:
speed: 30 ft.
105 (14d8 + 42)
: 2nd-level (3 slots): Flame Lash,
Ring of Flame, Scorching Ray
zealous warriors serve as the generals of the Children of the
Sun’s growing armies. Adorned with ever-burning weapons
STR DEX CON INT WIS CHA : 3rd-level (3 slots): Counterspell, Fireball
and fire-blackened plate mail, the Ash’ahar represent the
12 (+1) 16 (+3) 16 (+3) 10 (+0) 10 (+0) 16(+3) : 4th-level (2 slots): Wall of Fire
Control the Flames: The Flamewaker applies its
pinnacle of the Children’s martial power. Smoke and heat
radiate from their armor—and only their blazing eyes can be
Saving Throws: Cha +3, Wis +5 Charisma bonus to the damage of cantrips it casts. seen from within their scorched helms. Their terrifying visage
Damage Resistances: Fire Illuminating Edge: As a bonus action, the Flamewaker is only eclipsed by their staggering prowess in battle. Blessed
Skills: Intimidation +6, Perception +3, Religion +6 grants a friendly creature within 60 ft. +1 to all attack with the sun’s awesome fury, these paladins will stop at nothing to
Senses: passive Perception 13, any senses specific to its race rolls and that creature’s attacks deal an additional 6 claim victory over the unfaithful.
Languages: Common, any language specific to its race (1d6 + 3) fire damage. Cannot be used again while the
FIREBRAND
Challenge: 6 (2,300 XP) empowered creature is still conscious.
The Firebrands rally the Children’s rank-and-file troops to
Spellcasting: The Flamewaker is a 9th-level spellcaster. ACTIONS holy war with impassioned speeches, and their presence on the
Its spellcasting ability is Charisma (spell save DC 14, +6 battlefield inspires the faithful to sacrifice everything for victory.
Knife, Melee Weapon Attack: +6 to hit, reach 5 ft., one
to hit with spell attacks). It regains its expended spell slots
target. Hit: 6 (1d4 + 3) piercing damage. IMMOLATOR
when it finishes a short or long rest. It has the following
Known to rush headlong into battle slinging fire from their blades,
sorcerer spells prepared:
the Immolators revel in chaotic close-quarters combat.

PURIFIER
ACTIONS
SUNSPEAKER As the indomitable vanguard of the Children’s armies, the
Purifiers lead the charge into battle, scorching the earth with fire
Medium humanoid (any race), lawful evil Staff, Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 3) bludgeoning damage. wherever they tread.
armor class: 18
hit points: 135 (18d8 + 36) Incandesce: The Sunspeaker stokes their inner fire,
speed: 30 ft. causing their skin to crack and start radiating solar FIREBRAND
light. All creatures within 15 ft. must succeed a DC 15 Medium humanoid (any race), lawful evil
STR DEX CON INT WIS CHA Dexterity save or suffer 4d12 radiant damage. Creatures
12 (+1) 16 (+3) 16 (+3) 10 (+0) 10 (+0) 16 (+3) who succeed on this save take half as much damage. armor class: 15
hit points:
speed: 30 ft.
91 (14d8 + 28)
: Cantrips (at will): Sacred Flame, Light
Saving Throws: Cha +3, Int +6, Wis+9
Damage Resistances: Fire
LEGENDARY ACTIONS
The Sunspeaker can take 1 legendary action, listed STR DEX CON INT WIS CHA
: 1st-level (4 slots): Guiding Bolt, Healing Word, Shield of
Faith
Skills: Intimidation +4, Perception +6, Religion +6
Senses: passive Perception 16, any senses specific to
below. Only one legendary action option can be used at a
time and only at the end of another creature’s turn. The
12 (+1) 16 (+3) 14 (+2) 10(+0) 11(+0) 14(+2) : 2nd-level (3 slots): Combustive Pitch, Prayer of Healing,
Ring of Flame,Wrath of Cinders
its race
Sunspeaker regains spent legendary actions at the start of Saving Throws: Int +5, Wis +3 : 3rd-level (3 slots): Beacon of Hope
Languages: Common, any language specific to its race
its turn. Damage Resistances: Fire : 4th-level (2 slots): Gaze of Judgment, Guardian of Faith
Challenge: 9 (5,000 XP)
Fire Bolt: The Sunspeaker casts the Fire Bolt cantrip as Skills: Intimidation +5, Perception +4, Religion +8
Senses: passive Perception 14, any senses specific to its race
: 5th-level (2 slots): Flame Strike
Sunfury: Once per turn as a bonus action, when the
Spellcasting: The Sunspeaker is a 11th-level spellcaster. an 11th-level caster.
Its spellcasting ability is Charisma (spell save DC 15, +7 Languages: Common, any language specific to its race Firebrand hits a creature with its Scimitar, it may force its
to hit with spell attacks). It regains its expended spell slots REACTIONS Challenge: 8 (3,900 XP) opponent to make a DC 16 Dex saving throw or take 2d6
when it finishes a short or long rest. It has the following fire damage. Creatures that succeed the save take half as
Bestow the Gift (Recharge 5–6): When a hostile creature Evasion: If the Firebrand is subjected to an effect that
cleric spells prepared: much damage.
within 60 ft. suffers fire damage, the Sunspeaker may bestow allows it to make a Dexterity saving throw to take half as
the gift of flames on them. All creatures within a 15 ft. circle much damage, the Firebrand instead takes no damage if
: Cantrips (at will): Sacred Flame, Light
of that hostile creature are ignited and must succeed a DC 13 it succeeds on the saving throw, and only half as much
ACTIONS
: 1st-level (4 slots): Guiding Bolt, Healing Word, Shield
of Faith Constitution save or suffer 4d8 fire damage. damage if it fails. Scimitar, Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 3) slashing damage.
: 2nd-level (4 slots): Prayer of Healing, Ring of Flame,
Wrath of Cinders
Spellcasting: The Firebrand is a 10th-level spellcaster.
Its spellcasting ability is Charisma (spell save DC 13, +5 Firestorm: The Firebrand may make a single Scimitar
: 3rd-level (3 slots): Beacon of Hope, Revivify to hit with spell attacks). It regains its expended spell slots attack against each creature within 5 ft. It may then use
: 4th-level (2 slots): Gaze of Judgment, Guardian of Faith when it finishes a short or long rest. It has the following its Sunfury ability against all enemies hit by that attack
: 5th-level (2 slots): Flame Strike cleric spells prepared: rather than just one.

PART Iii: adventuring bestiary


348 349

IMMOLATOR PURIFIER
Medium humanoid (any race), lawful evil Medium humanoid (any race), lawful evil
armor class: 18 armor class: 20
hit points: 170 (20d8 + 80) hit points: 181 (19d8 + 95)
speed: 30 ft. speed: 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1 19 (+4) 12 (+1) 17 (+3) 18 (+4) 16 (+3) 14 (+2) 18 (+5) 13 (+1) 14 (+2) 20 (+5)

Saving Throws: Int +6, Wis +3 Damage Resistances: Fire


Damage Resistances: Fire Saving Throws: Int +6, Wis +5
Skills: Intimidation +9, Perception +8, Religion +18 Skills: Intimidation +11, Perception +8, Religion +8
Senses: passive Perception 18, any senses specific to its race Senses: passive Perception 18, any senses specific to its race
Languages: Common, any language specific to its race Languages: Common, any language specific to its race
Challenge: 12 (8,400 XP) Challenge: 16 (15,000 XP)
Spellcasting: The Purifier is a 16th-level spellcaster. Its
Flamestrike: The Immolator channels the power of the sun to
spellcasting ability is Charisma (spell save DC 19, +11 to
smite their enemies. Once per turn, when the Immolator hits a
hit with spell attacks). It regains its expended spell slots
creature with its greatsword, it may cause the target to erupt in a
when it finishes a short or long rest. It has the following
15 ft. cone facing away from the Immolator. All creatures within
sorcerer spells prepared:
the effect must succeed a DC 17 Dexterity saving throw or take
4d4 fire damage and be marked by the Immolator. Creatures that
: Cantrips (at will): Fire Bolt, Light, Sacred Flame
succeed on the save take half as much damage and are not marked.
: 1st–6th level (4 6th-level spell slots): Command, Circle
of Death, Fireball, Flame Lash, Haste,Wall of Fire,Wrath
Spellcasting: The Immolator is a 14th-level spellcaster. Its of Cinders
spellcasting ability is Charisma (spell save DC 17, +9 to hit with
spell attacks). It regains its expended spell slots when it finishes Inspiring Strength: As a bonus action, after attacking a
a short or long rest. It has the following sorcerer spells prepared: creature with a melee weapon attack, inspire up to three
other creatures within 30 ft., granting temporary hit
: Cantrips (at will): Fire Bolt, Light, Sacred Flame
points equal to the damage dealt.
: 1st–4th level (4 4th-level spell slots): Burning Hands, Flame
Lash, Haste,Wall of Fire,Wrath of Cinders ACTIONS
Multiattack: The Purifier makes two attacks with its
ACTIONS
longsword.
Multiattack: The Immolator makes two attacks with its
Longsword, Melee Weapon Attack: +9 to hit, reach 5 ft., one
greatsword.
target. Hit: 8 (1d8 + 3) slashing damage.
Greatsword, Melee Weapon Attack: +10 to hit, reach 5 ft., one
Commanding Presence: The Purifier forces all hostile
target. Hit: 12 (2d6 + 5) slashing damage.
creatures within 15 ft. to make a DC 20 Wis save or suffer
LEGENDARY ACTIONS the effects of the Command spell as if cast by the Purifier. DAGGERMAW
The Immolator can take 2 legendary actions, choosing from the LEGENDARY ACTIONS
options below. Only one legendary action option can be used The savage atsaadi warriors of the L’hale clan are known to their enemies as the Daggermaw. They resent Lawbrand’s
The Purifier can take 3 legendary actions, choosing from the
at a time and only at the end of another creature’s turn. The encroachments on their territorial waters, and anything perceived as a threat to their culture and freedom is met with
options below. Only one legendary action option can be used
Immolator regains spent legendary actions at the start of its turn. extreme violence. The Daggermaw are feared for the speed and ferocity of their coastal raids—they sow terror and ruin
at a time and only at the end of another creature’s turn. The
among land dwellers and then retreat back to the waves before a defense can be mustered. Yet these atsaad are just as
Greatsword Attack: The Immolator makes one attack with Purifier regains spent legendary actions at the start of its turn.
deadly on the open sea as they are on land. Many a ship has succumbed to Daggermaw raiders who silently emerge from
their greatsword. Longsword Attack: The Purifier makes one attack with its the depths, clamber up the vessels, and slaughter every crew member in sight. Though Lawbrand’s authorities have heard
Solar Flare (Costs 2 Actions): Each creature within 10 ft. of longsword. stories of these attacks at sea, evidence is hard to come by on account of the Daggermaw’s tactics: after killing a ship’s crew
the Immolator must succeed a DC 17 Cha saving throw or take 2d6 Bolster: A friendly creature within 30 ft. gains 10 temporary and stealing its resources, they set the vessels alight and then dive back into the sea.
radiant damage and become blinded until the end of their turn. hit points.
Command (Costs 2 Actions): The Purifier forces a single FLAYER RAIDER ARKILLOS
REACTIONS
creature within 30 ft. to make a DC 20 Wisdom save or suffer These lightly armed scouts rely Obsessed with rending flesh and Adorned in war paint and armor
Castigate: When a creature that has been marked by this Immolator the effects of the Command spell. on speed and stealth to survey the staining the seas red, the armored scavenged from their slain enemies, the
attacks a friendly creature other than this Immolator, the Immolator seas. Though they are deadly with a raiders lead the Daggermaw’s brutal mighty Arkillos are the Daggermaw’s
may force the attacking creature to make a DC 17 Dex saving throw blade, they will often disengage when assaults on coastal villages and preeminent warriors, and they are
or take 4d4 fire damage. Creatures that succeed on the save take half confronted by overwhelming numbers. vulnerable ships. feared even by the Raiders.
as much damage and are no longer marked. The Immolator may use
this reaction any number of times per round, but each creature may
only be affected by Castigate once per round.

bestiary
350 351

Amphibious Combatant: The Flayer can breathe both


FLAYER
Medium humanoid (atsaad), neutral evil
air and water. While underwater, the Flayer has advantage
on attack rolls.
DEATHSEER
armor class: 14 (natural armor)
hit points: 22 (4d8 + 4) ACTIONS The Deathseers are hideous demons—floating balls of flesh
speed: 30 ft., swim 30 ft. Dagger, Melee Weapon Attack: +5 to hit, reach 5 ft., one with a single eye framed by a slavering mouth of fangs. Myriad
target. Hit: 6 (1d4 + 3) piercing damage. tentacles hang from their bodies, each one acting as a tether
STR DEX CON INT WIS CHA to extra dimensional energies. This connection to raw magic
15 (+2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0) is what makes the Deathseers extraordinary spellcasters—able
to break minds and manipulate reality. These creatures have
Skills: Insight +3, Perception +3 lurked in the shadows throughout Drastnia’s history. They are
Senses: passive Perception 13, darkvision 60 ft., 120 ft. driven by an instinctual desire to enslave all mortal beings to
while underwater their will. Though their power is great, the Deathseers prefer
Languages: Common, Wassic to stay in hiding, using the minions in their thrall to enact
Challenge: 1/2 (100 XP) their will in the world.

MAGUS
The Magi are the most gifted Deathseer spellcasters—and the
Amphibious Combatant: The Raider can breathe both
RAIDER air and water. While underwater, the Raider has advantage
most evil and depraved. They exist only to break mortal minds
Medium humanoid (atsaad), neutral evil and turn innocents into their murderous puppets.
on attack rolls.
armor class: 15 (natural armor) NECROSEER
hit points: 26 (4d8 + 8) ACTIONS
Few in number and highly reclusive, the Necroseers are
speed: 30 ft., swim 30 ft. Dagger, Melee Weapon Attack: +5 to hit, reach 5 ft., one masters of using shadow magic to animate the dead and bend
target. Hit: 7 (1d6 + 3) bludgeoning damage. restless spirits to their will.
STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 12 (+1) SUMMONER
Able to call forth devilish creatures from the infernal realms
Skills: Insight +3, Perception +3
beyond the waking world, the Summoners are obsessed with
Senses: passive Perception 13, darkvision 60 ft., 120 ft.
sowing chaos in the world and transforming it into a living hell.
while underwater
Languages: Common, Wassic
Challenge: 1 (200 XP)

Innate Spellcasting: The Arkillos’ innate spellcasting ACTIONS


ARKILLOS ability is Wisdom (spell save DC 11). They can
Medium humanoid (atsaad), lawful evil Bite, Melee Weapon Attack: +7 to hit, reach 5 ft., one
innately cast the following spells, requiring no material
armor class: 14 (natural armor) components: MAGUS target. Hit: 11 (3d6) piercing damage.

hit points: 39 (6d8 + 12) Medium aberration, lawful evil Life Drink: Living creatures within 60 ft.of the Magus lose
speed: 30 ft., swim 30 ft.
: Cantrips: Poison Spray armor class: 17 (natural armor)
1d6 health at the start of each of the Magus’ turns, and the

STR DEX CON INT WIS CHA : 1st-level spells: Aquatic Limb, Create or Destroy Water, Fog
Cloud
hit points: 94 (11d8 + 44)
speed: 0 ft., fly 20 ft. (hover)
Magus restores hit points equal to half of all damage dealt this
way.
15 (+2) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 12 (+1)
ACTIONS STR DEX CON INT WIS CHA LEGENDARY ACTIONS
Skills: Insight +3, Perception +3 Trident Jab, Melee Weapon Attack: +5 to hit, reach 5 ft., 10 (+0) 15 (+2) 18 (+4) 16 (+3) 15 (+2) 16 (+3) The Magus can take 3 legendary actions. Only one legendary
Senses: passive Perception 13, darkvision 60 ft., 120 ft. one target. Hit: 7 (1d6 + 3) piercing damage. action option can be used at a time and only at the end of
while underwater Saving Throws: Int +8, Wis +6, Cha +6 another creature’s turn. The Magus regains spent legendary
Languages: Common, Wassic Trident Throw, Ranged Weapon Attack: +5 to hit, reach Skills: Arcana +7, Deception +7, History +7 actions at the start of its turn.
Challenge: 1 (200 XP) 20/60 ft., one target. Hit: 7 (1d6 + 3) piercing damage. Condition Immunities: Charmed, Frightened
Infernal Power: Choose a creature within 60 ft and roll 2d6
When a creature is hit by this attack, the target must Senses: passive Perception 12, darkvision 120 ft.
Amphibious Combatant: The Arkillos can breathe on the Infernal Power table. That creature makes a DC 19
succeed a DC 14 Strength saving throw or be pulled 15 Languages: Common, many ancient languages
both air and water. While underwater, the Arkillos has save against the attribute specified and suffers the appropriate
ft. toward the Arkillos. Challenge: 9 (5,000 XP)
advantage on attack rolls. result from the table.
Water Ring, The Arkillos creates a pool of water within 5
ft. that is 5 ft. deep and 5 ft. wide.

PART Iii: adventuring bestiary


352 353

and becomes a zombie, and gains a bonus to its attack


INFERNAL POWER TABLE
NECROSEER and damage rolls equal to the Deathseer’s Intelligence
Medium aberration, lawful evil
modifier. On its turn as a bonus action, the Necroseer
D12 SAVE EFFECT
armor class: 17 (natural armor) can mentally command the zombies to attack a creature
hit points: 94 (11d8 + 44) it can see, and the zombies will obey that command on The Legion Stirs: The Deathseer assails the target’s mind, distracting it momentarily. A creature
1 WIS controlled by the Deathseer within 5 ft. of the target may immediately attack it. On a failed save,
speed: 0 ft., fly 20 ft. (hover) their turn. When this effect ends, the zombies become
this attack is made with advantage.
inanimate once more.
STR DEX CON INT WIS CHA Bestow Curse: On a failed save, the target is cursed for the next minute. While cursed, the target
Life Drink: Living creatures within 60 ft. of the Necroseer has disadvantage on attack rolls against the Deathseer, must make a Wisdom saving throw at the
10 (+0) 15 (+2) 18 (+4) 16 (+3) 15 (+2) 16 (+3)
lose 1d6 health at the start of each of the Necroseer’s turns, 2 WIS start of each of its turns or waste its action doing nothing, takes an additional 1d8 damage any
Saving Throws: Int +8, Wis +6, Cha +6 and the Necroseer restores hit points equal to half of all time the Deathseer deals damage to it, and loses and additional 2d6 health from the Deathseer’s
Skills: Arcana +7, Deception +7, History +7 damage dealt this way. Other undead creatures within this Life Drink ability. A remove curse spell ends this effect.
Condition Immunities: Charmed, Frightened area recover one hit point for each living creature affected by Flesh Rot: On a successful save, the target is vulnerable to all damage for the next hour. Any effect
Senses: passive Perception 13, darkvision 120 ft. this effect. 3 CON
that removes a disease also removes this effect.
Languages: Common, many ancient languages
LEGENDARY ACTIONS Eyebite (Sleep): On a failed save, the target falls unconscious. It wakes up if it takes any damage or
Challenge: 10 (5,900 XP) 4 WIS
if another creature uses its action to shake it awake.
The Necroseer can take 2 legendary actions. Only one
ACTIONS Eyebite (Panicked): On a failed save, the target is frightened of the Deathseer. On each of its turns,
legendary action can be used at a time and only at the end
the frightened creature must take the Dash action and move away from the Deathseer by the
Bite, Melee Weapon Attack: +7 to hit, reach 5 ft., one of another creature’s turn. The Necroseer regains spent 5 WIS
safest and shortest route, unless there is nowhere to move. If the target moves to a place at least
target. Hit: 9 (3d6) piercing damage. legendary actions at the start of its turn. 60 ft. from the Deathseer and can no longer see the Deathseer, this effect ends.
Turn to Serve (1/Day): The Necroseer reanimates 5 Infernal Power: Choose a creature within 60 ft and roll 1d6 Eyebite (Sickened): On a failed save, the target has disadvantage on attack rolls and ability checks.
(1d6 + 3) Small or Medium corpses it can see within 60 on the Infernal Power table. That creature makes a DC 19 6 WIS At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, this
ft. for the next hour. Each corpse immediately stands up save against the attribute specified and suffers the appropriate effect ends.
result from the table. Harm: On a failed save, the target must make a Constitution save or take 53 (14d6) necrotic
damage, or half as much on a successful save. This damage cannot reduce the target below 1HP.
7 CON Additionally, on a failed save, the target’s hit point maximum is reduced by an amount equal to
the damage it took from this spell for 1 hour. Any effect that removes a disease also removes the
ACTIONS
SUMMONER hit point reduction from this spell.
Medium aberration, lawful evil Bite, Melee Weapon Attack: +7 to hit, reach 5 ft., one Negative Energy Flood: On a failed save, the target takes 33 (5d12) necrotic damage, or half as
target. Hit: 9 (3d6) piercing damage. 8 CON much on a successful save. A target killed by this damage is raised as a zombie at the start of the
armor class: 17 (natural armor)
Life Drink: Living creatures within 60 ft. of the Deathseer’s next turn, and follows the Deathseer’s orders.
hit points: 94 (11d8 + 44)
speed: 0 ft., fly 20 ft. (hover) Summoner lose 1d6 health at the start of each of the Enervation: On a failed save, the target takes 23 (5d8) necrotic damage, or half on a successful
Summoner’s turns, and the Summoner restores hit points save. In addition, if the creature failed its save, for the next minute, the Deathseer can use its
STR DEX CON INT WIS CHA equal to half of all damage dealt this way. 9 DEX action to deal an additional 23 (5d8) damage to the target. If the Deathseer uses its action to do
10 (+0) 15 (+2) 18 (+4) 16 (+3) 15 (+2) 16 (+3) anything else, the target moves more than 60 ft. from the Deathseer, or its target has total cover
LEGENDARY ACTIONS from the Deathseer, this effect ends early.
Saving Throws: Int +8, Wis +6, Cha +6 Vampiric Stare: On a failed save, the target takes 14 (4d6) necrotic damage, or half on a successful
The Summoner can take 2 legendary actions. Only one 10 CHA
Skills: Arcana +7, Deception +7, History +7 save, and the Deathseer regains hit points equal to half the amount of necrotic damage dealt.
legendary action can be used at a time and only at the end
Condition Immunities: Charmed, Frightened Drain Strength: On a failed save, the target deals half damage with all attacks and spells for the
of another creature’s turn. The Summoner regains spent
Senses: passive Perception 12, darkvision 120 ft. 11 CON next minute. If the target deals damage to a creature other than the Deathseer while suffering
legendary actions at the start of its turn.
Languages: Common, many ancient languages from this effect, the Deathseer regains hit points equal to half the amount of damage dealt.
Challenge: 10 (5,900 XP) Infernal Power: Choose a creature within 60 ft and roll
1d12 on the Infernal Power table. That creature makes a Possession: On a failed save, the Deathseer controls the target and dictates what it does on its turn.
A possessed creature must make a Charisma save at the end of each of its turns. On a successful
Creeping Disintegration (3/Day): As an attack, the DC 19 save against the attribute specified and suffers the 12 CHA
save, this effect ends. If the Deathseer takes damage while this effect is ongoing, it must make a
Summoner blasts a beam of death that takes up 10 ft. appropriate result from the table.
Concentration check, and the effect ends if it fails.
by 5 ft. in a straight line. The beam travels 10 ft. forward
each round. Any creature that touches the beam must
succeed a DC 19 Constitution save or take 55 (10d10)
necrotic damage. Creatures who succeed on the save take
half as much damage.

PART Iii: adventuring bestiary


354 355

DUNEBACK
These crab-like creatures lurk beneath the sands of the Tanaroch Desert, slowly burrowing their way through the earth in
search of prey and water sources. Due to their immense size, the Dunebacks hibernate underground for months or even
years at a time. During these long slumbers, verdant oases grow atop the massive shells on their backs—welcome sights
for weary travelers. Yet seasoned caravan leaders know to tread cautiously around these lush outcroppings. Dunebacks are
fiercely territorial. When something they perceive as a threat draws near, they will explode from the earth in a shower of
sand and rip apart their unsuspecting prey with razor-sharp mandibles and colossal pincer claws.
FANGWRAITH
Driven by hate and vengeance, fangwraiths prowl the physical world, feeding on mortal fear. These powerful entities
Quaking Lumberer: When the Duneback finishes
DUNEBACK moving, all creatures within 60 ft. of the Duneback
are amalgamations of tortured souls, fused together against their individual wills. The spirits constantly rage against
Gargantuan beast, unaligned their fate, causing the fangwraiths to lash out at anyone and anything within their reach. Most of these apparitions were
must succeed a DC 22 Dexterity saving throw or take originally conjured by cultists in the Fangs of Scyllia cult. Yet more recently, new fangwraiths have materialized all over
armor class: 20 (natural armor) 8d6 damage and be knocked prone. Creatures who Lawbrand due to unknown circumstances…
hit points: 369 (18d20 + 180) succeed on this save take half as much damage and are
speed: 120 ft. not knocked prone. Creatures with a Fly speed gain
advantage on this save. ACTIONS
STR DEX CON INT WIS CHA FANGWRAITH
30 (+10) 15 (+2) 30 (+10) 5 (-3) 18 (+4) 17 (+3) Bury (1/Day): The Duneback can spend its movement Medium undead, chaotic evil Claws, Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
to instead bury down into the ground, causing all Hit: 9 (1d6 + 5) slashing damage.
armor class: 13
Saving Throws: Int +10 creatures within 60 ft. without a flying speed to take a
hit points: 68 (9d8 + 27) Gaze of Dread (1/Day): All creatures within 60 ft. must
Damage Immunities: Fire, Poison; Bludgeoning, DC 22 Dexterity saving throw or take 10d6 damage and
speed: 0 ft., fly 40 ft. succeed a Wisdom saving throw of DC 16 or be frightened
Piercing, and Slashing from Nonmagical Attacks be knocked prone. The Duneback burrows into the earth,
until the start of the creature’s next turn.
Skills: Intimidation +10, Stealth +9, Survival +10 becoming dormant, regaining 100 health over an hour. STR DEX CON INT WIS CHA
Condition Immunities: Charmed, Frightened, While dormant, the Duneback retreats into its shell, Otherworldly Assault (3/Day): The Fangwraith can fly
8 (−1) 16 (+3) 16 (+3) 16 (+3) 12 (+1) 15 (+1)
Paralyzed, Poisoned increasing its AC by 10. into the body of a frightened creature. The Fangwraith does
Senses: passive Perception 14 Damage Resistances: Acid, Fire, Lightning, Thunder; not gain control of the creature, but cannot be targeted by
Siege Monster: The Duneback deals double damage to
Languages: – Bludgeoning, Piercing, and Slashing from Nonmagical other creatures while it inhabits them and has advantage on
objects and structures.
Challenge: 20 (25,000 XP) Attacks its claw attacks against them. If the affected creature makes
ACTIONS Damage Immunities: Cold, Necrotic, Poison a Wisdom saving throw of DC 16, the Fangwraith is ejected
Legendary Resistance (3/Day): If the Duneback fails a and cannot enter that creature’s body again.
Multiattack. The Duneback makes two attacks with its Condition Immunities: Charmed, Exhaustion,
saving throw, it can choose to succeed instead.
claws and one with its bite. Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone,
Eroding Mounds: Each creature that damages the Restrained
Claws, Melee Weapon Attack: +16 to hit, reach 10 ft., one
Duneback in melee must succeed a Dexterity saving Skills: Intimidation +5, Perception +5
target. Hit: 36 (4d12 + 10) slashing damage.
throw of DC 22; on a failed save the creature takes 4d6 Senses: passive Perception 15, darkvision 60 ft
damage from falling debris and earth from the carapace Bite, Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Languages: –
of the Duneback. Hit: 32 (4d10 + 10) piercing damage. Challenge: 5 (1,800 XP)

PART Iii: adventuring bestiary


356 357

Deadly Charge: The Nightrunner can use its movement


NIGHTRUNNER to crash into a creature, dealing 1d4 + 3
Medium humanoid (any race), chaotic evil
bludgeoning damage.
armor class: 14 (hide armor)
hit points: 78 (12d8 + 24) ACTIONS
speed: 30 ft. Claws, Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 3) slashing damage.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 8 (−1) 13 (+1) 10 (+0) Bite, Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 3) piercing damage.
Skills: Athletics +5, Perception +4
Condition Immunities: Charmed, Frightened REACTIONS
Senses: passive Perception 14, any senses specific to its race
Fight or Flight (3/Day): When the Nightrunner is
Languages: Common, any language specific to its race
hit by an attack, it can choose to immediately attack or
Challenge: 2 (450 XP)
disengage from the attacking creature.
Feral Tactics: When the Nightrunner attacks a creature
within 5 ft. from another Fleshreaver, the Nightrunner
has advantage.

ACTIONS
PREYSLAYER
Medium humanoid (any race), chaotic evil Claws, Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage.
armor class: 16 (hide armor)
hit points: 84 (13d8 + 26) Bite, Melee Weapon Attack: +3 to hit, reach 5 ft., one
speed: 30 ft. target. Hit: 6 (1d8 + 1) piercing damage.
STR DEX CON INT WIS CHA Chainspear, Melee or Ranged Weapon Attack: +6 to hit,
12 (+1) 18 (+4) 14 (+2) 10 (+0) 13 (+1) 10 (+0) reach 10 ft. or range 30/120 ft., one target. Hit: 7 (1d6
+ 4) piercing damage. When the Preyslayer hits with
Skills: Perception +4, Survival +8
a ranged attack with this weapon, the target and any
Condition Immunities: Charmed, Frightened
adjacent creatures must succeed on a DC 12 Dexterity
Senses: passive Perception 14, any senses specific to its race
saving throw or be pulled 5 ft. toward the Preyslayer and
Languages: Common
knocked prone.
Challenge: 3 (700 XP)

FLESHREAVER RAMPAGER Feel No Pain: The Rampager has resistance to all


Medium humanoid (any race), chaotic evil nonmagical damage types.
Many different races have been afflicted by the demigod Ralavak’s curse and transformed into Fleshreavers. These tragic
armor class: 16 (hide armor) ACTIONS
creatures undergo horrific mutations, causing horns, bone spurs, and fangs to sprout from their shattered flesh. No two
hit points: 91 (14d8 + 28)
Fleshreavers change in the same way, but their facial features all warp into bestial goatlike visages. As the front line troops Claws, Melee Weapon Attack: +6 to hit, reach 5 ft., one
speed: 30 ft.
of the Howling’s bloodthirsty armies, they mindlessly raid and destroy everything in sight. target. Hit: 8 (1d6 + 4) slashing damage.
STR DEX CON INT WIS CHA
Bite, Melee Weapon Attack: +6 to hit, reach 5 ft., one
NIGHTRUNNER PREYSLAYER RAMPAGER 18 (+4) 10 (+0) 14 (+2) 10 (+0) (−1) 10 10 (+0)
target. Hit: 9 (1d8 + 4) piercing damage.
The Nightrunners are single-minded Unlike the barbaric Nightrunners, the Infused with unnatural strength and Skills: Intimidation +4, Perception +3 Chosen Prey (1/Day): Select a single creature that
melee soldiers. They exist only to Preyslayers still retain a glimmer of impervious to pain, the monstrous Condition Immunities: Charmed, Frightened is visible to the Rampager. The Rampager deals an
fight, devour, and defile the innocent demented intelligence. Armed with Rampagers wade into battle with Senses: passive Perception 13, any senses specific to its race additional 2 damage to that creature with all attacks and
creatures that dwell in the wilds. spears and throwing axes, they rain savage two-handed weapons, hacking Languages: Common cannot stop attacking that creature.
down terror from afar, finding joy apart anything within reach—even Challenge: 4 (1,100 XP)
in the pain they cause and the blood after being dismembered or suffering
they spill. other grievous injuries.

PART Iii: adventuring bestiary


358 359

ACTIONS
COURIER
Large monstrosity, chaotic neutral Multiattack: The Courier makes two attacks: one with
its maul and one with its chain.
armor class: 13 (leather armor)
hit points: 78 (12d10 + 24) Maul, Melee Weapon Attack: +11 to hit, reach 5 ft., one
speed: 50 ft. target. Hit: 16 (2d8 + 7) bludgeoning damage.
STR DEX CON INT WIS CHA Chain, Melee Weapon Attack: +11 to hit, reach 10 ft., one
18 (+4) 16 (+3) 14 (+2) 9 (−1) 13 (+1) 11 (+0) target. Hit: 12 (1d8 + 7) slashing damage. If this attack
hits, the Marauder may attempt to grapple the target as a
Skills: Intimidation +3, Perception +4
bonus action.
Senses: passive Perception 14
Languages: Common Sling, Ranged Weapon Attack: +11 to hit, range 30/120 ft.,
Challenge: 3 (700 XP) one target. Hit: 11 (1d6 + 7) bludgeoning damage.

Gangrush: If the Courier moves at least 30 ft. in a Special Delivery: The Courier can drag a creature that
straight line in a single turn, it gains advantage on it is currently grappling, causing 1d4 damage for every 10
attacking and grappling this turn. ft. it moved.

Double Tap: When the Outrunner makes a crossbow


OUTRUNNER attack, it can fire a second bolt at the same time as the
Large monstrosity, chaotic neutral
first one, targeting the same enemy.
armor class: 15 (leather armor)
hit points: 120 (16d10 + 32) Gangrush: If the Outrunner moves at least 30 ft. in
speed: 50 ft. a straight line in a single turn, it gains advantage on
attacking and grappling this turn.
STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 15 (+2) 9 (−1) 13 (+1) 11 (+0) ACTIONS

Skills: Intimidation +3, Perception +4, Survival +8 Gangrunner Crossbow, Ranged Weapon Attack: +6
Senses: passive Perception 14 to hit, range 30/120 ft., one target. Hit: 11 (1d12 + 4)
Languages: Common piercing damage.
Challenge: 6 (2,300 XP)
Special Delivery: The Outrunner can drag a creature
that it is currently grappling, causing 1d4 damage for
every 10 ft. moved.

ACTIONS
MARAUDER
Large monstrosity, chaotic neutral Multiattack: The Marauder makes two attacks: one with
its maul and one with its chain.
GANGRUNNER armor class:
hit points:
17 (studded leather armor)
136 (16d10 + 48) Maul, Melee Weapon Attack: +11 to hit, reach 5 ft., one
speed: 50 ft. target. Hit: 16 (2d8 + 7) bludgeoning damage.
Many groups of centaur bandits terrorize the lawless wilds between the Trade-Cities. Collectively, they are known as
gangrunners. Using their natural speed and physical strength, they rob and brutalize anyone who crosses their path—they STR DEX CON INT WIS CHA Chain, Melee Weapon Attack: +11 to hit, reach 10 ft., one
live for the sheer joy of thievery and violence. Though most of the gangrunners prey upon convoys and travelers for sport, 24 (+7) 18 (+4) 16 (+3) 9 (−1) 14 (+2) 11 (+0) target. Hit: 12 (1d8 + 7) slashing damage. If this attack
some of the brigands act as couriers or hired muscle for well-paying patrons in the Trade-Cities. hits, the Marauder may attempt to grapple the target as a
Skills: Athletics +11, Intimidation +4, Perception +6
bonus action.
COURIER OUTRUNNER MARAUDER Senses: passive Perception 16
Hired by wealthy clients to transport These rugged survivalists often forgo The true terrors of the Lawbrand’s Languages: Common Sling, Ranged Weapon Attack: +11 to hit, range 30/120 ft.,
communiques, contraband, and other the well-traveled roads and prowl the roadways, marauders are wild and Challenge: 10 (5,900 XP) one target. Hit: 11 (1d6 + 7) bludgeoning damage.
goods, the Couriers pride themselves untamed wilds, acting as scouts and fearsome melee fighters who revel in
Special Delivery: The Marauder can drag a creature
on their speed, reliability, and spies for the gangrunner bands. cracking skulls.
that it is currently grappling, causing 2d4 damage for
discretion.
every 10 ft. moved.

PART Iii: adventuring bestiary


360 361

ACTIONS
GOLMAERA WHELPLING
Large beast, chaotic neutral Multiattack: The Golmaera Whelpling makes two
attacks with its claws or two bite attacks.
armor class: 16 (natural armor)
hit points: 111 (13d10 + 13) Claws, Melee Weapon Attack: +5 to hit, reach 5 ft., one
speed: 30 ft. target. Hit: 11 (2d8 + 3) slashing damage.
STR DEX CON INT WIS CHA Bite, Melee Weapon Attack: +5 to hit, reach 5 ft., one
16 (+3) 12 (+1) 17 (+3) 3 (−4) 8 (−1) 8 (−1) target. Hit: 10 (2d6 + 3) piercing damage.

Skills: Intimidation +4, Perception +2, Survival +2 Tail Swipe, Melee Weapon Attack: +5 to hit, reach 15 ft.,
Senses: passive Perception 12, darkvision 60 ft. one target. Hit: 19 (1d12 + 3) bludgeoning damage.
Languages: –
Challenge: 4 (1,100 XP)

Claws, Melee Weapon Attack: +7 to hit, reach 5 ft., one


GOLMAERA ELDER target. Hit: 12 (2d8 + 4) slashing damage.
Large beast, chaotic neutral
armor class: 18 (natural armor) Bite, Melee Weapon Attack: +7 to hit, reach 5 ft., one
hit points: 136 (13d10 + 65) target. Hit: 11 (2d6 + 4) piercing damage.
speed: 60 ft.
Tail Swipe, Melee Weapon Attack: +7 to hit, reach 15
STR DEX CON INT WIS CHA ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
18 (+4) 12 (+1) 20 (+5) 3 (−4) 12 (+1) 8 (−1) Targets hit by this attack must succeed a DC 15 Strength
check or be knocked prone.
Saving Throws: Int +8, Wis +3
Skills: Intimidation +4, Perception +4, Survival +4 Choir of the Forest (Recharge 4–6): All of the
Senses: passive Perception 14, darkvision 60 ft. Golmaera Elder’s heads release a bellowing roar in a 15
Languages: – ft. cone in front of it. Each creature in that area must
Challenge: 7 (2,900 XP) succeed a DC 15 Constitution saving throw or take 5d6
damage and become stunned for 1 turn on a failed save.
Creatures who succeed on this save take half as much
ACTIONS
damage and are not stunned.
Multiattack: The Golmaera Elder makes two attacks
with its claws or two bite attacks.

GOLMAERA DARKWILD GOLMAERA ACTIONS

Large beast, chaotic neutral Multiattack: The Darkwild Golmaera makes two attacks
Golmaera are chimeric beasts with long serpentine tails and three heads—those of a bear, a wolf, and a raven. Due to their with its claws or two bite attacks.
armor class: 18 (natural armor)
oneness with nature, they are highly resistant to poisons and imbued with the primal fury of the forest itself. Druids and the hit points: 162 (13d10 + 91) Claws, Melee Weapon Attack: +7 to hit, reach 5 ft., one
woodland creatures revere the Golmaera as guardians of the wilds, and they often recount tales of how the beasts can sever speed: 60 ft. target. Hit: 12 (2d8 + 4) slashing damage.
limbs with a single bite from their bear jaws, stun prey with a wolf howl, and nullify spellwork with a raven screech. Though
they are fiercely territorial predators, these noble beasts will protect the forest and its inhabitants from the Howling and any STR DEX CON INT WIS CHA Bite, Melee Weapon Attack: +7 to hit, reach 5 ft., one
other force that threatens the sanctity of nature. 18 (+4) 10 (+0) 24 (+7) 3 (–4) 14 (+2) 8 (–1) target. Hit: 11 (2d6 + 4) piercing damage.

GOLMAERA WHELPLING GOLMAERA ELDER DARKWILD GOLMAERA Saving Throws: Int +7, Wis +3 Tail Swipe, Melee Weapon Attack: +7 to hit, reach 15
Though smaller and not as powerful Golmaera are few in number, and The Darkwild are enchanted Skills: Intimidation +4, Perception +5, Survival +5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
as adult Golmaera, whelplings will solitary adults often lay claim to creatures with bark for skin, leaves for Senses: passive Perception 15, darkvision 60 ft. Targets hit by this attack must succeed a DC 15 Strength
fiercely defend themselves from extensive tracts of forestland. Given fur, and a natural resistance to magic. Languages: – check or be knocked prone.
predators or other interlopers that their rarity, the druids say that Legends say that druids created these Challenge: 7 (2,900 XP)
invade their domain. spotting one of the full-grown beasts beasts and left them to roam
is a good omen. the wilds.

PART Iii: adventuring bestiary


362 363

HYDRAGOR LURKER
Large beast, chaotic neutral
DEVOURER
Huge beast, chaotic neutral
armor class: 18 (natural armor) armor class: 18 (natural armor)
These monstrous slime-coated creatures are born from Karybdiss,
hit points: 147 (14d10 + 70) hit points: 189 (14d12 + 92)
the entity that dwells deep beneath Korosoth Mountain. Three
speed: 40 ft. speed: 40 ft.
maggot-like heads extend from the Hydragors’ bloated bodies, each
one ending with a maw ringed in sharp teeth. Their mouths are STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
always churning—always searching for food. With no eyes to track
24 (+7) 12 (+1) 21 (+5) 2 (-4) 12 (+1) 9 (-1) 24 (+7) 12 (+1) 25 (+7) 2 (–4) 12 (+1) 7 (–2)
their prey, the Hydragors use a form of echolocation to hunt in
the wilds of northwestern Lawbrand. Yet no matter how much Saving Throws: Dex +3 Saving Throws: Dex +6, Int +8
flesh they devour, their hunger is never sated. Condition Immunity: Charm, Frightened Condition Immunity: Charm, Frightened
Skills: Intimidation +2, Stealth +4, Survival +8 Skills: Stealth +4, Survival +8
LARVAL HYDRAGOR Senses: passive Perception 10, Blindsight 120 ft. Senses: passive Perception 11, Tremorsense 120 ft.
Upon spawning from Karybdiss, larval
Languages: - Languages: –
Hydragors slowly crawl up from the depths
Challenge: 4 (1,100 XP) Challenge: 7 (2,900 XP)
of Korosoth Mountain, feeding on insects,
small animals, and carrion. Underdweller: The Lurker is unable to be blinded and Underdweller: The Devourer is unable to be blinded
has advantage on Survival rolls. The Lurker may use its and has advantage on Survival rolls. The Devourer may
LURKER Survival skill in place of any Perception roll. use its Survival skill in place of any Perception roll.
Though not as large or strong as
full-grown Hydragors, the adolescent Acid Spew (3/Day): In place of an attack, the Lurker Acid Spew (3/Day): In place of an attack, the Devourer
Lurkers are nonetheless dangerous: spews a glob of poisonous muck onto a creature for 3d6 spews a glob of poisonous muck onto a creature for 3d6
their heads can spit streams of sticky damage. Adjacent creatures must succeed a Dexterity damage. Adjacent creatures must succeed a Dexterity
mucus to immobilize prey. saving throw of DC 15 or take 1d6 acid damage. saving throw of DC 15 or take 1d6 acid damage.

DEVOURER
ACTIONS ACTIONS
Devourers are terrifying creatures able
to spit acid that can melt through flesh Multiattack: The Lurker makes three bite attacks. Multiattack: The Devourer makes three bite attacks.
and armor alike. When injured, these
massive beasts swallow large animals and Bite, Melee Weapon Attack: +10 to hit, reach 5 ft., one Bite, Melee Weapon Attack: +10 to hit, reach 10 ft., one
hapless travelers whole, and then slowly target. Hit: 13 (1d10 + 7) piercing damage. target. Hit: 14 (1d12 + 7) piercing damage. Once per
digest them to regenerate their life force. turn, the Devourer can attempt to grapple a creature that
it successfully hit with a Bite attack.

Ingest: The Devourer consumes a grappled medium


creature whole. At the start of each of the ingested
creature’s turns, it must succeed a DC 16 Constitution
LARVAL HYDRAGOR Hydragor may use its Survival skill in place of any save or it takes 3d8 acid damage. While ingested, the
Medium beast, chaotic neutral Perception roll. creature is restrained. The Devourer may only consume
armor class: 18 (natural armor) one creature at a time, and if it takes any damage while it
Poison Bite: When the Larval Hydragor makes a
hit points: 105 (14d8 + 42) has consumed a creature, it must succeed a Constitution
bite attack, the target creature must succeed a DC 16
speed: 40 ft.
save at a DC equal to the amount of damage taken or 10,
Constitution saving throw or become poisoned for 1d4
whichever is higher. If it fails, the Devourer vomits up
damage at the start of each of the Larval Hydragor’s
STR DEX CON INT WIS CHA the ingested creature, which is no longer restrained but is
turns. The creature can attempt to shake off the poison
20 (+5) 10 (+0) 17 (+3) 2 (−4) 11 (+0) 9 (−1) knocked prone.
on their turn by succeeding a DC 16 Constitution
saving throw.
Saving Throws: Dex +3
Skills: Stealth +2, Survival +6
Senses: passive Perception 10, Tremorsense 120 ft. ACTIONS
Languages: – Multiattack: The Larval Hydragor makes three bite
Challenge: 4 (1,100 XP) attacks.

Underdweller: The Larval Hydragor is unable to be Bite, Melee Weapon Attack: +7 to hit, reach 5 ft., one
blinded and has advantage on Survival rolls. The Larval target. Hit: 10 (1d8 + 5) piercing damage.

PART Iii: adventuring bestiary


364 365

Supreme Vigilance: When a creature within 15 ft. of


KNIGHT-PALADIN WITCH-SEEKER
Medium humanoid (any race), lawful neutral
CONFESSOR
Medium humanoid (any race), lawful neutral
the Confessor starts its turn, it must succeed a DC 16
Charisma check. If it fails, it cannot move such that it
armor class: 18 (plate armor) armor class: 18 (plate armor) would end its turn further from the Confessor than it
The solemn task of upholding order in Lawbrand falls
hit points: 153 (18d8 + 72) hit points: 187 (22d8 + 88) started its turn.
to the Knight-Paladins. Highly trained and armed with
speed: 30 ft. speed: 30 ft.
enchanted weaponry, they are the bane of all who prowl ACTIONS
the criminal underworld or use illegal magic. Though the STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Knight-Paladins see themselves as living embodiments Multiattack: The Confessor makes two melee attacks or
18 (+4) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 15 (+2) 18 (+4) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 15 (+2) two ranged attacks.
of faith and the Order Militant’s noble virtues, their grim
determination and strict adherence to law sometimes Saving Throws: Wis +3, Cha +7 Saving Throws: Wis +3, Cha +7 Grand Morningstar, Melee Weapon Attack: +8 to hit,
makes them feared even among commoners. These holy Condition Immunity: Charm, Frightened Condition Immunity: Charm, Frightened reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing
warriors are given free rein by the Sularian Church to Skills: Arcana +6, Intimidation +5, Investigation +2, Skills: Intimidation +7, Investigation +4, Perception +6, damage.
mete out justice, and they will do everything in their Perception +10, Religion +3 Religion +8
power to apprehend criminals—even if that means hurting Senses: passive Perception 20 Senses: passive Perception 16 Knight-Paladin Crossbow, Ranged Weapon Attack: +7
innocents who get in their way. Languages: Common, every other language commonly Languages: Common, every other language commonly to hit, range 30/120 ft., one target. Hit: 8 (1d10 + 3)
spoken in Lawbrand spoken in Lawbrand piercing damage.
WITCH-SEEKER Challenge: 6 (2,300 XP) Challenge: 10 (5,900 XP)
Adorned in armor and holy implements that ward off and
disrupt magic, the Witch-Seekers specialize in tracking Mind Cracker: When the Witch-Seeker attacks a Scent of Magic: The Confessor can cast Detect Magic at
down and pacifying rogue spellcasters. creature attempting to hold Concentration, that creature will as an action.
has disadvantage on its Constitution saving throws when
CONFESSOR trying to maintain Concentration until the Witch-Seeker’s
Masters of intimidation and interrogation, the Confessors
next turn.
are able to break their quarry’s willpower and fill their
Subjugator's Axe, Melee Weapon Attack: +9 to hit, reach
hearts with fear to glean the information they require. Magic Breaker (3/Day): The Witch-Seeker may attempt SUBJUGATOR 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage.
to dispel a spell as though it cast Dispel Magic as a 3rd- Medium humanoid (any race), lawful neutral
SUBJUGATOR level spell using Charisma as its spellcasting ability. If it
These heavily armored warriors are trained to unleash armor class: 18 (plate armor) Knight-Paladin Crossbow, Ranged Weapon Attack: +7
succeeds in dispelling the spell, it gains a bonus to attack to hit, range 30/120 ft., one target. Hit: 8 (1d10 + 3)
indiscriminate justice against large groups of enemies, hit points: 229 (27d8 + 108)
rolls equal to the dispelled spell’s level for the next hour piercing damage.
and they excel at pacifying unruly mobs and speed: 30 ft.
(this bonus does not stack; use the highest bonus obtained
criminal bands.
via this ability). STR DEX CON INT WIS CHA Commanding Shout (3/Day): The Subjugator may
20 (+5) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 18 (+4) force a creature within 15 ft. to succeed a DC 16 Charisma
Anti-Magic Training: The Witch-Seeker has advantage check or be Stunned. A creature stunned by this ability may
on all saving throws against magical effects from a source Saving Throws: Int +3, Cha +6 attempt to succeed another DC 16 Charisma check at the
it can see. Condition Immunity: Charm, Frightened end of its turn to overcome this effect.
Skills: Intimidation +8, Perception +6, Religion +5
ACTIONS
Senses: passive Perception 16 LEGENDARY ACTIONS
Claymore, Melee Weapon Attack: +7 to hit, reach 5 ft., Languages: Common, every other language commonly
one target. Hit: 11 (2d6 + 4) slashing damage. The Subjugator can take 3 legendary actions, choosing
spoken in Lawbrand
from the options below. Only one legendary action option
Dagger, Melee Weapon Attack: +6 to hit, reach 5 ft., one Challenge: 12 (8,400 XP)
can be used at a time and only at the end of another
target. Hit: 6 (1d6 + 3) piercing damage. creature’s turn. The Subjugator regains spent legendary
Deadly Opportunist: The Subjugator may make one
attack of opportunity during each enemy creature’s turn, actions at the start of its turn
Knight-Paladin Crossbow, Ranged Weapon Attack: +7
to hit, range 30/120 ft., one target. Hit: 8 (1d10 + 3) and it does not use their reaction. Maul Attack: The Subjugator makes an attack action
piercing damage. with its maul.
Lawbrand’s Deadliest: When the Subjugator makes an
attack action, it may make another attack with a weapon it Commanding Shout (Costs 2 Actions): The
did not use as a bonus action, but must target a creature Subjugator uses its Commanding Shout action.
it has not already targeted.
Deadly Sweep: All enemies within 5 ft. must succeed
ACTIONS a DC 16 Dexterity save or take 2d8 damage and be
Maul, Melee Weapon Attack: +9 to hit, reach 5 ft., one knocked prone. Creatures who succeed this save take half
target. Hit: 11 (2d6 + 5) bludgeoning damage. as much damage and are not knocked prone.

bestiary
366 367

MAGYIR FORTUNE-WEAVER
Medium humanoid (gnoll), neutral good : Cantrips (at will): Mending, Resistance

These secretive gnoll mystics live in Sinners Mile near the


armor class: 14 (hide armor)
: 1st-2nd level (2 2nd-level spell slots): Barkskin, Healing
Spirit, Earthbind, Faerie Fire

outskirts of Orinfell. It is rumored that some of the oldest


Magyir were cursed by the Howling but clung to their free
hit points:
speed: 30 ft.
13 (3d8)
: 2nd-level (3 slots): Combustive Pitch, Prayer of Healing,
Ring of Flame,Wrath of Cinders

will and fled the wilds, eventually settling at the edges of STR DEX CON INT WIS CHA ACTIONS
Lawbrand. Despite their troubling origins, they have used 8 (−1) 14 (+2) 10 (+0) 10 (+0) 16 (+3) 8 (−1) Dagger Melee Weapon Attack: +4 to hit, 5 ft. reach, one
their mystic powers, which include the gift of foresight, to
target. Hit: 4 (1d4 + 2) piercing damage.
help the downtrodden denizens of Sinners Mile survive in Skills: Arcana +4, Perception +5
a place that is hostile toward outsiders. Orinfell’s religious Senses: passive Perception 15, darkvision 60 ft. Blowdart, Ranged Weapon Attack: +4 to hit, range 25/100,
zealots do not hide their animosity toward non-human Languages: Common, Gnoll one target. Hit: 4 (1d4 +2) piercing damage.
races—and they consider the practice of mysticism Challenge: 1 (200 XP)
heretical. For that reason, the Magyir must stay in the REACTIONS
shadows and do whatever they can to survive. Sublime Perception: The Magyir have an outstanding
ability to perceive threats, causing them to have advantage Cursed Fortune (1/Day): The Fortune-Weaver can use
SCRAPPER on Initiative and Perception skill checks. their reaction to set an attacking creature’s initiative to 1
To protect themselves from Orinfell’s ultra-orthodox for two turns.
believers, the Magyir surround themselves with fierce Spellcasting: The Fortune-Weaver is a 4th-level
gnoll “scrappers” trained in hand-to-hand combat. spellcaster. Its spellcasting ability is Wisdom (spell
save DC 13, +5 to hit with spell attacks). It regains its
FORTUNE WEAVER expended spell slots when it finishes a short or long rest.
These gifted oracles look into the future to discern It has the following druid spells prepared:
imminent threats, but have vowed to use their powers
only as a defensive measure against unwanted
aggression.

DARKSEER DARKSEER
Far more sinister than the benevolent Fortune- Medium humanoid (gnoll), neutral good : Cantrips (at will): Poison Spray
Weavers, the Darkseers call upon magic to bring pain : 1st-level (2 slots): Thunderwave
and suffering to anyone who would threaten their way
of life.
armor class:
hit points:
15 (hide armor)
18 (4d8)
: 2nd-level (2 slots): Heat Metal, Moonbeam

speed: 30 ft.
ACTIONS
Dagger, Melee Weapon Attack: +3 to hit, 5 ft. reach, one
STR DEX CON INT WIS CHA
target. Hit: 4 (1d4 + 2) piercing damage.
8 (−1) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 8 (−1)
Sling, Ranged Weapon Attack: +3 to hit, range 25/100, one
Skills: Arcana +6, Perception +3 target. Hit: 1 (1d4 -1) bludgeoning damage.
Senses: passive Perception 13, darkvision 60 ft.
Languages: Common, Gnoll Blister Bark: The Darkseer touches a nearby wooden
Challenge: 1 (200 XP) object, causing it to explode, dealing 2d6 damage to
Underdweller: The Magyir have an outstanding ability creatures within 5 ft. of it.
SCRAPPER to perceive threats, causing them to have advantage on Sublime Perception: The Magyir have an outstanding
Medium humanoid (gnoll), neutral good ability to perceive threats, causing them to have advantage REACTIONS
Initiative and Perception skill checks.
armor class: 15 (hide armor and shield) on Initiative and Perception skill checks.
Cursed Fortune (1/Day): The Darkseer can use their
hit points: 9 (2d8) ACTIONS reaction to set an attacking creature’s initiative to 1 for
Spellcasting: The Darkseer is a 4th-level spellcaster. Its
speed: 30 ft. Short Sword, Melee Weapon Attack: +4 to hit, 5 ft. reach, two turns.
spellcasting ability is Wisdom (spell save DC 11, +4 to hit
one target. Hit: 6 (1d6 + 2) piercing damage with spell attacks). It regains its expended spell slots when
STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) it finishes a short or long rest. It has the following druid
spells prepared:
Skills: Arcana +4, Perception +1
Senses: passive Perception 11, darkvision 60 ft.
Languages: Common, Gnoll
Challenge: 1/4 (50 XP)

PART Iii: adventuring bestiary


368 369

ACTIONS
MALEFACTOR ENFORCER
Medium humanoid (any race), lawful evil Short Sword, Melee Weapon Attack: +7 to hit, 5 ft. reach,
one target. Hit: 8 (1d6 + 4) piercing damage
armor class: 14
The Malefactors are the frontline captains of the powerful
hit points: 135 (18d8 + 54) Club, Melee Weapon Attack: +7 to hit, 5 ft. reach, one
Draconis Malisath crime syndicate. These ruthless enforcers
speed: 30 ft. target. Hit: 8 (1d6 + 5) bludgeoning damage.
come from many different races, but they all wear the same
distinct overcoats to signify who they are—and that they are STR DEX CON INT WIS CHA REACTIONS
not to be trifled with. Though they often employ underlings
19 (+4) 10 (+0) 17 (+3) 11 (+0) 10 (+0) 12 (+1) Trained by the Malisath: Once per round, when a
to do their bidding, the Malefactors are not above getting
hostile creature moves within 5 ft. of the Enforcer, it may
their hands dirty when necessary. Skilled in coercion as Skills: Intimidation +4, Perception +3, Stealth +3 immediately move 10 ft. directly away from that creature
well as physical violence, they prowl the Trade-Cities, Senses: passive Perception 13 without provoking attacks of opportunity.
keeping local criminals in line and extorting money from Languages: Common, any language specific to its race
business owners. Challenge: 5 (1,800 XP)

HAUNT Thirst of the Malisath: When the Enforcer damages a


These cunning thieves stalk the shadows, gathering creature with a melee attack, as a bonus action, it may drink
intelligence for the Malisath’s leaders and slitting the blood left on its weapon to recover 5 (1d8) hit points and
throats whenever the need arises. gain advantage on its next attack against that creature.

ENFORCER
Disfigured by gruesome scars, the Enforcers are
intimidating figures who always get their way—whether
Lights Out (1/Day): As a bonus action, all Malefactors
through a menacing glare or outright violence. CAPTAIN within 30 ft. of this creature disappear in a puff of smoke.
Medium humanoid (any race), lawful evil
CAPTAIN Each Malefactor reappears at a location of its choice
The Captains are feared throughout the criminal armor class: 16 within 30 ft. of where they disappeared at the start of their
underworld for their unmatched fighting prowess. hit points: 78 (12d8 + 24) next turn.
When injured, they can quickly mend their wounds speed: 30 ft.
by imbibing vampiric potions. ACTIONS
STR DEX CON INT WIS CHA
Morningstar, Melee Weapon Attack: +4 to hit, 5 ft. reach,
12 (+1) 18 (+4) 14 (+2) 15 (+2) 16 (+3) 14 (+2) one target. Hit: 6 (1d8 + 1) piercing damage.
Skills: Deception +5, Perception +6, Stealth +7 Hand Crossbow, Ranged Weapon Attack: +7 to hit, range
Senses: passive Perception 16 30/120, one target. Hit: 7 (1d6 + 4) piercing damage.
Languages: Common, any language specific to its race
Challenge: 7 (2,900 XP) REACTIONS
HAUNT
Medium humanoid (any race), lawful evil Thirst of the Malisath: When the Captain damages a Trained by the Malisath: Once per round, when a
creature with a melee weapon attack, as a bonus action, it hostile creature moves within 5 ft. of the Captain, it may
armor class: 16
may drink the blood left on its weapon to recover 5 (1d8) immediately move 10 ft. directly away from that creature
hit points: 65 (12d8 + 12)
hit points and gain advantage on its next attack against without provoking attacks of opportunity.
speed: 30 ft.
that creature.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 13 (+1) 13 (+1) 12 (+1)

Skills: Arcana +6, Perception +3 ACTIONS


Senses: passive passive Perception 13
Short Sword, Melee Weapon Attack: +6 to hit, 5 ft. reach,
Languages: Common, any language specific to its race
one target. Hit: 6 (1d4 + 4) piercing damage.
Challenge: 3 (700 XP)
REACTIONS
Thirst of the Malisath: When the Haunt damages a
creature with a melee weapon attack, as a bonus action, it Trained by the Malisath: Once per round, when a
may drink the blood left on its weapon to recover 5 (1d8) hostile creature moves within 5 ft. of the Haunt, it may
hit points and gain advantage on its next attack against immediately move 10 ft. directly away from that creature
that creature. without provoking attacks of opportunity.

PART Iii: adventuring bestiary


370 371

ACTIONS
NECROMANTI OCCULTIST SKELETON
Medium undead, neutral evil Unarmed, Melee Weapon Attack: +3 to hit, 5 ft. reach, one
OCCULTIST armor class: 15
target. Hit: 3 (1d4 + 1) bludgeoning damage.

hit points: 5 (1d8) REACTIONS


speed: 30 ft.
These gifted shadow sorcerers can summon skeletal Shield of Bone: The Occultist Skeleton may use its
terrors to act as their servants and bodyguards. The STR DEX CON INT WIS CHA reaction to cause a Necromanti Occultist within 15 ft.
Occultists owe this great power to the Necromanti’s to take no damage from an enemy creature’s attack. If it
12 (+1) 14 (+2) 15 (+2) 8 (−1) 8 (−1) 7 (−1)
depraved leader, Kyssh. Though they exist to serve does so, it must succeed a Constitution save with a DC
him, they are given free rein to choose how to enact Damage Vulnerabilities: Bludgeoning equal to the amount of damage that was prevented or
their master’s will. This independence has led Damage Immunities: Poison 10, whichever is higher. On a failed save, the Occultist
many of the sorcerers to pursue their own secret Condition Immunities: Exhausted, Poisoned Skeleton is destroyed.
agendas and even plot against each other to attain Senses: passive Perception 16
greater standing within the order. Yet, whatever their Languages: Common, any language specific to its race
individual desires, the Occultists are careful not to Challenge: 1/4 (50 XP)
practice their spellwork in public for fear of exposing
the Necromanti’s existence to the hapless masses.

QUARRY GIANT
Once known as hill giants, these mighty beings fled their homes in the Barrier Wilds to escape the Howling’s onslaught.
NECROMANTI They carved out a new home for themselves in Lawbrand, becoming valued citizens. Due to their natural physical strength,
they are highly sought after by Lawbrand's mining and construction companies. Most quarry giants live on the outskirts of
OCCULTIST the Trade-Cities, but they are not reclusive. Though their immense size makes it difficult for them to enjoy local taverns and
Medium humanoid (any race), neutral evil other venues, many of them enjoy walking the streets and engaging with their fellow citizens.

armor class: 15
LABORER EXCAVATOR DEMOLISHER
hit points: 18 (4d8)
Employed to haul machinery and The Excavators are aloof giants, Demolishers are armed with giant
speed: 30 ft.
other heavy resources, these giants are preferring to focus on their work wrecking balls, which they use to
STR DEX CON INT WIS CHA usually even-tempered—but they can instead of mingling with others. Fitted turn buildings and other dilapidated
be roused to violence when threatened with massive iron “knuckles,” they structures into rubble. They relish the
10 (+0) 14 (+2) 12 (+1) 15 (+2) 16 (+3) 14 (+2)
or pestered. spend their days pulverizing stone in chance to show off their strength and
Skills: Perception +5, Arcana +8, Medicine +4 Lawbrand’s many mines and quarries. destructive power to passersby.
Senses: passive Perception 15, any senses specific to its race
Languages: Common, any language specific to its race
Challenge: 4 (1,100 XP) All Work and No Play (1/Day): When the Laborer
LABORER reaches 0 HP, they must succeed a Constitution saving
Spellcasting: The Necromanti Occultist is a 5th-level Huge giant, neutral good
throw at a DC equal to the amount of damage of the
spellcaster. Its spellcasting ability is Charisma (spell Eternal Guardians: As a bonus action, the Necromanti armor class: 18 attack that reduced them to 0 HP or 10, whichever is
save DC 12, +4 to hit with spell attacks). It regains its Occultist can spur nearby Occultist Skeletons to use hit points: 195 (17d12 + 85) higher. If successful, the Laborer’s hit points return to 1.
expended spell slots when it finishes a short or long rest. their reaction and attack a nearby creature that recently speed: 40 ft.
It has the following warlock spells prepared: damaged the Necromanti Occultist. ACTIONS
STR DEX CON INT WIS CHA
Multiattack: The Laborer makes two attacks with its
: Cantrips (at will): Eldritch Blast ACTIONS 24 (+7) 17 (+3) 22 (+6) 10 (+0) 18 (+4) 12 (+1) oversized shovel.
: 1st-level (3 slots): Charm Person, Hellish Rebuke, Protection
from Evil and Good Staff, Melee Weapon Attack: +2 to hit, 5 ft. reach, one Saving Throws: Dex +6, Wis +7 Oversized Shovel, Melee Weapon Attack: +10 to hit, 10 ft.
target. Hit: 5 (1d6 + 2) bludgeoning damage.
: 2nd-level (3 slots): Shatter, Soulpurge Skills: Athletics +10, Intimidation +4 reach, one target. Hit: 21 (2d12 + 7) slashing damage.
: 3rd-level (3 slots): Counterspell
REACTIONS
Senses: passive Perception 14
Languages: Common, Giant Dig Up (3/Day): The Laborer unearths a barrier of earth
Summon The Horde (3/Day): As a bonus action, Small Price to Pay: The Necromanti Occultist may use Challenge: 8 (3,900 XP) in an unoccupied space within 5 ft., forming a 20 ft. by 5
the Necromanti Occultist may summon 1d4 Occultist its reaction whenever it fails an ability check or saving ft. barrier that can be traversed as normal.
Skeletons. These Occultist Skeletons rise out of the throw to destroy a skeleton within 15 ft. and instead pass
ground within 30 ft. of the Necromantic Occultist. that check.

PART Iii: adventuring bestiary


372 373

EXCAVATOR DEMOLISHER
Huge giant, neutral good Huge giant, neutral good
armor class: 18 armor class: 18
hit points: 207 (18d12 + 90) hit points: 241 (21d12 + 105)
speed: 40 ft. speed: 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
26 (+6) 15 (+2) 20 (+5) 12 (+1) 14 (+2) 14 (+2) 30 (+10) 10 (+0) 21 (+5) 12 (+1) 10 (+0) 12 (+1)

Saving Throws: Dex +6, Wis +5 Saving Throws: Dex +8


Skills: Athletics +10, Intimidation +4 Skills: Athletics +14, Intimidation +5
Senses: passive Perception 16 Senses: passive Perception 9
Languages: Common, Giant Languages: Common, Giant
Challenge: 9 (5,000 XP) Challenge: 10 (5,900 XP)

All Work and No Play (1/Day): When the Excavator All Work and No Play (1/Day): When the Demolisher
reaches 0 HP, they must succeed a Constitution saving reaches 0 HP, they must succeed a Constitution saving
throw at a DC equal to the amount of damage of the throw at a DC equal to the amount of damage of the attack
attack that reduced them to 0 HP or 10, whichever is that reduced them to 0 HP or 10, whichever is higher. If
higher. If successful, the Excavator’s hit points return to 1. successful, the Demolisher’s hit points return to 1.

ACTIONS ACTIONS
Multiattack: The Excavator makes two attacks with its maul. Multiattack: The Demolisher makes two attacks with
its flail.
Maul, Melee Weapon Attack: +13 to hit, 10 ft. reach, one
target. Hit: 15 (4d6 + 9) bludgeoning damage. Flail, Melee Weapon Attack: +14 to hit, 10 ft. reach, one
target. Hit: 20 (2d8 + 10) bludgeoning damage.
Pulverize (1/Day): The Excavator smashes a creature
within 5 ft. into the floor with its maul. That creature Wrecking Ball (3/Day): The Demolisher smashes a
must succeed a DC 19 Dexterity save or take 12d8 barrier of earth, causing all medium or smaller creatures
damage and become Restrained until the end of their within 15 ft. of the barrier to have to succeed a DC 17
next turn. Creatures who succeed on the save take half Dexterity save. If they fail the save, the creature takes
as much damage and are not Restrained. Creatures may 10d6 damage. If they succeed the save, they take half as
climb out of the hole left by being pulverized as an action. much damage.

Dig Up (3/Day): The Excavator unearths a barrier of Dig Up (3/Day): The Demolisher unearths a barrier of
earth in an unoccupied space within 5 ft., forming a 20 ft. earth in an unoccupied space within 5 ft., forming a 20
by 5 ft. barrier that can be traversed as normal. ft. by 5 ft. barrier that is 5 ft. tall that can be traversed
as normal.

PART Iii: adventuring bestiary


374 375

Pack Tactics: The Dunerunner has advantage on


DUNERUNNER an Attack roll against a creature if at least one of the
RAVENOUS Medium humanoid (ma’ii), chaotic evil
Dunerunner’s allies is within 5 ft. of the creature and the
armor class: 14 (natural armor) ally isn’t Incapacitated.
hit points: 91 (14d8 + 28)
The Ravenous are cursed ma’ii who have become ACTIONS
speed: 30 ft.
trapped between their humanoid and coyote forms.
These feral creatures are driven by a deep need to feast Claws, Melee Weapon Attack: +6 to hit, 5 ft. reach, one
STR DEX CON INT WIS CHA
on blood and flesh. Ma’ii who succumb to this tragic target. Hit: 6 (1d6 + 3) slashing damage. If the target is a
17 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0) creature, it must succeed on a DC 16 Constitution save
state are rare, and many of them have sought safety in
numbers by banding together and forming a new tribe of or take 14 (4d6) poison damage.
Saving Throws: Wis +3
their own. These outcasts dwell within the Ridge of Spears Skills: Perception +5, Survival +3 Bite, Melee Weapon Attack: +6 to hit, 5 ft. reach, one
in the eastern Tanaroch and are led by the oldest and most Senses: passive Perception 15, darkvision 60 ft. target. Hit: 8 (1d8 + 3) piercing damage. If the target is a
vicious of their kind: Blisterfang. Filled with hatred and Languages: Common, Ma’ish creature, it must succeed on a DC 16 Constitution save
bitterness at the knowledge that they can never rejoin society, Challenge: 8 (3,900 XP) against disease or become poisoned until the disease is
the Ravenous slake their bloodlust on all those who are not of
cured. The creature must repeat the saving throw every
their kind. Howl of the Hunt (1/Day): As a bonus action, the
24 hours. Until the disease is cured, the creature cannot
Mongrel may howl with a horrific cry. During their next
MONGREL recover hit points except by resting and does not apply its
turn, all Ravenous can take another attack action but do
Deemed too savage even by the other Ravenous, these Constitution modifier to hit dice rolls during short rests
not add proficiency to their attacks.
wretched creatures wander the desert, hunting prey in unless that modifier is negative.
lonely solitude. On the Prowl: Once per turn, after the Dunerunner
REACTIONS
attacks a creature with its claws, it may move 5 ft. in a
DUNERUNNER direction of its choosing without provoking attacks of Cursed Flesh (3/Day): Before taking damage from
Dunerunners are exceptional hunters and trackers. opportunity. an attack, the Dunerunner may shed some of their fur,
They often travel in packs, sniffing at the outskirts of revealing their cursed flesh beneath, and gain resistance to
the Ridge of Spears in search of food or intruders who that attack.
threaten their domain.

SPINERIPPER
These Ravenous bite and claw their way to ACTIONS
power through sheer might and malice, and they
SPINERIPPER
Large humanoid (ma’ii), chaotic evil Multiattack: The Spineripper makes two attacks with its
will brutally slaughter anyone who threatens
claws.
their place in the hierarchy—especially rival armor class: 15 (natural armor)
Spinerippers. hit points: 237 (25d10 + 28) Claws, Melee Weapon Attack: +9 to hit, 5 ft. reach, one
speed: 30 ft. target. Hit: 10 (1d8 + 5) slashing damage. If the target is
a creature, it must succeed on a DC 16 Constitution save
STR DEX CON INT WIS CHA
or take 17 (5d6) poison damage.
20 (+5) 16 (+3) 18 (+4) 10 (+0) 11 (+0) 10 (+0)
MONGREL Bite, Melee Weapon Attack: +9 to hit, 5 ft. reach, one
Medium humanoid (ma’ii), chaotic evil Saving Throws: Wis +4
On the Prowl: Once per turn, after the Mongrel target. Hit: 11 (1d10 + 5) piercing damage. If the target
armor class: 12 (natural armor) Skills: Intimidation +4, Survival +4, Perception +8
attacks a creature with its claws, it may move 5 ft. in a is a creature, it must succeed on a DC 16 Constitution
hit points: 48 (9d8 + 18) Senses: passive Perception 18, darkvision 60 ft.
direction of its choosing without provoking attacks of save against disease or become poisoned until the disease
speed: 30 ft. Languages: Common, Ma’ish
opportunity. is cured. The creature must repeat the saving throw every
Challenge: 12 (8,400 XP)
24 hours. Until the disease is cured, the creature cannot
STR DEX CON INT WIS CHA
ACTIONS recover hit points except by resting, and does not apply its
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Howl of the Hunt (1/Day): As a bonus action, the
Claws, Melee Weapon Attack: +5 to hit, 5 ft. reach, one Spineripper may howl with a horrific cry. During their Constitution modifier to hit dice rolls during short rests
Saving Throws: Wis +3 target. Hit: 6 (1d6 + 3) slashing damage. next turn, all Ravenous can take another attack action but unless that modifier is negative.
Skills: Athletics +5, Perception +4 do not add proficiency to their attacks.
Bite, Melee Weapon Attack: +5 to hit, 5 ft. reach, one REACTIONS
Senses: passive Perception 14, darkvision 60 ft.
target. Hit: 8 (1d8 + 3) piercing damage. On the Prowl: Once per turn, after the Spineripper attacks Cursed Flesh (3/Day): Before taking damage from
Languages: Common, Ma’ish
Challenge: 3 (700 XP) a creature with its claws, it may move 5 ft. in a direction of an attack, the Spineripper may shed some of their fur,
REACTIONS its choosing without provoking attacks of opportunity. revealing their cursed flesh beneath and gain resistance to
Howl of the Hunt (1/Day): As a bonus action, the Cursed Flesh (3/Day): Before taking damage from that attack.
Mongrel may howl with a horrific cry. During their next an attack, the Mongrel may shed some of their fur, Pack Tactics: The Spineripper has advantage on an
turn, all Ravenous can take another attack action but do revealing their cursed flesh beneath, and gain resistance Attack roll against a creature if at least one of the
not add proficiency to their attacks. to that attack. Spineripper’s allies is within 5 ft. of the creature and the
ally isn’t Incapacitated.

PART Iii: adventuring bestiary


376 377

REACTIONS
THE RISEN KNIGHT OF THORNS
Medium undead, lawful evil Rebuke the Unworthy (3/Day): When a creature
attacks and misses the Knight of Thorns, it may use its
armor class: 22 (plate armor)
For years, knights belonging to the ultra-orthodox Circle reaction to immediately retaliate, allowing the Knight of
hit points: 181 (19d8 + 95)
of Thorns have died in battle and been entombed in the Thorns to make a single attack or cast a spell.
speed: 30 ft.
catacombs beneath Orinfell. For a time, these fallen
warriors were left in peace—but no longer. With LEGENDARY ACTIONS
STR DEX CON INT WIS CHA
their numbers diminishing, the living members The Knight of Thorns can take 3 legendary actions,
20 (+5) 10 (+0) 20 (+5) 13 (+1) 16 (+3) 18 (+4)
of the Circle of Thorns have harnessed dark choosing from the options below. Only one legendary
magics to bind the souls of their honored Saving Throws: Int +5, Wis +8, Dex +6 action option can be used at a time and only at the end
dead to suits of ornate, time-worn armor. Skills: Arcana +7, Athletics +11 of another creature’s turn. The Knight of Thorns regains
These Risen now serve the order again in Senses: passive Perception 13, darkvision 60 ft. spent legendary actions at the start of its turn.
a state of undeath, acting as guardians and Languages: Common
enforcers. Yet almost nothing of who they Challenge: 17 (18,000 XP) Greatsword Attack. The Knight of Thorns attacks with
once were or what they looked like in their its greatsword.
former lives remains. Their armor covered Spellcasting: The Knight of Thorns is a 20th-level
spellcaster. Its spellcasting ability is Charisma (spell Horrify (2 Actions). The Knight of Thorns turns its
with grave moss and thorny vines, spectral
save DC 16, +8 to hit with spell attacks). It regains its focus to a nearby creature, imbuing it with such terror
soul-mist trails the Risen wherever they
expended spell slots when it finishes a short or long rest. that it cannot defend itself. The Knight of Thorns chooses
tread—instilling fear in all who look upon
It has the following warlock spells prepared: a character within range of its Aura of Dread ability
their unholy forms.
that it can see. That creature must succeed on a DC 22
KNIGHT OF THORNS
: Cantrips (at will): Chill Touch, Eldritch Blast, Mage Hand Charisma saving throw or take 35 (10d6) psychic damage
Resilient to physical attacks and armed
with massive two-handed weapons, these
: 1st-6th level (4 6th level slots): Blight, Circle of Death,
Expeditious Retreat, Hellish Rebuke, Hold Person, Protection
and become restrained until the end of its next turn.

Risen exude an aura of terror. Only a from Evil and Good, Soulpurge, Shatter, Thundering Roar
glimmer of their former identity remains,
but their dedication to the order’s mission in Destination of Dismay: The Knight of Thorns can use
Lawbrand is undiminished. its move to appear within 5 ft. of a frightened creature in
its sight.
THE INTRACTABLE
These destructive berserkers have Unstoppable Resilience (1/Day): When the Knight of
lost all knowledge of their past Thorns reaches 0 hit points, it is immediately restored
lives. Driven by raw grief and back to 1 hit point and cannot take damage for the next
rage, they lash out at anyone in two rounds.
their path—friend and foe alike.
ACTIONS
KNIGHT OF JUDGMENT Multiattack: The Knight of Thorns makes 3 attacks with
The Knights of Judgment its greatsword.
remember who they once
were, and they revel in the Greatsword, Melee Weapon Attack: +13 to hit, 5 ft.
chance to serve the order reach, one target. Hit: 14 (2d6 + 7) slashing damage.
again. Terrifying to behold This weapon is magical for the purposes of overcoming
and brutally effective in resistances.
combat, they are determined
Aura of Dread: The Knight of Thorns emanates
to smite the blasphemous and
a sickening aura that plagues the mind of all enemy
unfaithful.
creatures within 15 ft. of it. When a creature begins its
turn within 15 ft. of the Knight of Thorns or moves within
15 ft. of the Knight of Thorns for the first time on its
turn, it must succeed a Willpower saving throw of DC 22
or become Frightened by the Knight of Thorns until the
start of its next turn.

PART Iii: adventuring bestiary


378 379

Wave of Dread (1/Day): The Knight of Judgment


THE INTRACTABLE KNIGHT OF JUDGMENT emanates a sickening aura that plagues the mind of all
Medium undead, lawful evil Medium undead, lawful evil
enemy creatures within 30 ft. of it. Creatures affected by
Mace, Melee Weapon Attack: +12 to hit, 5 ft. reach,
armor class: 20 (plate armor) armor class: 22 (plate armor) this must succeed a Willpower saving throw of DC 22
one target. Hit: 10 (1d6 + 6) bludgeoning damage.
hit points: 181 (19d8 + 95) hit points: 181 (19d8 + 95) or become Frightened by the Knight of Judgment for 1
This weapon is magical for the purposes of overcoming
speed: 30 ft. speed: 30 ft. hour. A creature affected by this ability may attempt the
resistances.
save again at the end of each of its turns, and is no longer
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Wave of Dread (1/Day): The Intractable emanates Frightened on a success.
20 (+5) 11 (+0) 20 (+5) 12 (+1) 15 (+2) 18 (+4) 22 (+6) 12 (+1) 20 (+5) 14 (+2) 17 (+3) 22 (+6)
a sickening aura that plagues the mind of all enemy
Uncanny Simulacrum. The Knight of Judgment
Saving Throws: Dex +6, Int +5, Wis +8 creatures within 30 ft. of it. Creatures affected by this Saving Throws: Dex +6, Int +5, Wis +8 retains its personality and moves with a sinister, almost
Skills: Arcana +7, Athletics +11 must succeed a Willpower saving throw of DC 22 or Skills: Arcana +8, Athletics +11, Intimidation +12 unnatural purpose. Creatures within 30 ft. of the Knight
Senses: passive Perception 13, darkvision 60 ft. become Frightened by the Intractable for 1 hour. Senses: passive Perception 13, darkvision 60 ft. of Judgment cannot benefit from effects that would confer
Languages: Common Languages: Common immunity to fear.
REACTIONS
Challenge: 17 (18,000 XP) Challenge: 18 (20,000 XP)
Rebuke the Unworthy (3/Day):When a creature attacks REACTIONS
Spellcasting: The Intractable is a 20th-level spellcaster. and misses the Intractable, it may use its reaction to Spellcasting: The Knight of Judgment is a 20th-level
Rebuke the Unworthy (3/Day): When a creature
Its spellcasting ability is Charisma (spell save DC 16, +8 immediately retaliate, allowing the Intractable to make a spellcaster. Its spellcasting ability is Charisma (spell
attacks and misses the Knight of Judgment, it may use its
to hit with spell attacks). It regains its expended spell slots single attack or cast a spell. save DC 16, +8 to hit with spell attacks). It regains its
reaction to immediately retaliate, allowing the Knight of
when it finishes a short or long rest. It has the following expended spell slots when it finishes a short or long rest.
LEGENDARY ACTIONS Judgment to make a single attack or cast a spell.
warlock spells prepared: It has the following warlock spells prepared:
The Intractable can take 3 legendary actions, choosing LEGENDARY ACTIONS
: Cantrips (at will): Chill Touch, Eldritch Blast, Mage Hand
from the options below. Only one legendary action option : Cantrips (at will): Chill Touch, Eldritch Blast, Mage Hand

: 1st-6th level (4 6th level slots): Blight, Circle of Death,


Expeditious Retreat, Hellish Rebuke, Hold Person, Protection
can be used at a time and only at the end of another
creature’s turn. The Intractable regains spent legendary
: 1st-6th level (4 6th level slots): Blazing Smite, Blight,
Circle of Death, Expeditious Retreat, Hellish Rebuke, Hold
The Knight of Judgment can take 3 legendary actions,
choosing from the options below. Only one legendary
from Evil and Good, Soulpurge, Shatter, Thundering Roar Person, Protection from Evil and Good, Soulpurge, Shatter, action option can be used at a time and only at the end of
actions at the start of its turn.
Thundering Roar another creature’s turn. The Knight of Judgment regains
Destination of Dismay: The Intractable can use its move spent legendary actions at the start of its turn.
Multiattack. The Intractable makes an attack with its
to appear within 5 ft. of a frightened creature in its sight. Destination of Dismay: The Knight of Judgment can
Scimitar and its Mace.
use its move to appear within 5 ft. of a frightened creature Disdainful Blow: The Knight of Judgment makes an
Rip and Tear: When The Intractable uses Multiattack to in its sight. attack with its Longsword of Judgment. On a hit, the
Unchained Anger. Roll a d6. On a 2 or higher, the
attack two different creatures in the same turn, it gains +2 target creature must succeed a DC 24 Constitution
Intractable moves its speed toward the nearest enemy by
to hit and damage on each attack. Grand Judgment: When the Knight of Judgment targets saving throw or be stunned until the start of the Knight of
the most direct path possible; then, if there is at least one
a creature of either Good or Evil alignment with an attack, Judgment’s next turn. he Intractable makes an attack with
Blind Fury: When the Intractable starts its turn, all enemy within range, it makes an attack with its Scimitar.
an attack roll of 15 or higher counts as a critical hit. its Scimitar and its Mace. The Knight of Thorns attacks
creatures, friend or foe, within 5 ft. of it must succeed On a 1, it instead moves its speed toward the nearest
allied creature by the most direct path possible; then, with its greatsword.
a DC 22 Dexterity saving throw or take 16 (3d6 + 5) ACTIONS
bludgeoning damage. if there is at least one ally within 5 ft. of it, it makes an
Multiattack: The Knight of Judgment makes 3 attacks Repartee: The Knight of Judgment taunts an opponent
attack with its Scimitar. This movement does not provoke
with its longsword. within 15 ft., distracting it. The target creature must
ACTIONS opportunity attacks.
succeed a DC 22 Charisma check. If it fails, the next
Multiattack: The Intractable makes 3 attacks and can Longsword of Judgment, Melee Weapon Attack: +14 attack made against that creature has advantage.
use its Scimitar or mace for each of them but must use to hit, 5 ft. reach, one target. Hit: 13 (1d8 + 8) slashing
each weapon at least once. damage. This weapon is magical for the purposes of
overcoming resistances.
Scimitar, Melee Weapon Attack: +11 to hit, 5 ft. reach, one
target. Hit: 10 (1d6 + 6) slashing damage. This weapon is Quell (1/Day): The Knight of Judgment can use its
magical for the purposes of overcoming resistances. attack to strike down a creature that has 1/3 or fewer of
its hit points remaining in a single blow. It must succeed
a DC 25 Constitution save or immediately fall to 0 hit
points if the attack hits.

PART Iii: adventuring bestiary


380 381

Taste for Blood: As a bonus action, the Hillbully can


HILLBULLY attempt to bite a target it is grappling, dealing 1d4
Small humanoid (xu’keen), chaotic neutral
damage on a successful hit. If this deals damage, the
armor class: 14 (cloth armor) Hillbully gains +2 damage to all attacks against that target
hit points: 26 (4d8 + 28) for the next 10 minutes.
speed: 30 ft.
ACTIONS
STR DEX CON INT WIS CHA
Bone Axe, Melee Weapon Attack: +4 to hit, 5 ft. reach, one
13 (+1) 16 (+3) 12 (+1) 10 (+0) 9 (−1) 9 (−1) target. Hit: 4 (1d6 + 2) slashing damage.
Saving Throws: Cha +2 Deadly Hoist: The Hillbully may throw another Skull
Condition Immunity: Frightened Taker up to 15 ft. If the thrown Skull Taker would land
Skills: Survival +4, Perception +2 on top of another creature, that creature must succeed
Senses: passive Perception 12 a DC 14 Dexterity save or take 4d6 damage and be
Languages: Common, Xu’keeni knocked prone. Creatures who succeed the save take half
Challenge: 1 (200 XP) as much damage and are not knocked prone. Regardless
of whether the target creature succeeds the save, the Skull
Taker that was thrown takes 2d6 damage.

Taste for Blood: As a bonus action, the Brute can


BRUTE attempt to bite a target it is grappling, dealing 1d4
Small humanoid (xu’keen), chaotic neutral
damage on a successful hit. If this deals damage, the
armor class: 14 (cloth armor) Brute gains +2 damage to all attacks against that target
hit points: 26 (4d8 + 28) for the next 10 minutes.
speed: 30 ft.
ACTIONS
STR DEX CON INT WIS CHA
Multiattack: The Brute makes two attacks with its bone
13 (+1) 16 (+3) 12 (+1) 10 (+0) 9 (−1) 9 (−1) dagger.
Saving Throws: Cha +2 Bone Dagger, Melee Weapon Attack: +5 to hit, 5 ft. reach,
Condition Immunity: Frightened one target. Hit: 5 (1d4 + 3) piercing damage.
Skills: Survival +4, Perception +2
Senses: passive Perception 12
SKULL TAKER Languages: Common, Xu’keeni
Challenge: 1 (200 XP)

Based out of Xu’keen’ar village in the Barrier Wilds, these cannibalistic warriors are among the fiercest predators in the
land. They are renowned for their battle prowess, hunting skills, and ability to track almost anything that passes through
Taste for Blood: As a bonus action, the Pit Fighter
the forest. Despite their diminutive size, Skull Takers fight with utmost savagery against any enemy, no matter how big PIT FIGHTER can attempt to bite a target it is grappling, dealing 1d4
or menacing their foe might be. They are highly territorial and harbor a deep mistrust of outsiders, especially the larger Small humanoid (xu’keen), chaotic neutral
humanoid races. Strangers who pass through the Skull Taker’s domain are often forced to pay a toll by battling in one damage on a successful hit. If this deals damage, the Pit
of Xu’keen’ar’s fighting pits. The losers, if they survive the combat, are rarely allowed to go their way. More often, they armor class: 13 (cloth armor) Fighter gains +2 damage to all attacks against that target
become the centerpiece of the village’s next ceremonial feast. hit points: 60 (8d8 + 24) for the next 10 minutes.
speed: 30 ft.
Scrappy Fighter: When the Pit Fighter attacks a
HILLBULLY BRUTE PIT FIGHTER STR DEX CON INT WIS CHA creature of a larger size than it, it receives a +2 bonus to
These fierce survivalists are armed Trained to dual-wield weapons The greatest warriors of the xu’keen,
13 (+1) 16 (+3) 17 (+4) 10 (+0) 9 (−1) 9 (−1) its attack rolls.
with slings and bows to bring down and lash out at their enemies in a Pit Fighters are riddled with jagged
their prey from afar, but they also murderous frenzy, the Brute quietly scars, each a mark of victory against a Saving Throws: Cha +2 ACTIONS
delight at the chance to fight with their stalk the edges of xu’keen territory in larger foe. They fear nothing, and they Condition Immunity: Frightened Multiattack: The Pit Fighter makes two attacks with its
bare hands. search of intruders. They decorate the show no mercy to those who stand Skills: Survival +4, Perception +2, Athletics +6 bone axe
forest with bones, limbs, and other against them in combat. Senses: passive Perception 12
grisly trophies as a warning to anyone Languages: Common, Xu’keeni Bone Axe, Melee Weapon Attack: +4 to hit, 5 ft. reach, one
who strays too close to their land. Challenge: 2 (450 XP) target. Hit: 5 (1d6 + 2) piercing damage.

PART Iii: adventuring bestiary


382 383

SOULSTALKER STAGGOTH
SOULSTALKER
Medium humanoid (any race), neutral evil
As members of the Fangs of Scyllia cult, Soulstalkers These monstrous brutes epitomize the Howling’s
live to spread terror and chaos across Lawbrand. Yet the armor class: 15 (cloth armor) unholy effect on nature. A forest of gnarled,
only thing that truly brings them joy is harvesting souls. hit points: 82 (15d8 + 15) bloodstained antlers rises from their stag heads.
Through phantasmal magic and fear-inducing illusions, speed: 30 ft. Ritual scarring marks their toughened skin.
these warlocks overwhelm their prey and rip the souls from Cursed fetishes hang from their bodies, pulsing
STR DEX CON INT WIS CHA
their bodies. This stolen spiritual essence is bound to the with poisonous magic. Yet as terrifying as their
Soulstalkers’ glowing tattoos. 10 (+0) 14 (+2) 12 (+1) 13 (+1) 18 (+4) 18 (+4) physical forms are, the Staggoth are even more feared
for their intelligence. Clever and sadistic, they serve as the
With every new victim they claim, their magic grows Saving Throws: Int +5, Wis+4
Howling’s foremost generals and high priests.
stronger—as does their insatiable hunger for more. The only Saving Throws: Frightened, Charmed
thing that prevents the Soulstalkers from wreaking havoc Skills: Deception +8, Perception +8, Arcana +10 DARKRUNNER
wherever they travel is the desire to keep the Fangs of Scyllia Senses: passive Perception 18 The Darkrunners are swift and merciless raiders equipped
cult a secret from Lawbrand’s troublesome authorities. Languages: Common, any language specific to its race with polearms. Without warning, they smash into enemy
Challenge: 8 (3,900 XP) encampments and chase down anyone who tries to flee.
Spellcasting: The Soulstalker is a 8th-level spellcaster. WILD HUNTSMAN
Its spellcasting ability is Charisma (spell save DC 16, +8 Though they often lead packs of the Howling’s
to hit with spell attacks). It regains its expended spell slots Fleshreavers into battle, the Wild Huntsmen are just as
when it finishes a short or long rest. It has the following deadly on their own. They prowl the woodlands,
warlock spells prepared: setting devious traps and tracking down prey
with terrifying speed.
: Cantrips (at will): Chill Touch, Eldritch Blast

: 1st-level (4 slots): Hellish Rebuke,


Protection from Evil and Good
TERRORHOOF
Corrupted by the demigod Ralavak’s curse, these former
: 2nd-level (3 slots): Darkness,
Ray of Enfeeblement, Soulpurge
druids now harness twisted magic to poison the forest
and drive the Howling’s minions into a murderous frenzy.
: 3rd-level (2 slots): Fear, Vampiric Touch Though they are patient and highly intelligent, they are
: 4th-level (2 slots): Blight committed to seeing blood flow throughout the wilds.
Souldrain: As a bonus action, when the Soulstalker hits
a creature with its dagger, it can drain their Constitution,
taking their Constitution bonus and adding it to their own
and rendering the creature’s Constitution bonus −1 (if it
DARKRUNNER
Large humanoid, neutral evil
was positive) and setting it to 9. The drained Constitution
is returned to the creature when the Soulstalker who armor class: 14 (natural armor)
drained them is killed. hit points: 60 (8d10 + 16)
speed: 30 ft.
Horrific Energies: If the Soulstalker succeeds on a
Wisdom check as the result of a damaging hostile effect, it STR DEX CON INT WIS CHA
suffers no damage, even if it would otherwise take half as 15 (+2) 14 (+2) 14 (+2) 13 (+1) 10 (+0) 10 (+0)
much damage. In addition, it may cause a creature within ACTIONS
30 ft. to suffer the effects of that hostile effect as though it Saving Throws: Cha +5, Wis +4 Polearm, Melee Weapon Attack: Melee Weapon Attack: +6
had failed a Wisdom save against it. Condition Immunity: Frightened, Charmed to hit, 10 ft. reach, one target. Hit: 9 (1d10 + 3)
Skills: Perception +3, Nature +8 slashing damage.
ACTIONS Senses: passive Perception 13, darkvision 60 ft.
Dagger, Melee Weapon Attack: +6 to hit, 5 ft. reach, one Languages: Common, any language specific to its race Antlers, Melee Weapon Attack: Melee Weapon Attack: +7
target. Hit: 4 (1d4 + 2) piercing damage. Challenge: 5 (1,800 XP) to hit, 5 ft. reach, one target. Hit: 7 (1d6 + 3)
piercing damage.
Follow Through: As a bonus action, when the
Darkrunner makes an attack with its polearm, it can Hooves, Melee Weapon Attack: Melee Weapon Attack:
make an additional attack with the back of the weapon for +6 to hit, 5 ft. reach, one target. Hit: 7 (1d6 + 3)
damage equal to 1d4 + Strength modifier. bludgeoning damage.

PART Iii: adventuring bestiary


384

Brutal Display of Power: When the Wild Huntsman is


WILD HUNTSMAN below half of its starting hit points, it deals +4 damage
Large humanoid, neutral evil
with its attacks.
armor class: 14 (natural armor)
hit points: 60 (8d10 + 16) ACTIONS
speed: 30 ft. Multiattack: The Wild Huntsman attacks with its hooves
and antlers.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 13 (+1) 10 (+0) 9 (−1) Antlers Melee Weapon Attack: Melee Weapon Attack: +7
to hit, 5 ft. reach, one target. Hit: 8 (1d6 + 4) piercing
Condition Immunity: Frightened, Charmed damage.
Skills: Perception +4, Nature +8
Senses: passive Perception 14, darkvision 60 ft. Hooves, Melee Weapon Attack: Melee Weapon Attack:
Languages: Common, any language specific to its race +7 to hit, 5 ft. reach, one target. Hit: 8 (1d6 + 4)
Challenge: 7 (2,900 XP) bludgeoning damage.

Antler Ram: As a bonus action, the Wild Huntsman can REACTIONS


ram a creature within 5 ft. of it with its antlers, causing
Cursed Existence (1/Day): When the Wild Huntsman’s
both the creature and the Wild Huntsman to suffer −5
hit points would drop to 0, it can use its reaction to
AC until the end of its next turn as they both recover
immediately restore itself to 20 hit points
from the shock of the impact.

Berserk Fury: If the Terrorhoof has less than half its hit
TERRORHOOF points, it gains resistance to nonmagical bludgeoning,
Large humanoid, neutral evil
slashing, and piercing damage, and can attack two
armor class: 18 (natural armor) additional times with its Antlers as part of a Multiattack.
hit points: 144 (17d10 + 51)
speed: 30 ft. ACTIONS
Multiattack: The Terrorhoof attacks with its hooves and
STR DEX CON INT WIS CHA
antlers.
19 (+4) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 12 (+1)
Antlers Melee Weapon Attack: Melee Weapon Attack: +8
Condition Immunity: Frightened, Charmed to hit, 5 ft. reach, one target. Hit: 8 (1d6 + 4) piercing
Skills: Perception +4, Nature +10, History +5, damage.
Intimidation +5
Senses: passive Perception 14, darkvision 60 ft. Hooves, Melee Weapon Attack: Melee Weapon Attack:
Languages: Common, any language specific to its race +8 to hit, 5 ft. reach, one target. Hit: 8 (1d6 + 4)
Challenge: 11 (7,200 XP) bludgeoning damage.

Reckless Attack: When the Terrorhoof makes its first REACTIONS


attack on its turn, it can decide to attack recklessly.
Cursed Existence (1/Day): When the Terrorhoof’s
Doing so gives it advantage on its melee attack rolls with
hit points would drop to 0, it can use its reaction to
its Antlers and Hooves during its turn, but attack rolls
immediately restore itself to 20 hit points.
against it have advantage until the start of its next turn.

PART Iii: adventuring


JOHNSON, CHAD LYNEMA, CHAD MILNER, CHRISTOPHER MOTZ, DANIEL FIGUCIO, DANIEL FIORE, DANIEL VILLAMIZAR, DIEGO BURGOS, DIEGO
1985 GAMES, AARON ABDELMASEH, AARON BROOKS, ALLEN BEN-HARUSH, ALLEN BENNINGFIELD, ARMANDO LUGO, BRANDON CHILES, BRANDON CLARK, NORWOOD, CHAD THORNTON, CHAD CHRISTOPHER N. DALTON, CHRISTOPHER FRIDJONSSON, DANIEL FUTRELL, DANIEL TREJO, DILLON BURKE, DILLON GALL,
ALLRED, AARON ANDERSON, AARON BLAIR, LEUNG, ALLEN MCCUMBER, ALLISON ARNOLD TRIPLETT, ARON KEARNEY, BRANDON DARK, BRANDON DICKEY, WEBER, CHAD WILLIAMS, CHANCE NEBGEN, CHRISTOPHER OLCHESKI, GLICK, DANIEL GOODMAN, DANIEL DILLON HOLDER, DILLON RAKOW, DILLON
AARON BROWN, AARON BUCK, AARON BAKER, ALLISON HINDERS, ALON NIV, ARRAN FRANCE, ARSHIA SHAD, ARTHUR BRANDON DIETRICH, BRANDON GEE, COLEMAN, CHANDLER SWINK, CHARL CHRISTOPHER RICE, CHRISTOPHER GORKA, DANIEL HUDSON, DANIEL VANBUSKIRK, DILLON VINSON, DIOGO
CHISM, AARON D. SCHNEIDER, AARON F ALONSO RUBIO, ALVIN LOI, ALVIN W., WAGNER, ARTIE O'CONNOR, ARTUR BRANDON GIPSON, BRANDON HOPKINS, LIEBENBERG, CHARLES BAKER, CHARLES RIDDLE, CHRISTOPHER RYAN HALEY, HUGHES, DANIEL HUGHES, DANIEL LOPES, DION ROGERS, DITTE PANDURO, DJ
STANTON, AARON FELT, AARON FLEMING, ALYNA MOROBOSHI, AMANDA LARSON, PLOCIENNIK, ARTURO ROS BRAVO, ASEN BRANDON MINSKE, BRANDON PADILLA, BHE FOX, CHARLES BRYANT, CHARLES CHRISTOPHER SCHMIDT, CHRISTOPHER HURLEY, DANIEL J. MCMAHON JR., DANIEL IMLACH, DOC'S MAD LAB GAMES,
AARON FLORES, AARON G. JONES, AARON AMANDA MCCLAIN, AMANDA STEWART, LEKOV, ASH BELL, ASH MONOGUE, ASHER BRANDON PAWLOSKE, BRANDON RAMOS, CURRAN, CHARLES EDWARD BEACHLEY, SCOTT CYNOVA, CHRISTOPHER SHEPARD, KLUG, DANIEL KOKER, DANIEL LAINE, DOGACAN TUGRUL, DOM CLEARY,
GOLDING, AARON H., AARON HAAK, AARON AMAURY GARCIA, AMBER GARDNER, AUGENSTINE, ASHER OLIVER, ASHLEY BRANDON SABASKA, BRANDON SHELTON, CHARLES FEDUKE, CHARLES LANGER, CHRISTOPHER SMALL, CHRISTOPHER DANIEL LAWSON, DANIEL LEISING, DANIEL DOMENICO ESPOSITO, DOMENICO
KENNEWELL, AARON LAMPING, AARON M, AMMASATURA, AMY ASTON, AMY BROWN, STEFFEY, ASHLEY WALLACE, ASHTON BRANDON STEVENSON, BRANDON CHARLES M. ZAREMBA, CHARLES MYERS, TATUM, CHRISTOPHER THOMIR, MASON, DANIEL MCKEE, DANIEL MICHAEL STRAGLIOTTO, DOMINIC COZINE,
AARON M., AARON M. COMBS, AARON AMY EGAN, AMY GRIFFIN, AMY ORY, AMY SCHMITT, ASJED HUSSAIN, ASTRID STRUBLE, BRANDON SUNDEEN, BRANDON CHARLES POE, CHARLES RAPKIN, CHARLES CHRISTOPHER VALDEZ, CHRISTOPHER STADLER, DANIEL MITCHELL, DANIEL DOMINIC PALMIERI, DOMINIC SUCIETTO,
MCCANN, AARON PILOTTE, AARON OSBORNE, AMY PEZZONI, AMY SCHWARTZ, HUETSON, ATTICUS LEAT, AUDUN BECK, TOMLINSON, BRANDON TUCKER, TOWN, CHARLIE POULIOT, CHARLIE VEISTRUP-VETLOV, CHRISTOPHER W. NICPON, DANIEL PERSCHONOK, DANIEL DOMINIC THOMAS, DOMINIC WALKER,
SANDERS, AARON SEGSTRO, AARON ANDERSON STEARNS, ANDRE DEGUELDRE, AUSTEN BENNETT, AUSTEN BENNETT, BRANDON UNDERWOOD, BRANDON PURVIS, CHASE ASHCRAFT, CHASE JOYCE, FRANCIS, CHRISTOPHER WAPLES, PETERSON, DANIEL R. BRADWELL, DANIEL DOMINICK TORTORICE, DOMINIK GRAB,
SYLVESTER ROUTH, ABDULLAH ALHOUZ, ANDRÉ KENT, ANDRE KUNDIS, ANDRE AUSTIN AMOS, AUSTIN BORGES, AUSTIN VADALA, BRANDON ZAHAREK, BRANDY CHASE LEE, CHASE OWENS, CHASE W. CHRISTOPHER WEBB, CHRISTOPHER REED, DANIEL RUCKER, DANIEL RUFFALO, DOMINIK JESTEL, DOMINIK KOHL,
ABEER SALAM, ABRAM LUTES, ADAM, PAFF, ANDRE TOWLE, ANDRE TOZZI, BOWSER, AUSTIN DEBAENE, AUSTIN SLADE, BREANNA JOHNSON, BRECHT STILLMAN, CHAZ OLVERA, CHEYENNE WEEDEN, CHRISTOPHER WHITE, DANIEL SALAS RODRIGUEZ, DANIEL DOMINIK MANZL, DON BERNARDO, DON
ADAM BOLL, ADAM BOURGEOIS, ADAM ANDREA DERPINI, ANDREAS ALSTERHOLM, FEENEY, AUSTIN HOLDER, AUSTIN BLIECK, BRENDA RUCKER, BRENDAN BLUNDELL, CHISTOPHER RISLEY, CHRIS CHRISTOPHER WHITMORE, CHRISTOPHER SANELLI, DANIEL SCAUZILLO, DANIEL CASTLEBERRY, DON DARLING, DON
BROONS, ADAM CAPONE, ADAM CAVERLY, ANDREAS HAWE, ANDREAS MICHAELIDES, JOHNESSEE, AUSTIN KRIMONT, AUSTIN CHARAN, BRENDAN DALTON, BRENDAN ADAMS, CHRIS ALSTON, CHRIS ANDREWS, WILLIAMS, CHRISTOPHER YEE, CHRISTOS SHAUGHNESSY, DANIEL SMITH, DANIEL LESHER, DON LYON, DON MARTIN FELIPE
ADAM CRUMPTON, ADAM DUGGLEBY, ANDREAS PEATFIELD, ANDREAS LATHROP, AUSTIN LEE, AUSTIN LIEBLER, DUFFIELD, BRENDAN GOGGINS, BRENDAN CHRIS APPLING, CHRIS BATTAGLIA, CHRIS EFTHIMIADIS, CIVAN YESILTEPE, CLAIRE SQUIRES, DANIEL SULLIVAN, DANIEL MARTINEZ, DON WASHINGTON, DONALD
ADAM FREWEN, ADAM GRANT, ADAM RIZOPOULOS, ANDREI ALEXANDRU CODIN, AUSTIN LUSSON, AUSTIN MARSHALL, MURPHY, BRENDAN MUSSELMAN, BECKER, CHRIS BERGERON, CHRIS MEREDITH, CLARISSA LIGHT, CLARISSE SUTYAK, DANIEL WEISER, DANIEL WIESER, HAAGE, DONAVAN HOEPCKE, DONNA
GRUSZCZYNSKI, ADAM GUERRA, ADAM ANDREI GISETTI, ANDRES SALMERON, AUSTIN SKOGLUND, AUSTIN SUZUKI, BRENDON BRUNKEN, BRENNA MOORE, BERNARDO, CHRIS BRUEGGEMANN, CHRIS LEECH, CLARK EVERSON, CLAY COLBY, DANIEL WILHELMSEN, DANIEL WOMACK, YOUNG, DONNIE MORPHY, DONNY
HAMERS, ADAM HARRIS, ADAM HOWELL, ANDREW EARLY, ANDREW ALLEN, AUSTIN VAN YSSELDYK, AUSTIN WARD, BRENT BARBER, BRENT HOYLER, BRENT C. CRAFT, CHRIS CAPO, CHRIS CLARK, CLAYTON COOK, CLAYTON DECKER, DANIJEL GAVRILOVIC, DANILO, DANILO AUGUST, DONOVAN A. DUNHAM, DONOVAN
ADAM ISRAEL, ADAM JONGKIND, ADAM ANDREW ALSBERGE, ANDREW ANDERSON, AUSTIN WATTS, AUSTIN WHITE, KOFOED, BRENT ROBERTSON, BRENT CHRIS COCKS, CHRIS CRESCITELLI, CHRIS CLAYTON G WEBB, CLEMENT CHIU, MARCOTTI, DANIS CHATZIDIMITRIOU, PLANTZ, DORIAN RON GODBOLDT, DOUG
KAPPEL, ADAM MCCOURT, ADAM MILLER, ANDREW B., ANDREW BARDIN, ANDREW AVENGUARD, AXEL TUOHY, AXL CHUA KAI VOKOUN, BRET FAUSETT, BRETT DUNCAN, DENSLEY, CHRIS DOAR, CHRIS CLIFFORD FROJD, CLIFTON SUMRALL, DANNA JANZ, DANNY CONNOLLY, DANNY "DHOMAL" RAAS, DOUG BAILEY, DOUG
ÁDÁM NAGY-GYÖRGY, ADAM ÖSTLUND, BATALLONES, ANDREW BENTON, ANDREW JUN, AXOLOTE GAMING, B. DAVE WALTERS, BRETT EASTERBROOK, BRETT HAMRE, DONDANVILLE, CHRIS DOVE, CHRIS DUNN, CLINT DOYLE, CLINT MURAKAMI, DE VRIES, DANNY MACKEY, DANNY PEREZ, HOPKINS, DOUG OLSON, DOUG WARREN,
ADAM P KARPOLORICH, ADAM SLOVÁK, BERBEN, ANDREW BRAKE, ANDREW B.J. LEGGIERI, BAILEY HAMMOND, BAILEY BRIAN BLACKSTONE, BRIAN BLAD, BRIAN CHRIS E., CHRIS E., CHRIS ECKMAN, CHRIS CLINTON CLARKE, CLINTON MERCIECA, DANNY WESSON, DANYAL HERDER, DARCY DOUG YOHO, DOUGLAS BROD, DOUGLAS
ADAM PEREIRA, ADAM ROEGIEST, ADAM BUGENIS, ANDREW BYNAKER, ANDREW MARTIN, BAIN DONEGAN, BARBARA BRUNING, BRIAN C. DILLEY, BRIAN COMER, FRICK, CHRIS GLOVER, CHRIS GRAHAM, CLINTON SANDS, CLYDE RATLIFF, CODY FAIRBROTHER, D'ARCY HOLT, DARIAN CARTER, DOUGLAS COOK, DOUGLAS
RUSHLOW, ADAM S., ADAM SCHLESINGER, CHARLTON, ANDREW CHIA, ANDREW ROMAN, BARNABAS ABRAI, BARNEY BRIAN COOK, BRIAN CRANDALL, BRIAN D. CHRIS HAMILTON, CHRIS HENRY, CHRIS BABER, CODY BROOKS, CODY GRIFFIN, VORLICK, DARIMONT THOMAS, DARREL DICKSON, DOUGLAS DIXON, DOUGLAS
ADAM SEARLES, ADAM SILKEY, ADAM CHRISTENSEN, ANDREW CLARK, ANDREW APARICIO, BARRETT CERVENKA, BARRY TIMBERLAKE, BRIAN DESANTI, BRIAN HOIBERG, CHRIS HOUSER, CHRIS JANES, CODY HELMER, CODY HOSTUTTLER, CODY CRENSHAW, DARREN JULIUS, DARREN HILL, DOUGLAS PERRY, DOUGLAS VARNER,
SWANEY, ADAM TROKE, ADAM WESTON, COTGREAVE, ANDREW COURNOYER, AUSTIN, BARRY BURGESS, BARRY LEWIS, EVANS, BRIAN FARR, BRIAN FERGUSON, CHRIS LINSCOMB, CHRIS LONG, CHRIS KILLINGSWORTH, CODY LAURENT, CODY TRAPP, DARRIN PERRY, DAVE DOUGLAS WILLIAMS, DREW BEECH, DREW
ADAM WOLLET, ADAM WOOD, ADAM ANDREW CURTIS, ANDREW DAVIDSON, BART DIERCKX, BART GASIEWSKI, BEAU BRIAN FINK, BRIAN FLAGLER, BRIAN LOVE, CHRIS LUNDSTROM, CHRIS MCCABE, LEWIS, CODY LONG, CODY M. KERN, CODY CHAMBERLAIN, DAVE KEMPSTER, DAVE CLARIDGE, DREW FINLEY, DREW HARPO,
WOODY, ADAM YISHAY HADATOV, ADRIAAN ANDREW DENEHEY, ANDREW DENNIS, CARLSON, BEAU HUDAK, BEAU LOVETT, FOHLMEISTER, BRIAN FRUHWIRTH, BRIAN CHRIS MCENERY, CHRIS MEYER, CHRIS N. CATES, CODY PARKER, CODY SIEFKEN, TONDREAU, DAVI RCIHARDS, DAVID DREW MALLAND, DREW MANSER, DREW
ELDERING, ADRIAN ALTMANN, ADRIAN ANDREW DICOSOLA, ANDREW EL BECKETT MCNEIL, BECKY HAYES, BEN GUTHRIE, BRIAN HEFLING, BRIAN MIBUS, CHRIS MONROE, CHRIS MORENO, CODY SIERRA, CODY STOTZ, CODY TRACEY, ACHILLES, DAVID ALESHIRE, DAVID ALLEN, MCMILLAN, DUKE BRANSON, DUKE
BALL, ADRIAN CUMMING, ADRIAN JENSEN, PHILLIPSON, ANDREW ELLISON, ANDREW BAARD SPARNAAY, BEN BARTHOLOMEW, JACKSON, BRIAN KELLY, BRIAN KOONCE, CHRIS MUTLITZ, CHRIS NAVARRO, CHRIS CODY WITKIEWICZ, CODY YOUNG, CODY DAVID ANTHONY, DAVID B., DAVID BAUER, DAVIDSON, DULIO J. MORETTINI, DUMITRU
ADRIAN M. PETTY, ADRIAN MONEY, FREEMAN, ANDREW FRIEDMAN, ANDREW BEN BROWNING, BEN CHRISTIANSON, BEN BRIAN LUBINSKI, BRIAN LUNDIN, BRIAN M NEHRING, CHRIS OBER, CHRIS ZEIGLER, COEN CROMBACH, COLBY DAVID BERNDT, DAVID BIELAWA, DAVID VLAD, DUNCAN, DURODRAGON, DUSTIN
ADRIAN PÅLSSON, ADRIAN PLOWMAN, GAVIN, ANDREW GORMAN, ANDREW GRAY, CLARKE, BEN DARLOW, BEN DAVIS, BEN PALMER, BRIAN MARTEL, BRIAN MEAD, OLIVER-COLLINS, CHRIS PHILBROOK, FINTON, COLE KILBORN, COLE KLEGSTAD, BOWDEN, DAVID BROWN, DAVID CABANEL, BROWDER, DUSTIN CHECKETTS, DUSTIN
ADRIAN WILLIAMS, ADRIC WADDELL, ANDREW GRAYSTONE, ANDREW DOWLE, BEN DUMONT, BEN H., BEN BRIAN RAYMOR, BRIAN RUHL, BRIAN CHRIS PHILLIPS, CHRIS PHILLIPS, CHRIS COLE TAYLOR, COLE VAGTBORG, COLIN DAVID CARRICK, DAVID CHECKETT, DAVID DAWSON, DUSTIN DEMINK, DUSTIN GRAF,
ADRIEN BAUDRAZ, ADRIEN CAPPANNELLI, HARTSELL, ANDREW HEATH, ANDREW HARTLEY, BEN HAYES, BEN J. KLINE, BEN SCHORN, BRIAN SCHROEDER, BRIAN PITIRRI, CHRIS PRYNOSKI, CHRIS PSZONEK, BURKE, COLIN CORBETT, COLIN GIBSON, CHUHAY, DAVID CLARKSON, DAVID CLARY, DUSTIN MICHAEL LONG, DUSTIN
ADY VEISZ DRAGHIA, AIDEN CHILDS, ALAIN HOLSCHER, ANDREW HOUGARD, ANDREW JOHNSON, BEN MATSON, BEN MILES, BEN SEVERSON, BRIAN SHEA, BRIAN STREZZE, CHRIS RENNIE, CHRIS RUBAR, CHRIS SAEZ, COLIN LEONARD, COLIN LINDGREN, DAVID COGSWELL, DAVID CONNER, DAVID RAIMONDO, DWAYNE MARLOWE, DWAYNE
LE, ALAN AYOUB, ALAN CARDY, ALAN JOLIVETTE, ANDREW KANE, ANDREW O'CONNOR, BEN PATTON, BEN RHOADS, BRIAN TUCHOLSKI, BRIAN VOLTZ, BRICK CHRIS SCHMIDT, CHRIS SCHOFIELD, CHRIS COLLEN PREWETT, COLLIN SCOBIE, COLM COOK, DAVID DANFORTH, DAVID DARLING, NEW, DYLAN ASH, DYLAN CRAM, DYLAN
JOHNSON, ALAN MCBETH, ALAN O'NEILL, KELSOE, ANDREW KERN, ANDREW KILROY, BEN SNYDER, BEN THOMPSON, BEN MARSHALL SULLIVAN, BRITNEY SCHWALM, CHRIS SCHWEIGER, CHRIS RYAN, COLTON FRANKE, COLTON DAVID DAVIDSON, DAVID DOUCEY, DAVID HANSEN, DYLAN HILDEBRAND, DYLAN
ALAN OSON, ALAN SHERLOCK, ALBERT ANDREW KRIESER, ANDREW KUJAWSKI, WEINHAGEN, BEN WHITE, BENEDICT ADAMCZAK, BROR REHNLUND, BRUCE SIGATY, CHRIS SMOAK, CHRIS STEIN, HOUSTON, COLTON HOZIAN, COLUM E. JONES, DAVID EADS, DAVID ELLSWORTH, LAWSON, DYLAN MEREDITH, DYLAN
HUNZIKER, ALBERT NIENAU, ALBERTO DE ANDREW LUCAS, ANDREW LYNCH, MARKO, BENEDIKT DÖRNER, BENJAMIN ABBOTT, BRUCE C. HALL, BRUCE FLEMING, CHRIS STERWALD, CHRIS TAK, CHRIS MEEHAN, CONNER JOHNSON, CONNOR DAVID FORD, DAVID FORRESTER, DAVID TURNER, DYLAN WALDROP, DYLAN WILKS,
LA CRUZ, ALBERTO DEL MORAL, ALBERTO ANDREW MACDONALD, ANDREW BRAVO, BENJAMIN CALKA, BENJAMIN BRUCE FLINCHUM, BRUCE KNIGHTON, TAYLOR, CHRIS TRENTHAM, CHRIS WINN, BLISS, CONNOR BOZIGIAN, CONNOR FUTTERRER, DAVID GARCIA, DAVID GARZA DYLAN WISNIEWSKI, DYLON COOK,
FARIA, ALBERTO NASO, ALEC NUNN, ALEC MANDULA, ANDREW MAO, ANDREW CHARLET, BENJAMIN COWLEY, BENJAMIN BRUCE LEEROY, BRUCE RITCHIE JR., BRYAN CHRIS WONG, CHRISTIAAN JONES, FERGUSON, CONNOR FURLONG, CONNOR ROMO, DAVID GORDON-JOHNSON, DAVID EAMMON GROSEK, EAMON MCGING,
WESLEY BAUGHER, ALEKSANDAR NIKOLIĆ, MARTENS, ANDREW MARTINEZ, ANDREW DUMAS, BENJAMIN GRIMONPREZ, BARI, BRYAN BECK, BRYAN BOTZ, BRYAN CHRISTIAN BROWN, CHRISTIAN BUTLER, GIBBINS, CONNOR MACMANUS, CONNOR GREENHORN, DAVID HALBOUTY, DAVID EANNA O'NEILL, ED ABBOTT, ED
ALESSANDRO LEPORE, ALEX, ALEX ADAM MCCRAN, ANDREW MCCRAN, ANDREW BENJAMIN JAKOB THORUP, BENJAMIN BOWMAN, BRYAN CONSIDINE, BRYAN CHRISTIAN FREDRIK ASK, CHRISTIAN H RUSSEL, CONNOR SABOURIN, CONRAD J. HALL, DAVID HAYES, DAVID HOOD, DAVID ALEXANDER, EDDIE BELL, EDGAR
JASON HOUSTON, ALEX AMATO, ALEX MITCHELL, ANDREW MORRISON, ANDREW KORT, BENJAMIN KRAUS, BENJAMIN LEWIS, CUNNEEN, BRYAN DAVIS, BRYAN HARRIS, WEULE, CHRISTIAN HARSHBARGER, AUBE, CONRAD WARD, COREY BELL, COREY ISHIHARA, DAVID J HOHUSEN, DAVID ARREDONDO, EDGÁR SZEKERES, EDI
BLOUSE, ALEX BRICKNER, ALEX BUNTEN, MORROW, ANDREW NEEDLING, ANDREW P., BENJAMIN LINDSEY, BENJAMIN MILLER, BRYAN HOBBS, BRYAN JAYCOX, BRYAN CHRISTIAN MCQUEEN, CHRISTIAN CANADIAN, COREY DAVIS, COREY JACKSON SIMPSON, DAVID JAMES PUHAKKA, EDIZ OSMAN, EDUARDO
ALEX DALE, ALEX DICKINSON, ALEX ANDREW PERRY, ANDREW PILLSBURY, BENJAMIN MOEN, BENJAMIN P. POWELL, KOZUB, BRYAN LIM, BRYAN MC NAMARA, MORGAN, CHRISTIAN NORNES, CHRISTIAN DOCKENDORF, COREY HAIBON, COREY CROCKETT, DAVID JOINER, DAVID BALLESTERO, EDUARDO BUSO, EDUARDO
ELLIOTT, ALEX GILLIES, ALEX GOERNER, ANDREW POST, ANDREW POTTER, BENJAMIN REEDER, BENJAMIN RENNIE, BRYAN PEEBLES, BRYAN RAPP, BRYAN OPPERMAN, CHRISTIAN RANDLE, KOSTER, COREY PARKER, COREY RATHEL, KAISERLING, DAVID KEEGAN, DAVID ENRIQUEZ, EDWARD, EDWARD BROOKS,
ALEX GOLDS, ALEX GREEN, ALEX ANDREW RICHARDSON, ANDREW BENJAMIN ROHLFING, BENJAMIN ROMEO, SCARBOROUGH, BRYAN SULLIVAN, BRYAN CHRISTIAN S., CHRISTIAN SANDERS, COREY TINDALL, CORRIE J. BRUCE, KELLY, DAVID KING, DAVID KNOTH, DAVID EDWARD FISHER, EDWARD HANES,
HUCKEBA, ALEX IVEROTH, ALEX JOHNS, ROBINSON, ANDREW SCHMENGER, BENJAMIN RUSSELL, BENJAMIN SEYLLER, TURNBULL, BRYCE DENNIS, BRYCE POPE, CHRISTIAN SCHOTT, CHRISTIAN CORRINE PIRATTITUDE JOHNSON, LATHAM, DAVID MCCAULEY, DAVID EDWARD MONTEZ, EDWARD O'BRIEN,
ALEX LANG, ALEX LINDLEY, ALEX ANDREW SISCO, ANDREW SMITH, ANDREW BENJAMIN TANNER, BENJAMIN VOGT, BRYNN MOUNTAIN, BRYON HAZLETT, STERZINGER, CHRISTIAN THOMAS, CORRINNE BROWN, CORWIN ARVIN, CORY MCGUINNESS, DAVID MCKAVANAGH, EDWARD PRYOR, EDWARD T. CHRZASTEK,
LITTLEJOHN, ALEX MARQUIS, ALEX SPEIDEL, ANDREW THOMAS, ANDREW BENJAMIN WERNETTE, BENNO BRUNNER, BRYSON HALL, BUFORD PERRY, BURTON CHRISTIAN VOLLNHOFER, CHRISTIAN BROWN, CORY CAAUWE, CORY G., CORY DAVID MCQUISTON, DAVID MILLER, DAVID EDWARD YU, EDWIN ROBERTSON, EGON
MITCHELL, ALEX MOBASHER, ALEX THRASHER, ANDREW TYPHUS WINDER, BENNY POTTER, BENOIT RIVEST, BENOIT MORRIS, BYRON PARNELL, C.J. CASLER, WENHAM, CHRISTINA BAKER, CHRISTINA GATTICA DAVIS, CORY HUNGATE, CORY MOLINA, DAVID MOYER, DAVID MUNSON, LJUNGQVIST, EINAR FYGLE, EJ POTTS,
MUELLER, ALEX PAUK BOETTCHER, ALEX ANDREW VAN DEN BOSCH, ANDREW SITTLER, BERK CEBI, BERKE CANATAR, CAITLIN KNIGHT, CAITLYN FIFIELD, CAL L. ZEIGAFUSE, CHRISTINA MCDOWELL, JOYCE, CORY LANE, CORY LAVEZZI, CORY DAVID NISKA, DAVID OWEN, DAVID EKREM ATAMER, ELENA AZZARA, ELGIN
PECHA, ALEX POLING, ALEX PRACHT, ALEX WHITBY, ANDREW WILLIAM LUEHRS, BERNARD BUTTARD, BERNARD MCSALLY, SCOTLAND, CAL WALL, CALEB BICKEL, CHRISTOFFER BJERGE, CHRISTOPH FRITZ, METCALF, CORY PADRIC HYNES-CIERNIA, PAPAGEORGE, DAVID PHILLIPS, DAVID R., SCOTT, ELI GILLES, ELIAZ IBARRIA, ELIJAH
RAMBAUT, ALEX THIESSEN, ALEX WAYMAN, ANDREW WILLIS, ANDY AVERY, ANDY BERNHARÐUR BJARNASON, BERSERK CALEB BRANT, CALEB CORNELIUS, CALEB CHRISTOPH WAGNER, CHRISTOPHE CORY WILLIAMSEN, COURTLAND PERRY, DAVID RAPHAEL FLOR, DAVID REEVES, NADAEU, ELIZABETH LOISELLE,
ALEX WHEELER, ALEX WHEELER, ALEX FIGUEROA, ANDY HOUGHTELIN, ANDY VALHALLA, BERT MILLER, BERT FAHRNER, CALEB KNUTH, CALEB ROGER CHAUVAIN, CHRISTOPHE DE COCK, CRAIG DEVORE, CRAIG FREE, CRAIG DAVID RHEA, DAVID RISI, DAVID ROBINSON, ELIZABETH MACKIE, ELIZABETH SCOTT,
WHITEHURST, ALEXANDER, ALEXANDER HUEBSCH, ANDY MOREHOUSE, ANDY WIERENGA, BETHANY DILLINGHAM, TIGNOR, CALEB THEIS, CALEB Z. BROOKS, CHRISTOPHE JOHNSTONE, CHRISTOPHER, MORRISON, CRAIG SHARPE, CRIS GIZZI, DAVID SALABERRY, DAVID SANSAVERA, ELIZABETH THRASH, ELLIOT THIRY, ELVIN
ACRI, ALEXANDER BALDWIN, ALEXANDER RONALD, ANDY SALKELD, ANDY BETTY DE LEON, BETTY OSTHOFF, BILL CALLUM MILES, CALVIN FERRIN, CALVIN CHRISTOPHER, CHRISTOPHER A. MORGAN, CRISTIAN ANDREU, CRYSTAL RAJTORA, DAVID SCHOTT, DAVID SHORT, DAVID PAULINO, EMANUEL ZEHNDER, EMANUELE
BREWER, ALEXANDER BROWN, SNOWBENDER, ANDY WOHLFARTH, ANDY CREASEY, BILL PACE, BILL SWENSON, BILLY KIM, CAMERON BUSH, CAMERON CAYA, CHRISTOPHER ALTENBACH, CHRISTOPHER CSABA GREGER, CULLEN LIPPE, CURTIS SNOW, DAVID SONDERLING, DAVID CHIUCHIARELLI, EMIL SÆVARSSON, EMILIE
ALEXANDER CLARK, ALEXANDER DAVIS, YEOH, ANGELA HAYNES, ANGELA BLIGH, BILLY COGHILL, BINH DANG, CAMERON DEWAR, CAMERON FELDMANN, BIRKHEIMER, CHRISTOPHER BOWLER, DEVAUGHN, CURTIS HARPER, CURTIS SPACCIA, DAVID SPANTON, DAVID SICILIA, EMILY FUNK, EMILY POOLE, EMIR
ALEXANDER DECKER, ALEXANDER E. CUBI, WORDLAW, ANGELA WRIGHT, ANGUS BIRGER VIKING HEBER ROMUNDSTAD, BJ CAMERON HAGGETT, CAMERON CHRISTOPHER BRKICH, CHRISTOPHER HEATON, CYNTHIA DICKSON, CYRIL STANLEY, DAVID STIFTER, DAVID RIOS, EMMA LEVEY, EMMANUEL OBERT,
ALEXANDER GREGUS, ALEXANDER MURRAY, ANN LYKKE PAGTER, ANNA BUCHANAN, BJØRN ANDRESEN, BJÖRN HILSMANN, CAMERON JAMES SETTE, COOPER, CHRISTOPHER COVERT, MARBAIX, D TAYLOR RODRIGUEZ, DAAN SUMMERS, DAVID SUTTON, DAVID TAYLOR, ENRIC SEGURA, ERASMUS FOX, INC., ERIC A
GROOFF, ALEXANDER HACKER, EBERHARD, ANNA HARISON, ANNA MOSER, HANSSON, BJÖRN THORHAUER, BLAINE CAMERON K., CAMERON KELLEY, CHRISTOPHER CROSS, CHRISTOPHER ORIS, DAKOTA CHARLESWORTH, DAKOTA DAVID TULO, DAVID WEIGEL, DAVID KINZEL, ERIC ANDERSON, ERIC B., ERIC
ALEXANDER HEMS, ALEXANDER HENNIG, ANNE-DORTHE GULDHAMMER, ANNETTE GRIFFETH, BLAINE NICOLAISEN, BLAINE CAMERON KILBY, CAMERON KIRNES, CRUZ, CHRISTOPHER DANE MENGES, MURRAY, DAKOTA SHEPPARD, DAKOTA WOODLEY, DAVID ZAVALA, DAVIDE BAIN, ERIC BAJUS, ERIC BALLANTYNE, ERIC
ALEXANDER HENRIQUEZ, ALEXANDER MOSS, ANTHONY ADAM, ANTHONY WILKER, BLAKE BOWMAN, BLAKE MERRY, CAMERON MCDONALD, CAMERON PRIEBE, CHRISTOPHER DESMOND, CHRISTOPHER SMEDES, DAKOTA TAPHOUSE, DALE CONFICCONI, DAVIDE COVILI, DAVIDE CARPENTER, ERIC CHOLIS, ERIC CLARK,
KIRKEBY WULFF, ALEXANDER LEONG, ADKINS, ANTHONY BRYANT, ANTHONY BLAKE SHRODE, BLAKE STREALY, BOB CAMERON WHEELEHAN, CANIN MOORE, DODSON, CHRISTOPHER DUPUIS, BARKER, DALE SHUMATE, DALLAS SMITH, GUIDOTTI, DAVIS PHELPS JR, DAVIT ERIC CLARK, ERIC DELEON, ERIC
ALEXANDER LOPEZ, ALEXANDER COLLAZO, ANTHONY COLOSETTI, AVILA, BOB KOEB, BOBBY BRANKIEWICZ, CARL CAMP, CARL G. MENDOZA, CARL CHRISTOPHER EVANS, CHRISTOPHER DALLAS STRINGHAM, DALTON DEPOY, SARGSIAN, DAWN GARCIA, DAYLAN DEMARTELAERE, ERIC DENNIS, ERIC
MANCINI, ALEXANDER MATE, ALEXANDER ANTHONY DELAROSA, ANTHONY DI BOBBY HOLMES, BOBBY PABST, BOBBY GILBERT, CARL HANSEL, CARL KNOCH, FULGHAM, CHRISTOPHER GORDON DALTON JONES, DALTON YOUNG, DAMIEN AGIRRE-GRAY, DEAN KAY, DEAN ROSS, DUNSMUIR, ERIC DURST, ERIC EDELL, ERIC
MCFALL, ALEXANDER MUELLER, CESARE, ANTHONY E HARBO, ANTHONY WEIST, BOGDAN ILIC, BORIS ZYUMBYULEV, CARL LEARNED, CARL TUTTLE, CARL ALESHIRE, CHRISTOPHER GUSTAFSON, AUDY LAPLANTE, DAMIEN GWARDYS, DEBBIE HANSEN-KASH, DEBBIE HOWARD, FISCHER, ERIC FRANCE, ERIC GILSON, ERIC
ALEXANDER NEUMANN, ALEXANDER ECONOMOS, ANTHONY GULLI, ANTHONY BOWIE WHITAKER SESSIONS, BOYD ZAHRT, CARLO ISCANDRI, CARLOS CHRISTOPHER HALL, CHRISTOPHER DAMIEN KELLY, DAMON LEFHOLZ, DAMON DEBBIE SCHOOR, DEBRA BERRY, DEION L. GREEN, ERIC GRUBB, ERIC H. LI, ERIC
OGRENTZ, ALEXANDER PAGAN, HAAPAPURO, ANTHONY HALVORSON, GOODALL, BRAD BEAM, BRAD BIDNICK, ALBERTO AUTET LEGARISTI, CARLOS M. HAMILTON DICKINSON, CHRISTOPHER RICE, DAN ANEIROS, DAN GRIFFITH, DAN JONES, DELVERS CONCLAVE, DENISE WINN, HADLEY, ERIC HUDSPETH, ERIC INGRAM,
ALEXANDER PRENTISS, ALEXANDER ANTHONY IANNUZZI, ANTHONY BRAD EATON, BRAD FOGLE, BRAD FELICIANO, CARLOS MUNOZ, CARLOS HECK, CHRISTOPHER HERM, KENDALL, DAN MEADORS, DAN MOONE, DENISS ZILAJEVS, DENIZ KALKAN, DENNIS, ERIC JENSEN, ERIC JORDAN, ERIC LOPEZ,
RAYMOND, ALEXANDER RUSSELL, KNIAZEWYCZ, ANTHONY LINK, ANTHONY GARDINER, BRAD HENNIGS, BRAD KING, NICOT, CARLOS OVALLE, CARLOTA CHRISTOPHER HILL, CHRISTOPHER DAN NEUMANN, DAN PEMBERTON, DAN DENNIS BOND, DENNIS CHINNOCK, ERIC LYSE, ERIC MALOOF, ERIC MARSH,
ALEXANDER SALMINEN, ALEXANDER M. BRILEY, ANTHONY MANIGLIA, BRAD LUQUIRE, BRAD PHILLIPS, BRAD LLORET RODRÍGUEZ, CARMEN PENNA, HOKKANEN, CHRISTOPHER HWANG, SANTIAGO, DAN SCHILLER, DAN WOOD, DENNIS YAU, DENVER SANGREY, DEREK ERIC MILES, ERIC MOSKAL, ERIC
ZICHRASER, ALEXANDRA ANDERSON, ANTHONY MANISCALCO, ANTHONY WALLER, BRAD WHITAKER, BRAD YOCUM, CARMINE LAUDIERO, CAROLINE CHRISTOPHER JOSEPH STARK, DAN YOWLER, DANA GRAVES, DANA AUBUCHON, DEREK BENVENUTI, DEREK NAKAMURA, ERIC PAGE, ERIC RIVERA, ERIC
ALEXANDRA C. SCOTT, ALEXANDRA MCCANN, ANTHONY VALVA, ANTHONY BRADEN GORDON, BRADFORD BARRETT, SCHAEDEL, CARSON SPACE, CARTER PRICE, CHRISTOPHER KITIONA, CHRISTOPHER TATULIS, DANA WALPOLE, DANE PETTINE, ENGOLS, DEREK HUDSON, DEREK SEXTON, ERIC SHAVER, ERIC SHENK, ERIC
ERNEST, ALEXANDRA KNIGHT, WILSON, ANTISQUEAKER, ANTOHI MIHAI BRADFORD CHAMBERS, BRADLEY CASEY, CASEY ALLEN, CASEY HUFF, CASEY KOPP, CHRISTOPHER KREISSL, DANIEL, DANIEL A. HARRISON, DANIEL INGALLS, DEREK MUNN, DEREK OSBORNE, STREETER, ERIC TOCZEK, ERIC WARREN,
ALEXANDRE BEAUMESNIL, ALEXANDRE RAZVAN, ANTOINE GIASSON, ANTON G H KLEIDON, BRADLEY LIPKE, BRADLEY KNUE, CASEY NEWVILLE, CASPER LYKKE, CHRISTOPHER LANGLOIS, CHRISTOPHER ABERNATHY, DANIEL ACOSTA, DANIEL DEREK R. BOUDREAUX, DEREK ROSS, ERIC WYROCK, ERIC ZAMORA, ERICA
PETIT, ALEXIS AMATRUDO, ALEXIS NIELSEN, ANTONI DOMINGO ORTELLS, LUTKE, BRADLEY RICH, BRADLEY RUSH, CASS C. WEIL, CAT FRATES, CATHERINE LEE, CHRISTOPHER M. KIRALY, ADAM, DANIEL BANISTER, DANIEL C. DEREK STROUT, DEREK WAGNER, DEVEN MARTIN BRADBERRY, ERIK BLOOMFIELD,
DUPREY, ALEXIS JODAR, ALEXIS LOPEZ, ANTONI DOMINGO ORTELLS, ANTONIO BRADLEY STAINES, BRADLEY SUMMERS, MANN, CATHERINE PODESTA-MOONEY, CHRISTOPHER M. PETERSON, FISCHER, DANIEL CAMARILLO, DANIEL ROSHALA, DEVIN DAUEL, DEVIN FOWLER, ERIK MARZALEN, ERIK OLSEN, ERIK
ALEXIS MARRUFFO, ALEXIS MONTCLAIRE, FARINETTI, ANTONIO GIMÉNEZ MARTÍN, BRADY FLIFLET, BRAEDEN LLOYD GRUSS, CÉDRIC EVRARD, CEDRIC LIESNARD, CHRISTOPHER MACLEAN, CHRISTOPHER COTTON, DANIEL DAHL, DANIEL DEL DEVIN O'CONNOR, DEVIN SAVERLINE, SALAZAR, ERIK TEGEN, ERIKA SCHMIDT,
ALFRED E. DARBY, ALFRED LINDSEY, ANTONIO MORENO, APRIL GEORGE, BRALLAN SAUCEDO, BRANDIN CURRY, CÉDRIC LACONI, CELINA ANDERSSON, MANGUM, CHRISTOPHER MATULEWICZ, VALLE, DANIEL DONNELLY, DANIEL DEVLIN LAFRANCE, DEVON DIFFIE, DIANA ERIN CHU, ERIN EBERHARDT, ERIN
ALFRED PETERS, ALHASSAN IBRAHIM, ALIC ARAMIS RAMIREZ, ARIC HORST, ARIC BRANDON ATEN, BRANDON BEMMA, CENGIZ KUYAS, CHAD COLLINS, CHAD CHRISTOPHER MICHAEL COYLE, ERIKSSON, DANIEL EUGENE BODEN, DIANA HARRELSON HUBBARD, HINNEN, ERNESTO BRAVO JR., ERNST
SZECSEI, ALICIA CHRISLEY, ALISON WARD, ARIEL VYONNE AVIELLE FOGLE, BRANDON BISHOP, BRANDON COLOMBO, CHAD DACUS, CHAD DUNBAR, CHRISTOPHER MILLS, CHRISTOPHER LANGWORTHY, DANIEL FERGUSON, DIEGO ALFONSO BALLESTEROS ANDERSON, ERWAN SABLÉ, ERYNN WELLS,
MCDONALD, ALISON VARGAS, ALLAN ARIS ADAMANTIOS MORAITIS, ARLENE BLANKENSHIP, BRANDON BRUNO, CHAD GOODMAN, CHAD GROSS, CHAD
ESPEN BORGEN, ESTHER DE VRIES, ETHAN CHRISTIANSEN, GREG HALGREN, GREG JAMES REGELLO, JAMES RUGGLES, JAMES SIMMONS, JERRY HOOK, JERRY LEE, JERRY JORDAN JIVKOV, JORDAN JOHNSON, JORDAN SZCZEPANSKI, KAMISH BHAI, KAMMI GUNTER, KYLE KEHRWALD, KYLE EDELBLOEDT, MARK EDWARDS, MARK
BULLOCK, ETHAN DENEAULT, ETHAN MARODA, GREG STAAB, GREG TALLEY, RYAN, JAMES RYAN, JAMES SCHULZE JR., ROYSTER, JERRY SCHOLZ, JESPER AHLNING, MCCLAIN, JORDAN MCVEIGH, JORDAN R. DAVIS, KARA LYNN, KARAN SANDHU, KOLBERT, KYLE L., KYLE LOTTER, KYLE GREENWALD, MARK KAPPELL, MARK
FANEUFF, ETHAN WILKE, ETHANSHEWELL, GREGG WHITWORTH, GREGORY BELACEL, JAMES SHOUP, JAMES SPRINGER, JAMES JESS SKOGLUND, JESSE A. LEBRUN, JESSE HORSFALL, JORDAN RAMSBY, JORDAN T. KAREME RAY, KAREN MILLS, KARINGTON MCGRADY, KYLE MISSEL, KYLE NESS, KYLE KELADA, MARK LIMBURG, MARK MADDEN,
EUGENE HOITT, EVAN ACKLEY, EVAN GREGORY CHOU, GREGORY GIGGAR, TOPPARI, JAMES TURNER, JAMES TUTTLE, BABCOCK, JESSE CAROTHERS, JESSE DAVID, BRANTLEY, JORDAN WINTON, JORDAN HESS, KARL MATTHEWS, KARL NIEBUHR, KYLE NUNN, KYLE OAKES, KYLE MARK MCGINNITY, MARK MCILROY, MARK
BERMAN, EVAN BISH, EVAN CARPENTER, GREGORY LEIGH COOKE, GREGORY JAMES VAN HORN, JAMES W. JACKSON JR, JESSE FRISZELL, JESSE GWYN JAMES YOE-LAITY, JORDEN WILSON, JORDY VONK, OKERHOLM, KARL PETERSON, KARL ODLAND, KYLE OLNEY, KYLE OUELLETTE, MEYER, MARK MINETT, MARK MOBBS,
EVAN CURRY, EVAN DALE HEUKER, EVAN MACLENNAN, GREGORY NELSON, JAMES W. MAROLDO, JAMES WARNOCK, BOOTH, JESSE HEMKER, JESSE LUCIA, JESSE JÖRG ESCHMANN, JORGE ARMANDO WEAVER, KAROLIS UZDANAVICIUS, KASPER KYLE PINCHES, KYLE POKNO, KYLE MARK MOSLEY, MARK NASH, MARK
EAGLE, EVAN HUNTER, EVAN HUNTER, GREGORY WENTON DAVARN, GREGORY JAMES WAUGH, JAMES WILLIAMS, JAMES MCNAMEE, JESSE O’CONNOR, JESSE AREVALO, JORGE QUINTANA, JORIS EVERS, ØSTERGAARD, KATE MASCAL, KATHARINA RUONA, KYLE SCHULTZE, KYLE SHELDON, RADWAN, MARK ROSSOW, MARK RUDOLPH,
EVAN JOHNSON, EVAN MORRIS, EVAN WENTZEL, GRETCHEN MEYER, GRIFF JOVE, WILSON, JAMES-DAVID BUTLER, PREVEY, JESSE RATHBURN, JESSE REHILL, JORIS VAN MEER, JOS DE BLUTS, JOSÉ KRETSCHMAR, KATHERINE CHESNEY, KYLE SWENSON, KYLE VAN HAREN, KYLE MARK S., MARK TIDESWELL, MARK
REYNOLDS, EVAN RILEY, EVAN ROBERTS, GRZEGORZ MARKOWSKI, GUDMUNDUR JAMES-NEIL ARMSTRONG MCCABE, JAMIE JESSE TENNEY, JESSE TRAMPOSCH, JESSE ÁNGEL ATIENZA BALDERAS, JOSE KATHERINE PAISLEY, KATHERINE PERNA, WAYNER, KYLE WEIR, KYLE YORK, KYLER TIMMONY, MARK URLACHER, MARK WAVE
EVEN TEIGLAND, EVERETT BOYER, FAISAL JON VIGGOSSON, GUILHERME ERWIN, JAMIE KAUFMAN, JAMIE LAW, JAMIE WEISBROD, JESSICA BOHLMAN, JESSICA FERNANDEZ, JOSE SOTO, JOSEPH A. KATHRYN MCGINTY, KATHY DICKINSON, JACKSON, KYOHO LEE, KYP PILALAS, JOHANSSON, MARK WAYNICK JR, MARK
AL YASEEN, FALCO SCHWARZ, FALLON NASCIMENTO, GUILLAUME CLERFEUILLE, PERRY, JAMIE THATCHER, JAMIE TUTHILL, DUARTE, JESSICA EATON, JESSICA YARBOROUGH, JOSEPH ALVERSON, JOSEPH KATRINA DILLARD, KAUFMAN DANIIL LACHEZAR HRISTOV, LACHLAN DEAN, WEBER, MARK WILLIAMSON, MARK
GUYNN, FEI LIU, FELICIA MCENTIRE, FELIX GUILLAUME T., GUILLERMO MARTINEZ, JAMIE WALTERS, JAMIE WILKINSON, HONSINGER, JESSICA LOMAN, JESSICA ARMOCIDA, JOSEPH BEAULIEU, JOSEPH VIKTOROVICH, KAYA LONG, KAYLA LALLIA BASILE, LAM JIE HAN, LAMBERTI ZUCCHETTO, MARKUS DYKA, MARKUS
KIEHN, FELIX RIVERA, FELIX U., FENRIS GUILLERMO SOZA, GUNNAR NORDSTRÖM, JAMISON IMHOFF, JAN KRÁSA, JAN ROSENSTOCK, JESSICA SONNER, JESSICA BLEAU, JOSEPH CHANEY, JOSEPH CHESSER, KIRKLIN, KAYLA RUBLE, KAYLEY RYAN LISANDRU, LANCE KIMBERLIN, LANCE FISCHER, MARKUS LANGE, MARLON B.,
OMEN, FERNANDO GARIBAY, FERNANDO GUS RODRIGUES, GUSTAF WIKTORÉN, GUY MALCOMESS, JAN MARTENS, JAN TAYLOR, JESSIE COLLIN, JESSIE PRIMEAU, JOSEPH EVENSON, JOSEPH EVERITT, JOSEPH HILL, KAZIMIR MARCISZ, KEANAN CYPHER, WINKLER, LANCE ZAREMBA, LANDON ROY, MARSHALL MILLER, MARTIN ENDRIS,
HERRERA, FERRY JANSSEN, FLORA T. CUNIS, GUY IORIO, GUYHEI LANG, GWEN SALADAJCZYK, JAN STANGE, JAN STEWART, JESSS MURPHREE, JESSY MALDONADO, FERGUSON, JOSEPH HIGGINS, JOSEPH KEEGAN MACKENZIE, KEENAN KALTHOFF, LARISSA NEWTON, LARKIN REYNOLDS, MARTIN MøLLER, MARTIN SCHMIDT,
CARRIER, FLORENCE MOONEY, FORREST CAZZ, H. MCDOWELL, HAAKON JENSSEN, JAN VERSMISSEN, JARED CARVER, JARED JESUS BURCIAGA, JESUS DE DIOS, JESUS JOHNSON, JOSEPH LAWRENCE LYONS, KEIFER RUTKAUSKAS, KEITA TAKATSUKA, LARRY BEADNELL, LARRY BROWNING, MARTIN SIX, MARTIN. T, MARTINE
J.S. SCHREICK, FORTUNATO MARTINEZ, HAAREK HELBERG, HALL RAWDKNEE, EDENS, JARED KANE CORBETT, JARED FERNANDEZ, JIM FULLILOVE JR., JIM HALL, JOSEPH MALCHERT, JOSEPH MAREK, KEITH CARNES, KEITH DECKER, KEITH E. LARS BLUMENSTEIN, LARS BROWNBEAR, SCHWAIGER PEARSON, MARTY G., MARTYN
FRANCES EGUREN, FRANCES WEBB, HAMISH ELMER, HANK BELL, HANNES RUTLEDGE, JARED WAMPLER, JARED JIMMY CHANCELLOR, JIMMY GARCIA, JOSEPH MELAN, JOSEPH MERINO, JOSEPH RUPP, KEITH FARNES, KEITH GOLD, KEITH LARS HOLGAARD, LARS HOLTHÖFER, LARS RAMSEY, MARVIN DIEM, MARVIN KLEIN,
FRANCESCA BAERALD, FRANCESCO DELLA CLAUS, HANS UHLIG, HARLAND BRANDON, WHITEFIELD, JARED WILLIAMSON, JAREN JIMMY LEWIS, JIMMY MCCLURE, JIMMY PADRON, JOSEPH PEAT, JOSEPH PERRY, MACARIO, KEITH PITT, KEITH STANLEY, KÖHLER, LARS SISSON, LARS-SVERRE MARVIN LUCK, MARY BOURRIE, MARZ
RAGIONE, FRANCESCO PAPARELLI, HARLEY FRASER, HARRI WILLIAMS, ELDRIDGE, JARRET WARREN, JARROD PIRAINO, JIMMY ROBERTSON, JOACHIM JOSEPH PRATHER, JOSEPH RICHARDSON, KELIN BURKE, KELLEN ROSENBERGER, ERIKSEN, LASZLO SELMECI, LAU HASLØV, MARZIANO, MASON KINYON, MASON
FRANCIS ETHIER-POIRIER, FRANCIS HARRISON KEBIR, HARRISON PARKER, MCPHERSON, JASON AKEHURST, JASON NYGAARD HIORT, JOAKIM PERSSON, JOSEPH RUSSELL, JOSEPH SANTOS, JOSEPH KELLY AGUILAR, KELLY FERGASON, KELLY LAURA MATARASSO, LAURA PATEL, LAURA MCCLOUD, MASSIMO BIGI, MATEJ
FLAMMANG, FRANCISCO J. ALVAREZ, HARRISON SNODGRASS, HASAN ALLEN, JASON ANDREW SMITH, JASON JOANIE KRAUT, JODY C., JOE DIAMOND, JOE STIVALA, JOSEPH TUCCILLO, JOSEPH FISHER, KELLY KING, KELLY PELKEY- THOMPSON, LAUREN ENRIQUEZ, LAURENS ISTVANEK, MATEUSZ DZIEMSKI, MATEUSZ
FRANCISCO JAVIER AGUILERA RIVEROS, COLAKOGLU, HAYDEN PHILLIPS, HAYLEY BEHNKE, JASON BOBKIN, JASON BRONSON, FIELD, JOE GIRARD, JOE GROVER, JOE HALL, VROOMAN, JOSEPH WARREN, JOSH FITZWATER, KELVERMORE, KEN BOTCHO, VANNUETEN, LEANN HEUGLY COLE, LEE PISZCZOLA, MATHEW HAMENCE, MATHEW
FRANCO CARAGIULO, FRANCOIS LABELLE, BUGDEN, HEATH BOOTH, HEATH KOCH, JASON BURT, JASON CASTRO, JASON JOE HEINECKE, JOE HOFFMAN, JOE COLEMER, JOSH DEVANEY, JOSH DEVINE, KEN COFFIN, KEN MCFERREN, KEN RIESZ, BAKER, LEE CHADWICK, LEE HOLLOWAY, LE BRESE, MATHIAS HUD, MATHIAS V.
FRANK ARMENANTE, FRANK BRATAGER, HEATHER CROMWELL, HEATHER CHAYES, JASON CODY, JASON CUMMINGS, HOFFMANN, JOE JACKSON, JOE KONTOR, JOSH EUROM, JOSH MASTON, JOSH MCKEE, KEN SHAFFER JR., KEN SLAUGHTER- LEE HYUN WOO, LEE0133, LEGRAND HERVE, DEGENKAMP, MATHIEU LAROSE, MATHIEU
FRANK CASTILLO, FRANK COYNE, FRANK MCMENOMY, HEATHER PRZYSTAS, JASON D. MOORE, JASON DAWKINS, JASON JOE KRATOCHVIL, JOE MARONI, JOE JOSH MCKINNEY, JOSH SELLMEYER, JOSH FIELDS, KEN TATE, KENDRA HOSSEINI, LEIGH STYLES, LEN CHANG, LENNY ORTH, PERREAULT, MATHIEU S., MATHIEU
GILLILAN, FRANK K., FRANK LEWIS, FRANK HEATHER REST, HEATHER SATRANG, DEMETER, JASON DOEGE, JASON ENGEL, MCBRIDE, JOE POEHLMANN, JOE ROOT, JOE SULLIVAN, JOSH TERRELL, JOSH THOMSON, KENDRA PAGE, KENNETH BREEDEN, LENWE SURION, LEO CHRISTOPHER SAINTOUT, MATHIEU VESPA, MATIJA
SACRAMONE, FRANK SERIO, FRANK HECTOR SANTIAGO, HEINE JUHL JENSEN, JASON ENOS, JASON F. KEARNEY, JASON RUMSEY, JOE 'SHARDARKI' MARCELYNAS, JOSH THORN, JOSH TRAUBERMAN, JOSH KENNETH FAIRBANK, KENNETH KIRK JR. BURKE, LEO FARMER, LEO TIERNEY, LEON HORVAT, MATT ANDREWS, MATT BEIMLER,
TURNER, FRANK VANDERSTREET, FRANK HENNING ROST, HENRY BEALS, HENRY FAUSONE, JASON GAARDER, JASON JOE TIPPETS, JOE WIGGINS, JOEL, JOEL WAGNER, JOSH WALK, JOSHUA BARNES, BANADYGA, KENNETH PEPITON, KENNETH BEDWELL JR, LEON SHAW, LEONARDO MATT BYRD, MATT CHAPMAN, MATT
WANG, FRANK ZAHAREK IV, FRANTISEK EICKELBERG, HENRY M., HERMANN AGIS, GAHAGAN, JASON GIRARD, JASON HAGAR, HERNANDEZ, JOEL KENNEDY MINER, JOEL JOSHUA BEARDSLEE, JOSHUA BROOKS, SCHULE, KENNY AITKEN, KENNY COWAN, BELLUTTI, LESLIE COURTNEY, LEVENA CHUPP, MATT CONQUER, MATT DAILEY,
ALEXANDER, FREDERIC LOUBIERE, HILARY WOLSKY, HOLDEN FELDBAUER, JASON HEROLDT, JASON HOLLOWAY, JASON KNOX, JOEL LAJEUNESSE, JOEL RODRIGUEZ, JOSHUA BROUGHTON, JOSHUA BRYAN, KENNY HUFFMAN, KENNY IVERSEN, LINDAHL, LEVI BIRD, LEVI MACKENZIE MATT EMERY, MATT ENCEMAH, MATT
FREDERICK BEDNARSKI, FREDERICK HOLGER KREBS, HOLLY KOPONEN, HOLLY HOPKINS, JASON JACKSON, JASON KELLY, JOEL SEIP, JOEL YOUKHANNA, JOEY JOSHUA BURNS, JOSHUA BUTLER, JOSHUA C KENNY WEIKEL, KENNY WILLIAMSON, ADE, LEX WUORRINEN, LIAM FLYNN, LIAM FERRIS, MATT FOWKES, MATT HAULK,
BRIAN NEIDHARDT, FREDERICK KOPONEN, HOWARD ENGLEHART, HUDICI JASON KUNTZ, JASON LEE MERRIFIELD, RICHARDSON, JOHAN HEDIN, JOHANNES KITCHENS, JOSHUA CAMACHO, JOSHUA KENNY YUN, KENT DEVALD, KENT RICE, KIRBY, LIAM KOESTER, LILA J. DAVISS, MATT HENDRICKSON, MATT HILLIARD,
CHAMBERS, FREDERICK EGAN, FREDERICK VICTOR, HUGH LOUND, HUGO BARATA, JASON LOTITO, JASON MALONEY, JASON HVILSOM LARSEN, JOHN ALLEY, JOHN CATTERALL, JOSHUA CHAPMAN, JOSHUA KERRY FREID, KERRY JAMES KLEIN, KERRY LINCOLN DOUGLAS III, LINDA MATT HISLOP, MATT JOHNSON, MATT
KINGSBURY, FREDRICK RANDALL, HUGO BARROCAS, HUNTER DYLAN MARTIN, JASON MASHBURN, JASON ARENA, JOHN BANOVETZ, JOHN BENOIT, DORING, JOSHUA DYRUD, JOSHUA EDWIN THIBAULT, KEVEN WELCH, KEVIN, KEVIN LOZANO-WADE, LINUS ASPLUND, LIZ AND KNAPIL, MATT LANE, MATT LANG, MATT
FREDRIK OLSSON, FREDRIK PETTERSEN, BECKER, HUNTER FELL, HUNTER HART MENNING, JASON MICHAEL, JASON JOHN BISHOP, JOHN BROWN, JOHN THOMPSON, JOSHUA FIEHRER, JOSHUA ANDRY, KEVIN ANTONINI, KEVIN BERRY, DAN G., LIZ SIRON, LLETHANDER DRAE, LANGEVIN, MATT MCLAUGHLIN, MATT
FUSELAGE, GAÁL BENJAMIN, GABE WORSTELL, HUNTER KNIGHT, HUNTER MOCKFORD, JASON MYERS, JASON BURRAGE, JOHN CHRISTIAN DOLAN, JOHN FRYAR, JOSHUA GODWIN, JOSHUA KEVIN BRADLEY LUKE, KEVIN C., KEVIN LOCHLAN PATRICK WATERS, LOGAN MEINKING, MATT MILLER, MATT MOSES,
GEISENDORFER, GABOR BAKOS, GABRIEL RADETSKY, HUNTER READ, HUNTER ROOT, NEWLAND, JASON NG, JASON O'CONNELL, DEAN, JOHN DEYO JR., JOHN DONOHUE, GONZALEZ, JOSHUA GRAVES, JOSHUA COLEMAN, KEVIN COOPER, KEVIN ANGEL, LOGAN BURR, LOGAN KEEBLE, MATT OLIVER, MATT PERSONS, MATT
GIANGUALANO, GABRIEL JACKSON SANNA, HURLEY, HYEONSANG YOO, HYLDRID JASON OLAF JENSEN, JASON PHILLIPS, JOHN DORMAN, JOHN DUFOUR, JOHN GREENFIELD, JOSHUA HANDLEY, JOSHUA CULLIGAN, KEVIN CYPHERS, KEVIN DAVID LOGAN MAYNARD, LOÏC CHEVALIER, LOÏC RACHOR, MATT ROSS, MATT SAIA, MATT
GABRIEL ROCHA, GABRIELLA IDROBO, CARCOSA, IAIN HOPWOOD, IAIN WRIGHT, JASON REYNOLDS, JASON RIEUSSET, JASON DUNIS, JOHN DWYER, JOHN E. TERBIZAN, HEARD, JOSHUA HEILMAN, JOSHUA DODGE, KEVIN DOYLE, KEVIN GAVILLET, GROSSEN, LOMAN FISHER, LORELEI SCHEMBARI, MATT SEALY, MATT
GAGE PEDERSEN, GAGE WARNER, GALAN IAN ALEXANDER MAIRS, IAN C LINCOLN, S., JASON SHORT, JASON SLATER, JASON JOHN FILESI, JOHN FIRTH, JOHN HENRY HENGEL, JOSHUA HUNTER, JOSHUA KADE KEVIN GÖBBELS, KEVIN GRIMSLEY, KEVIN BASKEN, LOREN HERRON, LORENZO SLAYBAUGH, MATT SPRINGER, MATT
JEFFERY, GALLADORIA GAMES, GARETH IAN CAMPBELL, IAN HUNT, IAN KILE, IAN STUTZMAN, JASON UNCK, JASON NEFF IV, JOHN J. BOURKE, JOHN JONES, THOMASON, JOSHUA KING, JOSHUA H., KEVIN HENNESSY, KEVIN HERZOG, FOSSETTI, LORIN BARLOW, LORNE TERRY, MATT TOLBERT, MATT TOON,
JOHNSON, GARETH TINWORTH, GARETT MADDEN, IAN NEELY, IAN RACKLEY, IAN VANDERMARK, JASON WAGONER, JASPER JOHN KENEFICK, JOHN KIRKLAND, JOHN L. KNUDSEN, JOSHUA LEONG, JOSHUA MAY, KEVIN KOCH, KEVIN KOHRI, KEVIN LAND, HORNING, LOUIS-ANDRE PELLETIER, LU MATT TURNER, MATT WALSTAD, MATT
KIELER, GARETT LABERGE, GARION M. K. RICHARDS, IAN SAVAGE, IDA SAETERDAL, HOOGENBOOM, JAUGRAIN DELPHINE GRAHAM, JOHN LUIZA, JOHN M. PORTLEY, JOSHUA MCCARTER, JOSHUA MORAN, KEVIN LEAVOR, KEVIN MACFARLAND, MENG ANG, LUC MICHAUD, LUCA WEBSTER, MATT WEINBERG, MATTEO
WILLER, GARRET PETROS, GARRETT IGNACIO JAVIER ROJAS JULIO, IHOR LEMMY, JAVIER FERNANDEZ, JAY BUCKLER, JOHN MALONEY, JOHN MCCAULEY, JOHN JOSHUA MORGAN, JOSHUA MUSCAT, KEVIN MCNULTY, KEVIN MICHAUD, KEVIN BATTILANI, LUCAS BATTERSHELL, LUCAS BISANTI, MATTEO MARANNINO, MATTEO
LEBLANC, GARRETT REDINGER, GARRETT KYRYLIUK, INARI FAWKES, ISAAC B, ISAAC JAY MAGUIRE, JAY MOINI, JAY PROSSER, JAY MEADE, JOHN MILLETT, JOHN MURPHY, JOSHUA NASH, JOSHUA OLSEN, JOSHUA P., MINYARD, KEVIN MOORE, KEVIN NEE, JILLEK, LUCAS LIEBERMAN, LUCAS SIGNORINI, MATTHEW A SMITH,
SEVERSON, GARRETT SPYHALSKI, GARRY MCCLELLAN, ISAAC NIELSON, ISAAC T. SANDERS, JAYDEN ELLIS, JAYME JOHN O'CONNELL, JOHN PAGE, JOHN PAUL JOSHUA PITTMAN, JOSHUA POTTER, KEVIN NEWMAN, KEVIN ONEILL, KEVIN MILLAN, LUCAS STROUD RAY, LUCAS MATTHEW A. CASTOR, MATTHEW
PEJSKI, GARY BEGORDIS, GARY BEH, GARY VELASQUEZ, ISAIAH CAMPBELL, ISRAEL HOWARD, JD RODRIGUEZ, JEAN- KILCREASE, JOHN PEDDEN, JOHN ROBERTS, JOSHUA QUINN, JOSHUA RODGERS, JOSHUA POTTER, KEVIN RAMDEO, KEVIN WOLFS, LUDOVIC DRAIGANIX GRONDIN, ALGIERS, MATTHEW ANDREKO, MATTHEW
CEREFICE, GARY FLOWERS, GARY J. ACOSTA, ITZEL TINAJERO GARCÍA, ITZIK CHRISTOPHE SIMONS, JEANETTA CHOW, JOHN ROGERS, JOHN SCHULTZ, JOHN SANDOVAL, JOSHUA SHANABARGER, ROBERTSON, KEVIN ROMERO, KEVIN LUIGI URIBE, LUIS A SANTIAGO, LUIS ARMSTRONG, MATTHEW BUCK, MATTHEW
ANDERSON, GARY MATHIAS, GARY BEN-BASSAT, IVAN MULKEEN, IWONA JEAN-JACQUES PAYOT, JEAN-LUC CORON, SCOTT, JOHN SEDA, JOHN STEVENS, JOHN JOSHUA STINGL, JOSHUA VAN CAMP, ROMNEY, KEVIN SALIM, KEVIN SCHILLING, CASTILLO, LUIS RAFAEL SÁINZ OLIVERES, BURDICK, MATTHEW CLAYTON OLIVER,
MCBRIDE, GARY MESSICK, GARY MILLS, KISZELEWSKA, J. KARTJE, J. LOGAN GAGE, JEAN-PAUL GRAVELLE, JEAN-PAUL SWANSON, JOHN TERRELL, JOHN JOSHUA WARD, JOSHUA WAYNE HORNE, KEVIN SCHOULTE, KEVIN SOLIE, KEVIN LUISANGEL RODRIGUEZ, LUKAAS MATTHEW CLOUTIER, MATTHEW
GARY ROMM, GASTINEAU JOHANN, J.R. BICHE, J.T. THOMPSON, JACK ATKINS, REINHARDT, JEAN-PIERRE WAHL, JEDEDIAH TOMPKINS, JOHN TRITSCH, JOHN UHN, JOSIAH BROWN, JOSIE LAMB, JOSTY MONES, SORENSON, KEVIN STARR, KEVIN SUMERA, HENDRIX, LUKAS SCHÄFER, LUKAS CLOUTIER, MATTHEW COHEN, MATTHEW
GATTRINGER MARIO, GAUTHIER JACK BLINMAN, JACK FAZACKARLEY, JACK RUDY, JEFF BECK, JEFF BOND, JEFF JOHN VENARCHICK, JOHN WARD, JOHN JOSUE OSUNA, JOVANY MARTINEZ, JP KEVIN TAUCHER, KEVIN TAVARES, KEVIN WAIBEL, LUKE CHMILENKO, LUKE COOPER, MATTHEW COUILLARD,
FIESSINGER, GAVI KATZ, GAVIN CULLEN, GINGER, JACK HORTON, JACK HUNTER, BROEMMEL, JEFF BRUNER, JEFF FENTON, WHALEN, JOHN WORMINGTON, DOUROS, JUAN CAMINO, JUAN CANO DE THOMAS, KEVIN VANDERJAGT, KEVIN LAYTON, LUKE LOCKRIDGE, LUKE NOEL, MATTHEW DRIVER, MATTHEW DYER,
GAVIN DENNIS, GAVIN QUINLAN, GAVIN JACK YANG, JACKSON CHAO, JACOB BIEN, JEFF GULAS, JEFF HERROLD, JEFF JOHNATHAN CHAN, JOHNATHON BENITO, JUAN CARLOS GUEVARA, JUAN WAGGONER, KEVIN WATSON, KEVIN LUKE SANDERSON, LUKE SPRENGER, LUKE MATTHEW ERICKSON, MATTHEW
SCOTT, GENE BALLESTY, GENE SAUNDERS, JACOB DALKE, JACOB DAVIS, JACOB HULSLANDER, JEFF JOECKEN, JEFF VANDENHEUVEL, JOHNNY SÖRENSSON, CELIS, JUAN GONZALEZ, JUAN MUNA, JUAN WILSON, KEYYAN TAYLOR, KHALIFA STARKWEATHER, LUKE W., LUKE FEAGINS, MATTHEW FURRH, MATTHEW
GENNY DOWNS, GEOFF ELLINGWOOD, ENGELBRECHT, JACOB FRANKS, JACOB LORENZEN, JEFF MAYNOR, JEFF MOORE, JOLEEN PETERSON, JOLIEN REUMERS, JON SALDIVAR, JUAN SEDANO, JUAN-MIGUEL RASHED AL-KHALIFA, KHASHIEL, ZIMMERMAN, LUMI GUNTER, LYDELL GIARDINO, MATTHEW HAASE, MATTHEW
GEOFF MAUL, GEOFF SMALL, GEOFFREY GARCIA, JACOB JOHNSTON, JACOB JEFF N., JEFF NATION, JEFF S., JEFF ANDREWS, JON BINGHAM, JON DARLING, BALUYOT, JUDE WENDER, JUDY GOMBACH, KHRISTIAN GOFF, KIENEN MORRIS, KILIAN NEWBY III, M. SOMMOVIGO JOSEPH, M.F. HARMON, MATTHEW HEALD, MATTHEW
VIRTUE, GEOFFRY FRANZMAN, GEORG KOMULAINEN, JACOB LASHLEY, JACOB SCANLON, JEFF SHOTWELL, JEFF T. MILLER, JON GILBERT, JON LIU, JON MCLIN, JON JUDY HUDGINS, JULIA DEES, JULIA TYLER, KILLY RIOUX, KIM BOURRIE, KIM VAN TURNHOUT, MAARTEN COLLIER, MAC HOLGER, MATTHEW HOWELLS, MATTHEW
GROPP, GEORG KAES, GEORGE FAGAN, MORIARTY, JACOB NILCRANTS, JACOB JEFFREY BARNES, JEFFREY BEVERLEY, SKINNER, JON STEIN, JON TRON, JON FREDRICKSON, JULIAN BALLEN, JULIAN GRUENWALD, KIM HURLEY, KIM MAITAN, MCCARTER, MACKENZIE HESS, K., MATTHEW LEWIS MACIAS, MATTHEW
GEORGE HARDING, GEORGE KALDIS, OLDS, JACOB PYRON, JACOB ROBINSON, JEFFREY BOERBOOM, JEFFREY FITCH, WHITE, JONAH WHITE, JONAS BRIEDIS, CHRISTENSEN, JULIAN DOUG VAN KIM STEINER, KIMMI ALLBEE, KIRA DITT, MACKENZIE NORFOLK, MADS MARQUARD, MATTHEW MARTINEZ,
GEORGE KRSTIC, GEORGE SULLIVAN, JACOB RODEN, JACOB ROHLMAN, JACOB JEFFREY HUNTER, JEFFREY JAMES, JEFFREY JONAS UHLMANN, JONAS WEIGT, BERKUM, JULIAN GIESEN, JULIAN KIRBY KORDSMEIER, KIRK GOODWIN, AMMITZBØLL, MADS HENRIKSEN, MADS MATTHEW MCCLAIN, MATTHEW MEVIS,
GEORGE TSENTOS, GEORGE VASILAKOS, STURROCK, JACOB WOODS, JACOBO REED, JEFFREY REYNOLDS, JEFFREY JONATHAN BANKARD, JONATHAN BROWN, LEHNHOFF, JULIEN MARGERY, JULIUS KIRSTY BROBYN, KIT BLACKWOOD, KIT TAANQUIST, MAGNUS EMILSSON, MAGNUS MATTHEW MEYER, MATTHEW MIGEOT,
GEORGE VELEV, GEORGE YOCUM, GERALD SARABIA DEL CASTILLO, JACOPO SERAFIN, TRULLINGER, JEFFREY WARD, JEFFREY JONATHAN CESARI, JONATHAN COLON, HARALD HENNINGSEN, JURGEN HAYNES, KJ KING, KJETIL TØNNEVOLD SKIBENES, MAIKEL SCHEFFER, MAKS MATTHEW MULLINS, MATTHEW PARTON,
ENGLEHART, GERALD FORD, GERALD JACQUIS A. JACOBS, JAGUAR FOLEY, JAIME WEST, JEN SOMERVAIL, JENNIE LEES, JONATHAN COMPTON, JONATHAN DAVIS, CAMMAERTS, JUSTEN TOMAZIC, JUSTIN STAKKELANS, KODY LENNON, KOEN VAN SZYMANSKI, MALCOLM ST. JOHN, MANUEL MATTHEW PATCHIN, MATTHEW
MISTAL, GERARD CHRISTOPHER KLUG, PULIDO, JAKE A GRANT, JAKE CASEY- JENNIFER DEJESUS, JENNIFER FROH, JENNY JONATHAN DAVIS, JONATHAN DESILETS, ABELL, JUSTIN ARNOLD, JUSTIN BOJARSKI, KUIK, KOHNEN NICO, KONRAD PERRY, ALFREDO, MANUEL ARRONA JR., MANUEL PECHACEK, MATTHEW PICARD, MATTHEW
GERARD CRUICE, GERARD MCCABE, SNYDER, JAKE HOWARD, JAKE KULINSKI, COLBY, JENS BOWLER, JENS KRISTIAN JONATHAN DUNIGAN, JONATHAN JUSTIN CHAPMAN, JUSTIN CODER, JUSTIN KOREY FREEMAN, KORTNEY KROPP, KORY FESTAS FRANCO, MANUEL J. GRANADOS III, PREECE, MATTHEW REBEIZ, MATTHEW
GERARDO FEDON, GERASIMOS JAKE MEEKS, JAKE MILL, JAKE SHEEHAN, NIELSEN, JERAD WHITT, JERAMY LEE, ERIKSSON, JONATHAN FAUBERT, CONRAD, JUSTIN CRAIG, JUSTIN BEATTY, KRAIG HORIGAN, KRAIG MANUEL MENCHACA, MANUEL ROGERS, MATTHEW RUSSELL, MATTHEW
LAMPOURAS, GERBEN SOM, GERHARD JAKE STAFFORD, JAKOB GJERDING, JAKOB JERED RUSH, JEREMIAH BONJEAN, JONATHAN FEENEY, JONATHAN FINNEGAN, CROWTHER, JUSTIN CUELLAR, JUSTIN NORMENT, KRIS DARRIS, KRIS GRAHAM, RINNENBURGER, MAOR ROZEVICH, MARC SCHAEFERS, MATTHEW SCISLOWSKI,
FERTL, GERHARDUS BADENHORST, NILES, JAMES BARNARD, JAMES BARTON, JEREMIAH BUELNA MARTINEZ, JEREMIAH JONATHAN FORSYTHE, JONATHAN HARE, DALE, JUSTIN FAILDE, JUSTIN FULTZ, KRIS JACOBS, KRIS KULIN, KRIS SCHULTZ, COLLINS, MARC DONDERS, MARC MATTHEW SHEPPARD, MATTHEW
GERMAN SANDERS, GÉRÔME WÜTHRICH, JAMES BELCOURT, JAMES BERG, JAMES JOHNSON, JEREMIAH LEWIS, JEREMIAH JONATHAN KEE, JONATHAN KEIM, JUSTIN HESS, JUSTIN HOLLEY, JUSTIN JOYE, KRIS SCOTT, KRIS SHERRIFF, KRIS WERTZ, FERROLD, MARC HUTLEY, MARC J. LAUDE, SKILLINGS, MATTHEW SMITH, MATTHEW
GERRIT KÖPPE, GERRY TOLBERT, GIANNI BERGLUND, JAMES BRATTEN, JAMES TAYLOR, JEREMIAH THOMPSON, JEREMIE JONATHAN LAVIGNE, JONATHAN LAVIGNE, JUSTIN KIRSTEIN, JUSTIN LANE, JUSTIN KRISHNA PRAKASH UPADHYAYULA, MARC KASSOUF, MARC SCHROTH, MARC STEIN, MATTHEW STEWART, MATTHEW
SCANDELLA, GIDEON L. THOMAS, GINA BROOKS, JAMES BUTLER, JAMES QUEK, JEREMY ARCHER WATERMAN, JONATHAN M. ISEMAN, JONATHAN MABE, LOYLAND-HITCH, JUSTIN MCKEON, JUSTIN KRISSTARAH EDWARDS, KRIST TONDRO, SOUCY, MARC SPICER, MARC UPTMORE, TOMAS KASPAR, MATTHEW WALLACE,
KANE, GINAVILLE VILLANUEVA, GINISTY CAMPBELL, JAMES CANDALINO, JAMES JEREMY BISHOP, JEREMY BOHANNON, JONATHAN OLIVAS, JONATHAN P FRANCIA, MERRILL, JUSTIN MICHAEL CHESTNUTT, KRISTA FOLSE, KRISTA HOLEWINSLE, MARC WENDISCH, MARCEL SIEGERT, MATTHEW WALMACH, MATTHEW
RICHARD, GINNY HIGERD, GISSELA BAKER, COOTE, JAMES CROWDER II, JAMES D JEREMY BULLINGER, JEREMY COOK, JONATHAN PIVIN, JONATHAN REBAR, JUSTIN MULLENS, JUSTIN MUNCY, JUSTIN KRISTI BRAIND, KRISTIAN TINGSKOV, MARCEL ZWIERS, MARCI HARRIS, MARCO WASCHITZ, MATTHEW WASIAK, MATTHEW
GLEN DONATHAN, GLENN AUVENSHINE, ARBUCKLE, JAMES E. TILLEY, JAMES JEREMY DUCK, JEREMY ENRICO IAROSSI, JONATHAN REICHEL, JONATHAN NICHOLS, JUSTIN P, JUSTIN PERIKO, JUSTIN KRISTIAN ZIRNSAK, KRISTINA CORONA, CATTALDO, MARCUS ALLEN-HALL, WEBSTER, MATTHEW WEST, MATTHEW
GLENN HOLDEN, GLENN J. SIMPSON, EDMONSON, JAMES ELLENOR, JAMES ERIC JEREMY GREGORY, JEREMY HEATHERLY, RITTER-RODERICK, JONATHAN SHUERGER, PETER KYLE BLEAU, JUSTIN PIGA, JUSTIN KRISTINA FORSTER, KRISTOFFER MARCUS CLARK, MARCUS SÖDER, WILLIS, MATTHEW WILSON-
GLENN SAMS, GLENN STARK, GLYNN MCGUINNESS, JAMES GIBBS, JAMES JEREMY LACKEY, JEREMY LEGGETT, JONATHAN STRIKE, JONATHAN TAN, PITZ, JUSTIN POTTER, JUSTIN POWELL, HARRINGTON, KRISTOPHER MCKAY, MARGARET LEE, MARGARET STEWARD, KRASNOVITCH, MATTHEW ZUBRITSKY,
RICHARD STECKLER, GOKSUCAN AKIN, HARTWELL, JAMES JACKSON, JAMES JEREMY MERCIER, JEREMY O'BRIEN, JONATHAN WAGNER, JONATHAN YOUNG, JUSTIN R SIVRET, JUSTIN ROBERTSON, KRISTOPHER NICHOLL, KRYSTEL RAY, MARI DIANA GROH, MARIO CALLEROS, MATTHIAS TAUFER, MATTIAS IVANSSON,
GORDON HUGHES, GORDON MILNER, JOHNSON, JAMES JONES, JAMES JUDEN, JEREMY OCKERMAN, JEREMY O'LEARY, JONATHON GOINES, JONATHON SEILER, JUSTIN ROSADO, JUSTIN SALAISES, JUSTIN KRYSTLE MOORE, KRZYSZTOF CAMPAGNO, MARIO MUSONI, MARIO VARGAS ROCHA, MATTY TIGHE, MAUDE PAYETTE,
GRACE CHAMBERS, GRAEME USHER, JAMES MANSER, JAMES MCNAIR, JAMES JEREMY PINSKE, JEREMY REITSMA, JEREMY JONATHON STICKEL, JONATHON VEIGH, SEARCY, JUSTIN SHELLEY, JUSTIN KUO-CHING LIANG, KURTIS BENDLE, KYLE MARIO VELEZ, MARIO VINCENZO CAPIZZO, MAURIZIO RICCI, MAURO HAROUN, MAX
GRAHAM E. KOBZA, GRAHAM MCNEILL, MEANEY, JAMES MEYER, JAMES MILLER, RHODES, JEREMY SCHRAEDER, JEREMY JONLUKE MERTZ, JONNA HJERPE, JOONAS STEPHENS, JUSTIN STOVER, JUSTIN A. KUZMICK, KYLE AVERY, KYLE BAKER, MARIO ZUBIYAGA, MARION HAMLIN, MARK BARKER, MAX CARR, MAX GRANT, MAX
GRANT BALL, GRANT CHAPMAN, GRANT JAMES NORRIS, JAMES NYE, JAMES SHORE, JEREMY THROCKMORTON, JEREMY SAARISTO, JORAN SCHENK, JORDAN DEAN THOMAS, JUSTIN WALDEN, JUSTIN WELLS, KYLE BLECHA, KYLE BOAS, KYLE ARMSTRONG, MARK BOWMAN, MARK HAYTER, MAX RUBEL, MAX THOMPSON,
MULKEY, GRANT POTTS, GRANT VAN O'DONNELL, JAMES O'SULLIVAN, JAMES TREDWAY, JEREMY VOSBERG, JEREMY GERKE, JORDAN DIXON, JORDAN ELLZEY, JW WALKER, KACIE SCHAEFFER, KADE BRIGMAN, KYLE BUCKMAN, KYLE BRÄNDLE, MARK BRYNER SR., MARK MAXIME PAZZI, MAXIMILIAAN CANIK,
TASSEL, GRAYSON GUNNOE, GREG PETER WALLACE, JAMES PHILLIPS, JAMES WRIGHT, JEREMY WUNDERS, JEREMYAH JORDAN FLOWERS, JORDAN FROST, JORDAN BELL, KAI CHUNG TANG, KALE TUTTLE, BUTTERFIELD, KYLE CHAMBERLIN, KYLE CLAYTON THOMAS, MARK CLILVED, MARK MAXIMILIANO MARTINEZ, MAXWELL
CARDWELL, GREG CHOVANEC, GREG POTTER, JAMES POWER, JAMES QUICK, PELLEGRINI, JEROLD FARVER, JERRELL GOOD THERIAULT, JORDAN HART-BRYAN, KALLEN DAVIS, KAMERON HOFFS, KAMIL CUTLIP, KYLE E. BRECKENRIDGE, KYLE DAVIS JR., MARK DAWES, MARK NEMETH, MAXWELL WALSH, MCKAY
SALISBURY, MCKAY TODD, MEAGAN HOSBOND, MIKLAS BENDIX DYG NIELSEN, SCHORDJE, PASHKO JUNCAJ, PASI DRUMMOND TURNBULL, RICHARD SAFWAN KHALEEL, SAI SUBRAMANIAN, SAL HARSH, SHOYU VANILLA, SHREYO THERIN CUNNINGHAM-MEIER, THIAGO GONZALEZ, VICTOR CORDES, VICTOR
GRAVES, MEG ROUNCEFIELD, MEGAN MIKO?AJ PISARSKI, MILES HEATON, MILES SEPPÄNEN, PAT NADEAU, PAT RYCE, ERDTSIECK, RICHARD GILCHRIST, GRANDINETTI, SALEEM HALABI, SALLET BAGCHEE, SID CLEMENS, SIDNEY STRAUB, MALTA FERNANDES, THOMAS ALVAREZ, KOLGEN, VICTOR MONG JOH KWAN,
BOCZAR, MEGAN BRANDEWIE, MEGAN MARTIN, MILLARD DANIEL ROBERTSON, PATRICIO BOYER, PATRICK BENASSI, RICHARD GOULART, RICHARD GRIFFIN, NICOLAS, SALLY COOK, SALVADOR CUADRI SIERRA ROSE DEMING, SILAS MCDERMOTT, THOMAS ASCENIO, THOMAS BIDAUX, VICTOR NOEL GOMEZ, VICTOR SOFIELD,
HARRISON, MEGAN LUDGATE, MEGAN MILTON CHUNG, MINDSLAYER, MINH VAN PATRICK CARL RUSSELL, PATRICK DARGE, RICHARD HARVEY, RICHARD HLETKO, VILLANUEVA, SALVADOR MEDINA, SILVIO GEORGE SIBILIA, SIMEN BECH, THOMAS BOROWSKI, THOMAS BRINK, VICTOR VINCENT OTTOBONI, VICTORIA
MARMOTTIN, MEGAN SULLIVAN, MEGHAN NGUYEN, MIRA BRADSHAW, MIRCO JÖNS, PATRICK ELDER, PATRICK FARMER, RICHARD LEWIS, RICHARD LI, RICHARD SALVATORE FAZZINO, SAM BAKHSHALIAN, SIMEN PETTERSEN, SIMEON BOEV, SIMON THOMAS CALVER, THOMAS CONWAY, CHATHAM, VICTORIA L. RAMBOZ, VIKTOR
VADEBONCOEUR, MEGZ CANTARA, MIRKO FROEHLICH, MISHAL IBRAHIM, PATRICK GOLD, PATRICK GREGORY, LLOYD, RICHARD LYONS, RICHARD SAM BOURNE, SAM BUFFUM, SAM BURTON, BALLING, SIMON BRANT, SIMON CADIEUX, THOMAS COUTIN, THOMAS FREED, ANDERSSON, VIKTOR WOLF, VINCENT
MEIRION JONES, MELINDA GRAMNAES, MITCH WALKER, MITCHEL TIMM, MITCHEL PATRICK HAGERTY, PATRICK HANLON, MARTIN, RICHARD MOORE, RICHARD R. SAM CANN, SAM CRAWLEY, SAM DIDIER, SIMON COLWELL, SIMON FILLION, SIMON THOMAS GONZALES, THOMAS HARSH, BOONEN, VINCENT BREED, VINCENT
MELISSA HUBBARD, MERIJN SMIT, WILSON, MITCHELL MELLARD, MITCHELL PATRICK HIGGINS, PATRICK HILBISH, CRUZ, RICHARD RODRIGUEZ, RICHARD SAM DUFEL, SAM FONDRY, SAM GORDON, FRIBERG, SIMON HOEJBERG, SIMON THOMAS HULL, THOMAS JOYNER, THOMAS CIPOLLA, VINCENT POLICELLI, VINNY VAN
MERRICK HARPER, MICAEL ACURCIO, MOORE, MOHANNAD ALBLOUSHI, MOLLY PATRICK KENNELLY, PATRICK L. THOMAS, RICHARD TITUS, RICHARD SAM J SLOBODOW, SAM KELLY, SAM HUNTER, SIMON MAWDSLEY, SIMON KARSTED, THOMAS KEVIN, THOMAS GOOL, VIRGINIA MILLS, VITALII
MICHAEL A. HUNT, MICHAEL A. WEBB, GABRIELE JORDAN, MOR MIKAEL CHANDLER, PATRICK LAWSON, PATRICK VERWEIJ, RICHARD WILSON III, RICHARD KIRKENDOLL, SAM MCELVEEN, SAM NIKOLAJ VISBY SØGAARD, SIMON KNOUSE, THOMAS KRUMBIEGEL, THOMAS STOKRATNYI, VITUS PELSEY, VLAD
MICHAEL ADAMSON, MICHAEL ALKHOURI, SERGEEVICH, MORGAN CARRICK, MAGEE, PATRICK OGENSTAD, PATRICK WINTER, RICHARD YAWGER, RICHARD REGIMBAL, SAM SPOERLE, SAM WILLIAMS, TASSANI-LYNGE, SIMON VOLLE, SIMON LEE, THOMAS MALTAIS, THOMAS MAUND, CEALICU, VLADIMÍR KÁBRT, VLADISLAV
MICHAEL BANCROFT, MICHAEL BAXLEY, MORGAN JONES, MORGAN PROUDMOORE, ORWIN, PATRICK PRICE, PATRICK YOUNG, RICHARD ZORN, RICHIE BREZINA, SAM WOLFGANG HOLZBAUR, SAMANTA WÖRNER, SIMONA STANICA, SIMONE THOMAS NIMBS, THOMAS NUTE, THOMAS PODOLYAKO, WADE BAXTER, WADE
MICHAËL BERCHIER, MICHAEL BERGER, MORRISON CHANDLER LIBERMAN, RADULIAN, PATRICK VAN 'T SCHIP, PATRICK RICK ANDERSON, RICK BARRY, RICK PECK, SAMANTHA COLLINS, SAMANTHA KINNERT, SIMONEFILIPUT, SIMUN OLE OLSON, THOMAS P. KELLERMAN, THOMAS SCHULTES JR, WALTER MAGOON, WALTER
MICHAEL BOIWKA, MICHAEL BRANA, MORTEN GISWOLD, MYCHAL DEEB, MYLES WHITE, PATRICK WYATT, PATRICK GRAVES, RICK PARKER, RICK TEMPLE, RICK CYR, SAMANTHA HOULE, SAMANTHA NICLASEN, SIR ROBERT BOMBALIER, ROBERTSON, THOMAS ROHNER, THOMAS ROY HOPKINS III, WALTER WOOTEN,
MICHAEL BREWER, MICHAEL CHADD, BALL, MYLES CULLEN, N. ASHCROFT, ZIMMERMAN, PATRIK BHYMER, PAUL WARREN, RIELLY JOHNSON, RIEN HUYGHE, KING, SAMANTHA LEBLANC, SAMANTHA SIREN'S DICE CUP, SKYLAR SHANE SORENSON, THOMAS VELLEMAN, THOMAS WARREN CHAN, WARREN ELLIS, WARREN
MICHAEL CICHOWSKI, MICHAEL CLARK, NADER HAJJAR, NAM HAN, NATACHA BAUGHMAN, PAUL BIRD, PAUL RIKARD WESTERSTRÖM, RIKARD NAORI TIMMS, SAMARA SAHLER, SAMEER MITCHELL, SKYLER DYESS, SLADE W. CORAN, THOMAS WITTEMANS, THOMAS WALKER, WARWICK SHEPPARD, WAYNE
MICHAEL COE, MICHAEL COLLINS, LAFONTAINE, NATASHA BRICKER-LION, BURGERMEISTER, PAUL CALLY, PAUL WESTERSTRÖM, RILEY FAWCETT, RILEY PATEL, SAMM CARBO, SAMMY SISTLER, JOHNSON, SOLIN OUTLANDER, SONDRE WOLFE, THORSTEN WOLK, THUNDERCATO, LEWIS ODELL, WAYNE SEEGER, WAYNE
MICHAEL CONNOR, MICHAEL COOK, NATASHA CHAPMAN, NATE MERVES, NATE CHAPMAN, PAUL COX, PAUL COX, PAUL D. FRASER, RILEY LIGHTEL, RINO DEGUIDA, SAMUAL PENNINGTON, SAMUEL BORTLE, ZIMMERMANN, SONJA IRENE IHLER, TIANLIN YANG, TIFFANY FERGUS, TILLERZ, SOLOMON, WAYNE WILLIAMSON, WENDI
MICHAEL CORTEZ, MICHAEL DAMSOE PUTNAM, NATHAN ALEXANDER JOHNSON, STELLY, PAUL DELLA BITTA, PAUL ROB ANTHONY SMITH, ROB COKE, ROB SAMUEL JOHNSON, SAMUEL JOHNSTON, SOPHIA ADLER, SOPHIE DURAND, SØREN TILMAN KÖNIG, TIM ALDRIDGE, TIM SHEPHERD, WES HEGGE, WES S., WESLEY
HANSEN, MICHAEL DEMERITT, MICHAEL NATHAN BARLOW, NATHAN BEASLEY, DUYKER, PAUL ENGEMANN, PAUL EVANS, FAIRCLOUGH, ROB KOCH, ROB PARDO, ROB SAMUEL LOPES, SAMUEL MERFELD, SØRENSEN, SÖRÖS JÓZSEF PÉTER, SORRIN BELLINDER, TIM CARNEY, TIM COLWELL, BRANDON WILLIER, WESLEY CRICK,
DESROCHERS, MICHAEL DEVETO, NATHAN CAMPBELL, NATHAN HERRON, PAUL GIGUERE, PAUL HOPKIN, PAUL SMITH, ROB SOUCY, ROBBIE CONNOLLY, SAMUEL REYES, SAMUEL YOUNG, SANDER PIKE, SOUL SWORD, SPARTAN ECHOS, TIM COOK, TIM CROTHERS, TIM DAIGLE, WESLEY JAMES BRYANT, WESLEY KERN,
MICHAEL DILLS, MICHAEL DOWNS, NATHAN HURD, NATHAN J. NICHOLAS, HUMPHREYS, PAUL KORADE, PAUL ROBBIE PUTNAM, ROBBIE RUSHTON, JONGBLOETS, SANDRA HERRERA, SANTI SPENCER DALY, SPENCER VINCENT, TIM GUILY, TIM GULICS, TIM HYDE, TIM WESLEY POWELL, WESLEY SWIPES, WIL
MICHAEL ERIC ROMBERG, MICHAEL NATHAN LEGG, NATHAN LOPER, NATHAN KRAMER, PAUL LEROY HAYS, PAUL ROBBY JOSLIN, ROBBY ZIEGLER, ROBERT ROWE, SANTIAGO MOSQUEDA, SANTINO STACEY CAMERON, STEAMPUNKDRAGON, JORDAN, TIM KROEGER, TIM MCMANUS, PHARIS, WILBERT SEELE, WILFREDO
EVANS, MICHAEL EVANS, MICHAEL F LUTSOCK, NATHAN MONTGOMERY, LEVANDOSKI, PAUL LOEWENKAMP, PAUL BELLOT, ROBERT BLACK, ROBERT BOLAN, GALIZIO, SANTO ALESSANDRO D'ANTONA, STEFAN DORRESTEIJN, STEFAN PANIC, TIM MUSHEL, TIM NIKOLAJSEN, TIM CARDENAS, WILL ADRION, WILL
FITZPATRICK, MICHAEL FIELDS, MICHAEL NATHAN PROSPER, NATHAN RICE, NATHAN LUDOVICY, PAUL MADER SCHRAMM, PAUL ROBERT BOOTHE, ROBERT BOSE, ROBERT SARA MANDIC, SARAH A. J. PATTENDEN, STEFAN SCHLICHTING, STEFAN TELEU, PUDOFF, TIM RADULOVICH, TIM RALEY, MESSINGER, WILL PORTA, WILL STONER,
FRANCIS, MICHAEL FROMENT, MICHAEL SANTIAGO, NATHAN SHAPIRO, NATHAN PARTIDA, PAUL RISTEVSKI, PAUL SAMS, BRANDON HUNT, ROBERT BUCK, ROBERT SARAH ALLEN-CRISTANTELLO, SARAH STEFAN WILLOUGHBY, STEFANO TIM RICHTER, TIM RILEY, TIM RUNGE, TIM WILL WEST, WILLEM BERG, WILLIAM
GADD, MICHAEL GAETANO, MICHAEL SWIFT, NATHAN YEARYEAN, NATHANEAL PAUL SHERRARD, PAUL VAN HECKE, PAUL C. JEFFERS III, ROBERT CASSIDY, ROBERT COUTTS, SARAH DELEON, SARAH DISKIN, TAGLIAFERRI, STEFFEN BAMFORD, TRANTO, TIM VELGOS, TIMO MORSINK, BAUGH IV, WILLIAM BELLOMA, WILLIAM
GATELEY, MICHAEL GENE, MICHAEL HUCKER, NATHANIEL COLON, NATHANIEL VIGAR, PAUL WILLIAM YOUNG, PAUL FANN, ROBERT GOULART, ROBERT SARAH MEYERS, SARAH NASLUND, SASCHA STEFFEN HENNE, STEPH SPITZY, STEPHAN TIMOTHY BERTOTTI, TIMOTHY CAHAN, BRANT, WILLIAM BRANT, WILLIAM C.
GIONFRIDDO, MICHAEL GOFFINET, OLDS, NATHANIEL R FONTAINE, YOUNG, PAUL YOUNG, PAULI O. KORGAN, HARLEY, ROBERT J. GUADAGNO, ROBERT KAUFMANN, SAUD AL-THANI, SAUNDER FABER, STEPHAN LAWRENCE THEODORE TIMOTHY CARTER, TIMOTHY CLARK, DOWDEY, WILLIAM CAPELLA, WILLIAM
MICHAEL GOMEZ, MICHAEL GREEN, NATHANIEL RODMAN, NEAL FISCHER, PAULO OCTAVIO DE SOUZA RODRIGUES JAMES BOXWELL, ROBERT JOHN PARKER, CANNING, SAVAN GUPTA, SCOTT CLIFFORD, STEPHANE GELGOOT, TIMOTHY CURRY, TIMOTHY DOUGHTY, COFFMAN, WILLIAM CREWE, WILLIAM
MICHAEL HADDAD, MICHAEL HAYES, NEAL JOHNSON, NEED GAMES, NEIL BYRD, ALVES, PAULO REUTER PERINE, PAVEL ROBERT KARSTENSON, ROBERT ANDREWS, SCOTT AVIS, SCOTT BALL, STEPHANE REVERDY, STEPHANIE & BRIAN TIMOTHY FRENCH, TIMOTHY FRICKER, DAVID LEO HOLMES, WILLIAM FAVITTA,
MICHAEL IRBY, MICHAEL K., MICHAEL NEILL BREUKLANDER, NELSON OLIVEIRA, KOLLÁR, PEDRO SYMONS, PER IVAR LAFORTEZA, ROBERT LAGERQVIST, SCOTT BELCHER, SCOTT BOARDMAN, BOEHM, STEPHANIE EHRLICH, STEPHANIE TIMOTHY GARSTON, TIMOTHY GOUSIE, WILLIAM GORDON, WILLIAM GRIFFITH,
KAPLOWITZ, MICHAEL KNOTT, MICHAEL NIALL FRENCH-SMITH, NICCOLÒ DI RØRSTAD, PETE FRY, PETE MACKAY, PETE ROBERT LINDHOLM, ROBERT MACIAS, SCOTT BRAEM, SCOTT BUYSERIE, SCOTT MITCHELL, STEPHANIE PICOTTE, TIMOTHY GRAY, TIMOTHY NEWMAN, WILLIAM HALL, WILLIAM HART, WILLIAM
KROMISZ, MICHAEL KUGLER, MICHAEL MACIO, NICHOLA HYGGE, NICHOLAS OEHLBERG, PÉTER BUZÁS, PETER CANDY, ROBERT MACY, ROBERT MAJEWSKI, CARSON, SCOTT CHAPIN, SCOTT COMBS, STEPHANIE SHINN, STEPHEN B, STEPHEN TIMOTHY SCHULTZ, TIMOTHY HERON, WILLIAM JOHNSON, WILLIAM
KUNJARA, MICHAEL LATTIN-RAWSTRONE, ALLEN, NICHOLAS BARNETT, NICHOLAS PETER CHUNIS, PETER DESALVO, PETER ROBERT MARTIN, ROBERT MCCARTHY, SCOTT CRISOSTOMO, SCOTT DELORME, BOARD, STEPHEN C REED, STEPHEN SLEMMONS, TINA HURSH, TOBIAS LUBELSKI, WILLIAM NORTHEY, WILLIAM
MICHAEL LEE, MICHAEL LOUBIER, BEEBE, NICHOLAS BRABON, NICHOLAS FOX, PETER HILL, PETER HONER, PETER J. ROBERT MESCH, ROBERT MUHLIG, ROBERT SCOTT DESMARAIS, SCOTT DOWNS, CHALKER, STEPHEN COAKLEY, STEPHEN ANGEHRN, TOBY BETANCOURT, TODD PITTMAN, WILLIAM REAGAN, WILLIAM
MICHAEL LUCKMAN, MICHAEL M. RISLEY, COOK, NICHOLAS CORBETT, NICHOLAS BACKMAN, PETER KUZEK, PETER POLÁK, MURDOCK, ROBERT N. EMERSON, ROBERT SCOTT E. POND, SCOTT FITZGERALD, COOGAN, STEPHEN DEFILIPPO, STEPHEN HAINES, TOM CHANCE, TOM CLARKE, TOM SAMPSON, WILLIAM SHAW, WILLIAM SOPER,
MICHAEL MAGNUS MILLER-WILSON, CREECH, NICHOLAS DESTORIES, PETER RAWAY, PETER RAY, PETER RIOS, O'LEARY, ROBERT O'ROURKE, ROBERT SCOTT FRANCIS, SCOTT GAETA, SCOTT FORFAR, STEPHEN GAC, STEPHEN GETTY, DODSON, TOM DOWLER, TOM FOOTTIT, WILLIAM V HORTON, WILLIAM
MICHAEL MAHAFFEY, MICHAEL MARITATO, NICHOLAS DIXON, NICHOLAS FISHER, PÉTER SASVÁRI , PETER STEEDMAN, PETER REAL, ROBERT SCERBO, ROBERT SMITH, GRAHAM, SCOTT HAUGSJAA, SCOTT STEPHEN GLICKER, STEPHEN HOSHIDA, TOM HAUBOLD, TOM KLAMBRO, TOM WATSON-JAMES, WILLIAM WEAVER,
MICHAEL MARTINEAU, MICHAEL NICHOLAS GARCIA, NICHOLAS GARTLAND, WAXMONSKY, PETER WILLIAMS, PETER. L, ROBERT SPENCER, ROBERT STEWARD, JEFFERSON, SCOTT KEHR, SCOTT LESLIE, STEPHEN HUMBURG, STEPHEN HUSCHKA, MAASWINKEL, TOM PALMAERS, TOM WILLIAM WITTKE, WILLIAM Z. COHEN,
MATTHEWS, MICHAEL MCDERMOTT, NICHOLAS HASSE, NICHOLAS HENDLEY, PETR TOMKEVICH, PETROS GEORGOULAS, ROBERT TINGA, ROBERT VOIGT, ROBERT SCOTT MACKENZIE, SCOTT MANGAN, STEPHEN KOSTANTINI, STEPHEN LANE, SAVOLA, TOM WILSON, TOMÁS JESÚS SOLER WILSON WONG, WLADIMIR KISELEW,
MICHAEL MCDONALD, MICHAEL NICHOLAS J LEE, NICHOLAS JENSEN, PEYTON JONES, PHIL PRESTON, PHILIP WALKER, ROBERT WATTS, ROBERT WEAVER, SCOTT MCDONALD, SCOTT MCELHINNEY, STEPHEN MOLLARD, STEPHEN MYERS, RAMÍREZ, TOMAS KAPAL, TONIA SMITH, WOLFGANG VON PAINFIST, WOUTER HOEK,
MCINTYRE, MICHAEL MCSWINEY, NICHOLAS LEAVITT, NICHOLAS LUTZ, DAHMEN, PHILIP SACHON, PHILIPP ROBERT WEYERS, ROBERT WILKINSON, SCOTT NENDICK, SCOTT NORDSVEN, STEPHEN O'DONNELL, STEPHEN ORR, TONY ADKINS, TONY BLACK, TONY CAIN, WOUTER VAN DOORN, WOUTER VAN
MICHAEL MICELI, MICHAEL MOBÆK NICHOLAS MANNING, NICHOLAS ENGERT, PHILIPP ZUMDOHME, PHILIPPE K., ROBERT ZELLER, ROBERTO PEREIRA, SCOTT PARHAM, SCOTT PAYNE, SCOTT STEPHEN PARAC, STEPHEN RAFTERY, TONY D., TONY DEFERIO, TONY M. NIEUWBURG, WYATT CULLEN, WYATT
THORESEN, MICHAEL MORHAIME, MINJAREZ, NICHOLAS RAPOSO, NICHOLAS PHILLIP BEAUDRY, PHILLIP HAGLER, ROBIN DAO, ROBIN ENSTRÖM, ROBIN ROBERTS, SCOTT RYAN, SCOTT SACHS, STEPHEN RICE, STEPHEN RILEY, STEPHEN VENTURA, TONY MORACK, TONY NUNEZ, TURK, WYBE BUISING, WYRD EDIZIONI,
MICHAEL N SMITH, MICHAEL NGUYEN, SCHAEFERS, NICHOLAS SCHULZ, PHILLIP HILLENBRAND, PHILLIP LOUDER, LAWRENCE, ROBIN SAS, ROBIN SEGERS, SCOTT SHAW, SCOTT STADLER, SCOTT ROYAL, STEPHEN RUMMEL-CHADDERDON, TONY RADO, TONY SANSON, TOPHER XAVIER URIBES, YAKIR GARAVELAS, YANN
MICHAEL PADILLA, MICHAEL PALUMBO, NICHOLAS SEMENTELLI, NICHOLAS PHILLIP LUCAS, PHILLIP ROGERS, PHILLIP ROBIN VAN DYCK, ROD SHELTON, ROD STEVENS, SCOTT STILLMAN, SCOTT STEPHEN SCHAFER, STEPHEN SMITH, MCCARTY, TOR NILSSEN, TORGEIR HUET, YANNICK GLADDINES, YANNICK
MICHAEL PETERSEN, MICHAEL PINKARD, SINGLETON, NICHOLE REYNOLDS, NICK SMALLWOOD, PHOEBE ISAACS, PICARD SWISHER, RODRIGO BLANCO, RODRIGO TERHUNE, SCOTT WHEELER, SCOTT STEPHEN VANLUVEN, STEPHEN W. BIEDA HINDØY, TORIE TARTT, TORIN DENNISTON, VERSAEN, YANNIK COLLIN-VERREAULT,
MICHAEL POLICH, MICHAEL POLICH, ARNDT, NICK ARNOLD, NICK BOZARTH, JEAN-VINCENT, PIERCE ERICKSON, PIERRE SAITO, RODRIGUE DELRUE, ROGER WILLIAMS, SCOTT YOUNGER, SCOTT III, STEPHEN WAGNER, STETSON COATE, TOXCIK CHAYKA, TQ JEFFERSON, TRACY YASHAS BHARADWAJ, YASHASWI
MICHAEL PRATT, MICHAEL PULLING, NICK BROOKE, NICK CHAPSAS, NICK DIAZ, CADIEUX, PIERRE CHALOUX, PIERRE LE COCHRAN, ROGER MOORE, ROGER ZEZZA, SEAN ARNOLD, SEAN CHAMBERS, STEVAN SERAFIMOV, STEVE CAPEZZA, REEVES, TRAVIS BARNETTE, TRAVIS SHIVANAND, YOURI DE JOODE, YUHONG
MICHAEL PUMMER, MICHAEL R. RYAN JR., NICK EASTCOTT, NICK EMANUEL, NICK BOURHIS, PIERRICK BOYER, PIERS PRUD'HOMME, ROGER WONG, ROGER SEAN COOPER, SEAN COUPLAND, SEAN STEVE CHUN, STEVE DUFAULT, STEVE BROUWER, TRAVIS CALLAN, TRAVIS CHASE, ZHANG, ZACC HOSKINS, ZACH BAKER,
MICHAEL RAMSEY, MICHAEL REHE, FEDOR, NICK GAZZARA, NICK ANDREWS, PIOTR SZCZUPAK, PIRRE YOUNG, ROGERIO DE LEON PEREIRA, ROLF DUNN, SEAN DUNN, SEAN FOSTER, SEAN HERMAN, STEVE HOLGATE, STEVE MUSAL, TRAVIS DACUS, TRAVIS ELLETT, TRAVIS ZACH BURNETTE, ZACH ENGLANDER,
MICHAEL RILEY, MICHAEL RODRIGUEZ, GRAY-BAKKER, NICK HOFF, NICK KARTES, CHALOUX, PONAPPA SOMAYANDA, TENGDIN, ROMEO BUI, RON G., RONALD GIBBONS, SEAN HOFF, SEAN HUSEBY, SEAN STEVE REINHART, STEVE ROTHENBERG, FRITZ, TRAVIS GUDMUNSEN, TRAVIS KEGG, ZACH FEICK, ZACH JASMER, ZACH L., ZACH
MICHAEL RYDER, MICHAEL S, MICHAEL NICK KATO, NICK LEE, NICK LONG, NICK POPEBACON, PRESTON BOYINGTON, CHENOWETH, RONALD DAVID VILLEDA, JACK, SEAN LEFEBVRE, SEAN MCELROY, STEVE YAHNER, STEVE YOUNG, STEVEN TRAVIS MORGAN, TRAVIS MURRAY, TRAVIS MARTIN, ZACH MEYERS, ZACH PRUETT,
SABATH, MICHAEL SAGAN, MICHAEL MARTIN, NICK MASCHINSKI, NICK PRIMOŽ MEH, QU LIAN, QUENTIN RONALD GERACCI JR., RORY DUCKWORTH, SEAN MCGAUVRAN, SEAN MCKENNA, SEAN ALEXANDER, STEVEN DISMORE, STEVEN SINGLETON, TRAVIS TROOP, TREAVOR ZACH SCHWARTZ, ZACH SEIGEL, ZACH
SAYLOR, MICHAEL SEGHI, MICHAEL MCKENZIE, NICK MILTON, NICK MORENO, CHARRIER, QUENTIN LOWERY, QUINN RORY LANAM, ROSS BEATIE, ROSS CARNEY, MITCHELL, SEAN MURPHY, SEAN GIVENS, STEVEN HARDIN, STEVEN BETTIS, TRENT CROCKETT, TRENT SITAS, ZACH STEPEK, ZACH THACKER,
SEIFERT, MICHAEL SENCHUK, MICHAEL NICK PHAM, NICK POLITTE, NICK DUNCAN, QUINN SELLERS, QUINN ST. ROSS CARR, ROSS GUTHRO, ROSS HOLT, PICHARDO, SEAN PILUTTI, SEAN HOLBROOK, STEVEN J. PAAVOLA, STEVEN MICHELS, TRENT PHILLIPS, TRENTON ZACH THOMAS, ZACH WHITNEY,
SERVIN, MICHAEL SITJAR, MICHAEL SMITH, PURCELL, NICK VALENTINE, NICKLAS JOHN, QUINTON COOPER, R DAVID ITESCU, ROSS HUNT, ROSS PATE, ROSS RODMAN, POSTLETHWAITE, SEAN SEYMOUR, SEAN JAMES, STEVEN LYNCH, STEVEN DEACON, TREVOR BLOM, TREVOR ZACHARIAH SUTTON, ZACHARY BUSH,
MICHAEL SMITH, MICHAEL SWORDS, GELLERSTEN, NICKLAS HOLM CORDES, R.J. HALE, RACHEL FIZESERI, RACHEL ROSS THOMPSON, ROSS TINSLEY, ROWAN SIMMEN, SEB GEDGE, SEBASTI AAN, MCCONNELL, STEVEN MILLER, STEVEN CHRISTIANS, TREVOR JONES, TREVOR ZACHARY CLEBERG, ZACHARY COOPER,
MICHAEL SYKES, MICHAEL TARBATH, NICKOLAS CRISCO, NICKY BRITT, NICKY MCKINNEY, RACHEL MCNAIR, RACHELE HODGE, ROWLAND NORRIS, ROXANA SEBASTIAN AGOSTON, SEBASTIAN PARRADEE, STEVEN POLITOWSKI, STEVEN JORGENSEN, TREVOR KERR, TREVOR ZACHARY DAVIDSON, ZACHARY DURST,
MICHAEL THORSEN, MICHAEL TICHY, KYLE, NICLAS KIEFER, NICO BIAGIONI, HANSEN, RAECHEL SCHINK, RAFAEL RUSITORU, ROY ERNSTER, ROY MCCARTHY, BANACH, SEBASTIAN BEST, SEBASTIAN POTTER, STEVEN SMITH, STEVEN KILVINGTON, TREVOR LYON, TREVOR M., ZACHARY FOX BLAUVELT, ZACHARY GRAY,
MICHAEL TURBE, MICHAEL TURNER, NICO SALAZAR, NICOLAS OTTON, NICOLAS CARLISLE, RAFAEL SOTO, RAJU V., RALPH RUBEN BRANDT, RUBÉN REINA EISENHAUER, SEBASTIAN HJORTH SYLVEST, VANWART, STEVEN W., STEWART MCGILL, TREVOR SAULTZ, TREVOR STARICK, ZACHARY HARDY, ZACHARY HOLE,
MICHAEL URBAN, MICHAEL VALERON, PASSEMARD, NICOLAS SCHEYER, NICOLE PERRO, RANDAL SANTIA, RANDALL HERNÁNDEZ, RUBEN STASSEN, RUDI SEBASTIAN KNOEBEL, SEBASTIAN STONE BERDAN-VANTOL, STUART LYLES, TREVOR TUCKER, TREVOR WALTERS, TREY ZACHARY HUNTER GUSS, ZACHARY JANSZ,
MICHAEL VANDEBERG, MICHAEL VERWEIJ, DESHAZER, NICOLE HINES, NIELS W., FRECHETTE, RANDY BREMS, RANDY HOYT, VERLINDEN, RUSS PETERSEN, RUSSELL PADILLA, SEBASTIAN ROITHMAYR, STUART LYTLE, STUART ROBINSON, MURPHY, TREY SPENCER, TREY ZEINE, ZACHARY LEE, ZACHARY MOORE, ZACHARY
MICHAEL WEBSTER, MICHAEL WIBBERLEY, NIKHIL MAJUMDAR, NIKKI SANFILIPPO, RANDY JORDAN, RANDY SMITH, RANDY PETREE, RUSSELL SINGLETON, RUSSELL SEBASTIAN SVENSSON, SEBASTIAN ZAEBE, STURMI RUNTE, SUMMER DAWN WALKER, TRICIA CARTER, TRISTAN ANDERSON, MORGAN LUNSTRUM, ZACHARY N.
MICHAEL WILLETT, MICHAEL WINTERS, NIKO NEVALAINEN, NIKOLA GOTSEV, YOUNG, RAPHAEL STURM, RAPHAEL VOSS, RYAN ACKER, RYAN AMMANN, RYAN SEBASTIEN HAMAN, SEITH KEOUGH, SUPHARERK TESRUMPUN, SUSAN UEFFING, TRISTAN KLAMMINGER, TRISTAN WOOD, DEMANT, ZACHARY RAMCHARAN,
MICHAELA KNALL, MICHAELLE ALLEN, NIKOLAI RUBER, NIKOLAS GILLIAM, TELSCH, RARES BALAN, RASHID AL KAABI, BREEDON, RYAN C. BAILEY, RYAN CASE, SEONWOO LEE, SEPP VAN CAUWENBERGH, SUSANNE RESTEMAYER, SUSI TROELS FENGER PALM, TROND IVAR, TROY ZACHARY ROSE, ZACHARY SODERMAN,
MICHALOPOULOS KONSTANTINOS, NIKOLAUS WÜRTH, NIMROD BORJA, NINO RAUL PERSA, RAUL RUIDIAZ SANTOS, RAUL RYAN COCHRANE, RYAN COGMAN, RYAN SEREPHITA, SERVO, SETH EDWARD TYLER THIELBÖRGER, SUTIRA PHRAKAYSONE, M ALCALA, TROY WELLS, TSYGANKOV ZACHARY THATCHER, ZACHARY WATKINS,
MICHEL CHAPELLE, MICHELE GHERARDI, RAAB, NIZOR BELG, NOAH MILLER, NOAH VARGAS, RAY GLEATON, RAYMOND CRAIG, RYAN CURTIS, RYAN DAO, RYAN HUTCHESON, SETH ERO, SETH SCHIESEL, SVERRE RASMUSSEN, SYLVAIN BOUVIER, DMITRIY, TUCKER SCHETTINA, TUCKER ZACHARY WIEHE, ZACHARYAH BARLOW,
MICHELE GREGGIO, MICHELE STRACHN, MULLETTE-GILLMAN, NOLAN PETERSON, FIELDING PRATT, RAYMOND HICKS, DEMPSEY, RYAN GRANT, RYAN GRAY, RYAN SHADOW STEWART, SHAE TRIMMER, SYLVAIN FERON, SYREL GUFFEY, T. JOSEPH SMEDES, TY MCCLELLAND, TYLER BECK, ZACHERY JOHNSON, ZACK BEERMANN,
MICHELLE DEYOUNG, MICHELLE DOLFF, NORA CACERES-CRUZ, NORMAN FACKO II, RAYMOND HODGE, RAYMOND KEARNEY, GREEN, RYAN HANLON, RYAN HENTON, SHANDEN DODDS, SHANE, SHANE DABIRI, SIGLER, T.J. GIEROSKI, TÁBORI ATTILA TYLER BRIGGS, TYLER BULLOCK, TYLER ZACK COFFMAN, ZACK FESTA, ZACK
MICHELLE RIEBACK, MICHELLE TREAS, OAKLEY SANDERS, OBERON D'ARGO, ODIN RAYMOND PERRY, RAYMOND SCHMIDT, RYAN HILTON, RYAN IRBY, RYAN JANSKI, SHANE FORMAN, SHANE KREGER, SHANE LÁSZLÓ, TÁBORI ATTILA LÁSZLÓ, CATES, TYLER COSTLEY, TYLER DVORAK, GAVLEK, ZACK GRAINGER, ZACK
MICKAEL OVHAGE, MIGUEL DUARTE COLLINS, OH SEUNG GEUN, OISIN RAYMOND WILLIAMS, REBECCA A DAVIS, RYAN KEEN, RYAN KERN, RYAN LEE LILLIE, SHANE MOUNTAIN, SHANE PARKER, TAFADZWA MUSUKA, TALAL AL QAOUD, TYLER FLICKINGER, TYLER FORSETH- HOFFMAN, ZACK SHONK, ZACKARY
LÓPEZ, MIHAILO NOVAKOVIC, MIKE AIKINS, MCCOLGAN, OLAJIRE AKANDE, OLE REBECCA FIX, REBECCA WINGO, REBECKA BOLSTAD, RYAN MADDOX, RYAN MALONE, SHANNON CARTER, SHANNON TALON KAINE, TAMAIRA JASZCZAK, AGNEW, TYLER FREYHOLTZ, TYLER FRANCISCO BITTNER, ZAK KLEMM, ZAK
MIKE ANDERSON, MIKE CUMMINS, MIKE KRISTIAN, OLE SVEBESTAD, OLIVER NYQVIST, RED CARTOGRAPHER, REECE RYAN MCCABE, RYAN MCKANNAN, RYAN ROBERTSON, SHAQ MAXWELL, SHARI L TAMMY PRESCHER, TANA MAC, TANNER GARCIA, TYLER GIBSON, TYLER THOMPSON, ZAKK MERISON, ZANE
CURRY, MIKE DULLER, MIKE FEARRIN, BISCONTI, OLIVER GODBY, OLIVIER AESCHLIMAN, REECE AVIS, REID WOOD, MILFORD, RYAN MOGE, RYAN MURRAY, MORGAN, SHARON SNIDER, SHARUK ALI, LINDSAY, TANNER MARTIN, TARIQ AKIF, GUILLAUME, TYLER HABLUTZEL, TYLER HOSKINSON, ZANE MARSHALL, ZEB
MIKE FOSTER, MIKE FURRH, MIKE BOUDREAULT, OLIVIER DUVAL, OLIVIER REMINGTON RIDDLE, RENAUD GALAND, RYAN OLDANI, RYAN OLIVER, RYAN SHAUN MORRELL, SHAUNA JAGGER, TARVI HIRV, TAYLOR A. ROLLINS, TAYLOR HOPPERT, TYLER LLOYD, TYLER MCCUBBIN, ZERO ESGATE, ZOE BRACKNEY,
HAUGEN, MIKE HUMMEL, MIKE JOHNSON, GAMARD, OLOF JOHANSSON STRÖM, RENÉ DALL, RENEE EVANS, RENEE OSGOOD, RYAN RICKENBACH, RYAN SHAWN ANDREWS, SHAWN CANNATA, BEVOLO, TAYLOR HALEY, TAYLOR MATYI, MARTINEZ, TYLER MCKIMMON, TYLER ZOLTAN KALNAY,
MIKE KELLEHER, MIKE MANCINI, MIKE OPALARIE KUROIKAZE, ORIN SPIESS, VORBECK, REX LANDAKER, REYNALDO ROMOGA, RYAN ROPER, RYAN ROSS, RYAN SHAWN CARNES, SHAWN FLANAGAN, TAYLOR WILSON, TEAGAN WIDMER, TED MILLER, TYLER MOORE, TYLER R, TYLER ZORON BARIAL
MILLER, MIKE OPDYKE, MIKE PHILLIPS, OSCAR HILDEBRANDT, OSCAR JAVIER AÑASCO RUIZ, RHEA SHELLEY, RUBIN, RYAN SCHRADER, RYAN SEAMAN, SHAWN GUARINO, SHAWN HICKS, SHAWN BUNT, TED EBY, TED G., TED MCELWEE, THOMPSON, TYLER WEIR, TYLER
MIKE PLAVIN, MIKE RIDER, MIKE KRISTIANSSON, OSCAR LEANDER, OWEN RHIANNA KYLLO, RHIANNON CAMILLERI, RYAN SINGERMAN, RYAN SNELL, RYAN KELLOWAY, SHAWN M. BURKE, SHAWN P., TED WILSON, TEEMU KORKEAKOSKI, WILLIAMS, TYSON PARKER, ULRICH
SHACKELFORD, MIKE SKALANDUNAS, FRANCIS, ØYSTEIN HJETLAND FALCK, RIC BULLUSS, RICCARDO BIAVATI, RICH STEINER, RYAN TOWER, RYAN WARD, RYAN SHAWN SCHWERDTFEGER, SHAWN TERRY ROBERTS, TESSA VAN DER HEIDE, VOGLER, URIAH RONIN,
MIKE SKELLY, MIKE STUCKLESS, MIKE OZOUF JULIEN, PABLO AHUMADA, PACO COUVILLON, RICH WILLIAMS, RICHARD WEATHERBEE, RYAN WEST, RYAN STOREY, SHAYNA ATSALES, SHEENA TEVIN VILLEME, THANH-ALEXANDER UZBEKISTANRULES, VAL TRULLINGER,
TAYLOR, MIKE TIMBRELL, MIKE TURNER, GARCIA JAEN, PAIGE LISKO, PAMELA "GREYSEER" POWELL, RICHARD A. DOSTER, WHITCOMB, RYAN WIRTZ, RYAN WOOD, SANDS, SHELAGH TILL, SHELDON TRUONG, THARATHIP OPASKORNKUL, VALENTIN WILPER, VALERIE LEVER, VANCE
MIKE WESTERGAARD, MIKE WILSON, MIKE OMICHINSKI, PANAGIOTIS KERASIWTIS, RICHARD ANDREW MCGREW, RICHARD RYAN YOUNG, RYAN ZEPPELIN, RYEN ALBERTSON, SHERRY SHEGGRUD, SHIRLEY THEO GOLDENBERG, THEODOR KUNZE, VANCE MILLS, VELISLAV PEYCHEV,
YOUNG, MIKKEL FREDERIKSEN, MIKKEL PARKER JENCKS, PASCAL FLECK, PASCAL CALIANDRO, RICHARD DESPAS, RICHARD MACLEAN, RYLAND BOYER, RYU HIKARU, JEAN TAYLOR, SHIVANG NAIK, SHON NORDENFELT NYSJÖ, THERESA HOOVER, VERA MARTI, VERRIER OLIVIER, VICENTE
393

A D
Agnes Ironskar, 110 Daggermaw, 349
Alash’eth (Al-ash-eth), 25 Darma Dourforge, 128
Aldan Thei (Al-dan thay), 23 Deathseer, 32 (lore), 351
Almarak (Al-mar-ak), 80 Denizens of Lawbrand, 232
Almaya (Al-my-uh), 92 Desert Dwarf, 36 (lore), 142 (rules)
Alrich Steelblade (Al-rik), 31 Detriments Table, 223
Annabella Leparte (luh-part), 68 Draconis Malisath (dra-KON-iss MAL-i-sath), 38 (lore),
Antiga (an-TEE-guh), 326 45 (faction), 263 (guide)
Arcanimus (ar-CAN-ah-muss), 42 (faction), 254 (guide) Dragran Stonefury (DRAG-ran), 33, 101
Archemus Strand (ark-uh-muh-s), 106 Drastnia (draz-nee-uh), 23
Ardu (AR-doo), 24 Duneback, 354
Ash’ahand (ASH-uh-HAND), 125 (lore), 345 (bestiary)
Ash’ahar (ASH-uh-HAR), 347 E
Atha’vas (ATH-ah-vas), 62
Ereth’iel (AIR-eth EE-el), 24
Atsaad (at-SOD), 24 (lore), 138 (rules)
Eric Sunseeker, 122 (lore), 353 (dungeon)
Auroboros (or-o-BOR-os), 18
Errol Zanzar (AIR-oll Zan-zar), 326
Ax’oloth (ax-o-loth), 23
Este Vez, 15

B F
Baker, 54 (location), 294 (guide)
Fabricators Guild, 102, 315
Bard-In Festival, 77
Factions, 41
Baron Voril (VOR-ill), 308
Faction Guides, 253
Barrier Peaks/Barrier Wilds, 24
Fangs of Scyllia (sil-ee-uh), 46
Barrier Peaks, Battle of the, 33
Fangwraith, 355
Basilica of St. Jenhra (JEN-ruh), 92
Farnus Graydon, 128
Bayor Lightfoot, 14
Feyonnas (fay-ON-is), 24 (lore), 60 (location), 296 (guide)
Beiruul (bay-rool), 74
Fighter: Wildkeeper, 39 (lore), 161 (rules)
Bestiary (monster guide), 344
Five, the, 31
Blisterfang, 312
Fleshreaver, 356
Bloodstone, 96
Bohen Dur (BO-hen Derr), 43 (faction), 257 (guide)
Bohenna Monastery (BO-hen-a), 43, 76
G
Borak Oak, 70 Galandil Frood, 31
Bounties, 237 Gangrunner, 358
Breakwar, the, 31 Garmenters Guild, 72 (lore), 301 (guide)
Bronjar Barrowulf (bron-yar), 31 Gil’Galar (GILL-gal-arr), 26
Brother Abrathan, 56 Gladys Wrest (glad-iss rest), 110
Burak Den (ber-ACK), 110 Golden Reign, 24
Golmaera (gole-mare-ah), 360
C Gorgel Var, 116
Goruu-mogg (gor-OO-mog), 276
Catacombs of Vorilgraine (VOR-ill-grain), 308
Goshaedas (go-shay-duss), 80
Cathedral of St. Varina (var-EE-nuh), 102
Grande Theatre, the, 107
Celethrien (sel-ETH-ree-en), 62
Grandin Shalehammer, 98
Chad Chadsworth, 56
Grandmaster Plunk, 87
Chariot Racing, 238
Great Trade War, the, 38
Children of the Sun, 39 (lore), 44 (faction), 260 (guide)
Group Origins, 193
Circle of Thorns, 95
Coiled Path, 46 (lore), 271
Coils of the Serpent, 19 (lore), 216
Coils Table, 215
Conservatorum (con-serv-uh-TOR-um), 84 (lore),
304 (guide)
Creating Campaigns, 228

index
394 395

H M R T
Harlan Keel, 76 Magic Items, 336 Ragnor Redaxe, 98 Trade-City, 10
Harley Hillbloom, 69 Magun Rocksteady, 16 Ralavak (rall-ah-vak), 28 Trade-Guild, 10
Harrik Merrygranite (hair-ick), 94 Magyir (mag-yeer), 366 Raldon Rhelgore (ral-dun rel-gor), 68 Talis (tal-iss), 38 (lore), 114 (location), 318 (guide)
Harvesters Guild, 66 (lore), 299 (guide) Ma’ii (mah-EE), 146 Ratzic, 124 Talisande River (tal-iss-and) 10, 114
Hearthvale, 66 (lore), X (guide) Maldovir (mal-doh-veer), 92 Ravenous, the, 148 (lore), 374 (bestiary) Tal’Gorah (tal-gor-ah), 23
High Council, 11 Malefactor, 368 Red Bluff, 36 (lore), 96 (location), 310 (guide) Tal’Naril (tal-nar-ill), 23
High Feasts, 11 Malrendael Sotherene (mal-rend-ale soth-reen), 16 Regatta de Blanc (blonk), 119 Tanaroch Desert (tan-air-ock), 23
Howling, the, 28 (lore), 47 (faction), 297 (guide) Mark of the Serpent, 19 (lore), 212 (rules), Rejecting the Mark, 250 Tanasrael (ta-nass-ray-el), 23 (lore), 120 (location), 320 (guide)
Hurzan Emberlight (her-zahn), 88 243 (GM’s guide) Revel Inc., 50 (faction), 285 (guide) Thayle Tilmaan (thay-il), 92
Hydragor, 361 Marksworn, 141 RevelSLAM, 89 Thoris Thorne (thor-iss thorn), 110
Mikkie Tomson (mick-ee), 56 Ridge of Spears, 312 Tidesfar, 126 (location), 324 (guide)
I Mines of Galamok (gal-ah-mock), 322 Risen, the, 376 Tigg Scrapcatcher, 111
Miners Guild, 108 (lore), 317 (guide) Robert DeSangris, 31 Tikanen, the Prophet (tee-CON-en), 39
Illian Forest (ILL-ee-an), 62
Miss Begotten, 14 Rogue: Wraithblade, 168 Tir’Assar (teer-uh-sar), 52 (faction), 291 (guide)
Innis, 72 (location), 300 (guide)
Mitholme, 26 Torune (toe-ROON), 27
Irwin Ironwrench, 56
Ivana Sulag (ee-vah-nah soo-lag), 104
Molt Thunderhoof, 87 S Tovi Gavass (toh-vee), 104
Monk: Way of Eminence, 164 Trademasons Guild, 114 (lore), 318 (guide)
Iyarra Mastress (ee-yar-ah), 74 Salamar, 23 (lore), 150 (rules)
Morna Haste, 116
Sala Tjaad (Sal-a zhod), 86
J Moru’sha (Eminence) (mor-oo-sha), 43, 164
Saldred Oth’Sular (oth-SOO-lar), 27
U
Mount Effron, 30
Sargrad, 38 (lore), 102 (location), 314 (guide) Undersiege, 25
Japhreth (jaff-reth), 124 Mull, 70
Sar’Sharah (SAR-share-AH), 276 Urban and Outdoor Environments, 328
Jarah Sul (sool), 86
Seafarers Guild, 325 Ursalis, the Bear Mound (er-SAL-us), 49
Jenna Sprigget, 116 N Serpent-Marked, 19 (lore)

K Necromanti, 26 (lore), 48 (faction), 278 (guide) Serpent-storm, 33 V


Nim Stonebarrel, 106 Shallandra (shall-AN-druh), 62
Vaalesh Dargonnas (vail-esh dar-goan-iss), 266
Kannibus Hills (kah-nuh-bis), 30 (lore), 78 (location), Nos Irrom (nos eer-ohm), 16 Shayan Shibaar (shy-an shee-bar), 122
Verona Ekyl (eck-eel), 94
302 (guide) Sigils, Sigilist, 18 (lore), 206 (rules)
Villains, 231
Karybdiss (kuh-RIB-diss), 46 (lore), 271 (dungeon) O Sigil Parlors, 210
Kathe Hen (kath), 68 Sir Gilmaresh, 94
Kev Stagheart, 68
Occultist, 370
Sister Sandara, 93
W
Occultist Skeleton, 371
Knight-Paladin, 12 (lore), 364 (bestiary) Slam, the, 113 Warlock: The Souleater, 172
Oldruin Dawnstone, 116
Korosoth Mountain (core-oh-SOTH), 43, 76 Slamstar, 285 War of Light and Shadow, 28
Ol’ Hurk, 128
Kyssh (kish), 48 (lore), 278 (guide) Skarborough (SCAR-bore-oh), 38 (lore), White Palms Hotel, 48
Order Militant, 12
108 (location), 316 (guide) World Serpent (Auroboros), 23
Oram Hai (or-um hi), 31 (lore), 49 (faction), 282 (guide)
L Oram Moonsong (or-am), 30
Skulk, 100 Writs, 236
Skull Taker, 380 Wyrmrider, 16
Laabu (lay-boo), 106 Orinfell (or-in-fel), 90 (location), 306 (guide)
Solomon the Hip, 82
Lady Scyllia (sil-ee-uh), 46 Ormuus (or-moos), 130
Lara Raincaller, 80 Ossuary, the, 45 (lore), 266 (dungeon)
Sorkin Serelvar (sor-kin sir-el-var), 86 X
Soulstalker, 46 (lore), 382 (rules)
Laravess Kelwynde (larr-ah-VESS kell-wind), 104 Xan’gro Creppit (zan-gro krep-it), 31
Spells, 200
Lassa Sendacco (loss-a sen-dok-o), 74 P Staggoth, 29 (lore), 383 (rules)
Xu’keen (zoo-keen), 154
Lawbrand, 9, 37
Palonsus (pal-ON-sus), 82 St. Jenhra (Thornehawk) (JEN-ruh), 31
Laws, Writs & Bounties, 235
Perils of the Serpent (Perils Check), 245 Sularia, Old Sularia (soo-lar-ee-uh), 27
Z
Lietsin (leet-zin), 84 (location), 303 (guide)
Piotr Greymalken (pee-o-ter), 74 Sularian Church (soo-lar-ee-an), 27 (lore), 51 (faction), Zanzarra Pirates, (zan-ZAR-ah), 126 (lore), 326 (guide)
Lietsinfest, 84
Pit of Scales, 65 288 (guide) Zebe’ii (zeh-bay), 81
Lietsin: 100, 59
Player Backgrounds, 177
Lizz-E, 112
Player Classes, 158
Locations, 53
Player Races, 137
Location Guides, 294
Lora Saalur (lor-a sale-er), 128
Lunivaas (loon-I-vass), 83
Q
Lurtha Windwalker, 98 Quarry Giant, 371
Lyanna Ironbraid (lee-ann-uh), 104

index index
SUCCESSES

FAILURES NAME ALLIES & ORGANIZATIONS

DEATH
SAVES
HIT DICE

CURRENT HIT POINTS


TEMPORARY
HIT POINTS

HIT POINTS MAX TOT.

5. DREAD
1. SCALES
ER APPEARANCE
WISDOM
ACT
SAVING THROWS
AR
SAVING THROWS
ATHLETICS
STRENGTH ANIMAL HANDLING CH
6. D INSIGHT
E VO U R I N G MEDICINE

PERCEPTION

SURVIVAL
2. SHED SKIN 4. VENOM
INTELLIGENCE TREASURE
SAVING THROWS
CHARISMA
SAVING THROWS ARCANA
DECEPTION HISTORY
INTIMIDATION INVESTIGATION
PERFORMANCE
3. FANGS
NATURE
PERSUASION
RELIGION

DEXTERITY CONSTITUTION
SAVING THROWS SAVING THROWS

ACROBATICS
SLEIGHT OF HAND

CTER NAM
STEALTH
ARA E
CH
SIGILS
OTHER PROFICIENCIES
& LANGUAGES ADDITIONAL ATTACKS ADDITIONAL
& SPELLCASTING FEATURES & TRAITS
CLASS & LEVEL ADDITIONAL EQUIPMENT
RACE ATK DMG
NAME BONUS / TYPE

ALIGNMENT BACKGROUND

XP POINTS PLAYER NAME

PASSIVE
INITIATIVE ATTACKS & FEATURES WISDOM
SPELLCASTING & TRAITS (PERCEPTION)

NAME ATK DAMAGE


BONUS / TYPE

IDEALS BONUS FLAWS

SPEED
PERSONALITY
TRAITS
EQUIPMENT CHARACTER BACKSTORY
& CHARACTER NOTES

ARMOR
CLASS PROFICIENCY BONUS INSPIRATION
LEGAL INFORMATION
Permission to copy, modify and distribute the files collectively known as the System Offer and Acceptance: By Using the Open Game Content You indicate Your
Reference Document 5.1 (“SRD5”) is granted solely through the use of the Open acceptance of the terms of this License.
Gaming License, Version 1.0a.
Grant and Consideration: In consideration for agreeing to use this License, the
This material is being released using the Open Gaming License Version 1.0a and you Contributors grant You a perpetual, worldwide, royalty‑free, non-exclusive license
should read and understand the terms of that license before using this material. with the exact terms of this License to Use, the Open Game Content.

The text of the Open Gaming License itself is not Open Game Content. Instructions Representation of Authority to Contribute: If You are contributing original material as
on using the License are provided within the License itself. Open Game Content, You represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed by this License.
The following items are designated Product Identity, as defined in Section 1(e) of
the Open Game License Version 1.0a, and are subject to the conditions set forth Notice of License Copyright: You must update the COPYRIGHT NOTICE portion
in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, of this License to include the exact text of the COPYRIGHT NOTICE of any Open
Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Game Content You are copying, modifying or distributing, and You must add the title,
Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE
(including those used in the names of spells or items), places, Underdark, Red Wizard of any original Open Game Content you Distribute.
of Thay, the City of Union, Heroic Domains of Ysgard, Ever-­Changing Chaos of
Use of Product Identity: You agree not to Use any Product Identity, including as an
Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian
indication as to compatibility, except as expressly licensed in another, independent
Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of
Agreement with the owner of each element of that Product Identity. You agree not to
Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable
indicate compatibility or co‑adaptability with any Trademark or Registered Trademark
Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of
in conjunction with a work containing Open Game Content except as expressly
Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of
licensed in another, independent Agreement with the owner of such Trademark or
Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted
Registered Trademark. The use of any Product Identity in Open Game Content does
Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu,
not constitute a challenge to the ownership of that Product Identity. The owner of any
displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti.
Product Identity used in Open Game Content shall retain all rights, title and interest
All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the in and to that Product Identity.
License.
Identification: If you distribute Open Game Content You must clearly indicate which
The terms of the Open Gaming License Version 1.0a are as follows: portions of the work that you are distributing are Open Game Content.

OPEN GAME LICENSE Version 1.0a Updating the License: Wizards or its designated Agents may publish updated versions
of this License. You may use any authorized version of this License to copy, modify
The following text is the property of Wizards of the Coast, Inc. and is Copyright
and distribute any Open Game Content originally distributed under any version of
2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
this License.
Definitions: (a)"Contributors" means the copyright and/or trademark owners who
- Copy of this License: You MUST include a copy of this License with every copy of
have contributed Open Game Content; (b)"Derivative Material" means copyrighted
the Open Game Content You Distribute.
material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade, - Use of Contributor Credits: You may not market or advertise the Open Game
improvement, compilation, abridgment or other form in which an existing work may Content using the name of any Contributor unless You have written permission from
be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, the Contributor to do so.
lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open
- Inability to Comply: If it is impossible for You to comply with any of the terms of
Game Content" means the game mechanic and includes the methods, procedures,
this License with respect to some or all of the Open Game Content due to statute,
processes and routines to the extent such content does not embody the Product
judicial order, or governmental regulation then You may not Use any Open Game
Identity and is an enhancement over the prior art and any additional content clearly
Material so affected.
identified as Open Game Content by the Contributor, and means any work covered
by this License, including translations and derivative works under copyright law, Termination: This License will terminate automatically if You fail to comply with all
but specifically excludes Product Identity. (e) "Product Identity" means product terms herein and fail to cure such breach within 30 days of becoming aware of the
and product line names, logos and identifying marks including trade dress; artifacts; breach. All sublicenses shall survive the termination of this License.
creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents,
Reformation: If any provision of this License is held to be unenforceable, such
language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,
provision shall be reformed only to the extent necessary to make it enforceable.
themes and graphic, photographic and other visual or audio representations; names
and descriptions of characters, spells, enchantments, personalities, teams, personas, COPYRIGHT NOTICE
likenesses and special abilities; places, locations, environments, creatures, equipment, Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
magical or supernatural abilities or effects, logos, symbols, or graphic designs; and
any other trademark or registered trademark clearly identified as Product identity by System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors
the owner of the Product Identity, and which specifically excludes the Open Game Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James
Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based
are used by a Contributor to identify itself or its products or the associated products on original material by E. Gary Gygax and Dave Arneson.
contributed to the Open Game License by the Contributor (g) "Use", "Used" or END OF LICENSE
"Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content. (h) "You" or "Your" means the
licensee in terms of this agreement.

The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of
this License. You must affix such a notice to any Open Game Content that you Use.
No terms may be added to or subtracted from this License except as described by
the License itself. No other terms or conditions may be applied to any Open Game
Content distributed using this License.
The Serpent coils throughout creation.
All lives, all moments of history are reflected in its scales.
It is all-consuming; its hunger knows no bounds.
And when all else is done and dust, it will devour itself.

The Auroboros coils within you.

Auroboros Coils of the Serpent, Warchief Gaming, and their respective logos are trademarks of Warchief, LLC
© 2021 Warchief, LLC.

You might also like