Auroboros - Coils of The Serpent
Auroboros - Coils of The Serpent
Auroboros - Coils of The Serpent
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.
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.
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
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
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.
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
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
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
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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
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
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.
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.
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
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
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
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
“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
“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
TIR'ASSAR
IMMORTAL ARTISANS
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
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…
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.
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
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
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
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
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.
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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.
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1. WEAVERS WARD
2. THE CLIPPERY
3. THE SUNBLOOM
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.
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.
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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.
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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
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.
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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.
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LIETSIN
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.
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.
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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.
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1. SERA'S LANDING
2. MARIAN'S
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.
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.
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
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.
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.
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.
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.
PART I: WORLD
110
S KARB O R O U G H
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
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.
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
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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
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TA L I S
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.
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.
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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.
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.
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T A N A S RAE L
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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.
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T I D E S F AR
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.
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
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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.
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.
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.
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
DESCRIPTION NAMES
Often found hunting in packs, ma’ii Masculine Names
have become masters of the open Ahunei, Oldoa, Eavei, Thaw-hia,
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.
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
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
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.
Nicknames
Shank, Rip, Shiv, Gruff,
Shrike, Bite, Spar,
Gnaw, Skar
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.
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
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.
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).
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.
CLASS FEATURES
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.
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.
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.
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.
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.
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…
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!
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.
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…
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.
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…
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.
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.
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.
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.
TIDESFAR
Seafarers
GROUP ORIGINS
It’s said that the citizens of Tidesfar are one with the sea.
: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…
: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…
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…
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.
: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.
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
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.
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.
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.
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.
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.
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…
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
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:
: 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
: Obscure something colossal from others’ perceptions : Turn a rampaging monster to stone
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:
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?
: 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.
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.
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.
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.
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.
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.
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?
: Do they know what the Mark of the Serpent is? and what spellcasting level are they?
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
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
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.
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.
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.
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
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?
PLAYERS USING MARK POWERS : Do you think others will trust you with it?
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
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.
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
254 255
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
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.
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…
: Handing out food and supplies to the needy within the Trade-Cities
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
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.
FACTION DUNGEON
THE OSSUARY
Loculi
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
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
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…
FACTION DUNGEON
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.
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.
THE DESCENT
From Korosoth
Mountain
1 Square = 10 feet
Goruu-Mog’s
Lair
Vile-Fane
Ralavak’s
Lair
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
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.
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.
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.
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:
: 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…
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
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
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
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…”
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.
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.”
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”
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!
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.
: Transporting rare relics and works of art from across Lawbrand to the Conservatorum’s cultural museum
: 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…
: 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
LOCATION DUNGEON
THE CRYPTWAYS
THE CATACOMBS OF VORILGRAINE To
Thornhold
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
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
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.
LOCATION DUNGEON
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.
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
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
: 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…
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
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
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.
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
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.
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
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…
LOCATION DUNGEON
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.
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
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.
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…
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…
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.
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.
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
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.
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)
bestiary
350 351
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)
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.
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)
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)
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.
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.
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)
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.
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.
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.
bestiary
366 367
MAGYIR FORTUNE-WEAVER
Medium humanoid (gnoll), neutral good : Cantrips (at will): Mending, Resistance
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)
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)
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)
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.
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.
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)
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.
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.
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.
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.
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
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.
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)
index index
SUCCESSES
DEATH
SAVES
HIT DICE
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
PASSIVE
INITIATIVE ATTACKS & FEATURES WISDOM
SPELLCASTING & TRAITS (PERCEPTION)
SPEED
PERSONALITY
TRAITS
EQUIPMENT CHARACTER BACKSTORY
& CHARACTER NOTES
ARMOR
CLASS PROFICIENCY BONUS INSPIRATION
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