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Legendlore Manuscript Preview PDF
Legendlore
[SPINE TEXT]
Legendlore
The Realm of Legendlore sits on an unstable nexus of reality and sees many visitors from other
worlds. You are such a visitor. In Legendlore, you have Crossed from Earth into East Azoth and
become a changed version of yourself — a songwriter finds themself a bard, a scientist a wizard.
You might find yourself in a whole new body to better match your true self, including adopting a
new fantasy race.
Legendlore offers a diverse and inclusive world filled with adventure and mystery. Fight
megalomaniacal dictators, explore magic and strange science, and claim your Legend as you find
a way back home.
[TITLE PAGE]
Legendlore
Elizabeth Chaipraditkul, Steffie de Vaan, Jacqueline Penny Hart, Travis Legge, Megan Mackie,
Ashley May, Katriel Paige, Roman Trevisanut, Vera Vartanian, Ashley Warren
[CREDITS PAGE]
Credits
Developer: Steffie de Vaan
Writers: Elizabeth Chaipraditkul, Jacqueline Penny Hart, Travis Legge, Megan Mackie, Ashley
May, Katriel Paige, Roman Trevisanut, Steffie de Vaan, Vera Vartanian, Ashley Warren
Editor: Brian Johnson
Indexer: [NAME HERE]
Art: [NAME HERE]
Art Director: [NAME HERE]
Creative Director: Richard Thomas
Special Thanks
[ADD HERE IF NEEDED]
[OPP LEGAL HERE]
“Prop the Door!”
“Are you ready for the greatest game of all time?” Connor couldn’t suppress his smile as he led
the small group toward the farthest door in the campus library basement.
“Yeah, but where are we going?” Nichelle asked, her arms aching from lugging her brother’s
books the quarter mile from the student parking lot, across the campus green, down the three
flights of stairs in the library, and at last through the maze of book stacks to this singularly
unremarkable door.
“Isn’t this part of the library haunted?” Cardinal asked, carrying zir own burden of snacks and
drinks while following zir friends.
“What is ze talking about?” Nichelle asked, alarmed. “Connor, what is Cardinal talking about?”
The well-dressed young man rolled his eyes. “It’s just an old rumor. Something they like to tell
the freshmen on orientation week.” Pulling the door open, the trio was greeted by enthusiastic
hails from the other two people already waiting inside.
“Professor, this is Nichelle, and Nichelle this is my professor of medieval history, Riku
Kobayashi,” Connor introduced, as he set his stack of books on the small, worn-out conference
table.
“Riku or Rickie when I’m the game master,” the professor said, the crinkle at the corner of his
eye the only telltale sign of age on his handsome face. The Japanese professor stood up to offer
his hand to Nichelle, who blushed as she set down her own burden to shake it.
“Thank you for inviting me,” Nichelle returned, sitting down at the table and pulling her black
curls back into a bun.
“Always great to have a new player. I’ve been running this game for awhile now. It’s nice to get
someone from the outside.”
“So it’s all right that I’ve never role-played before. I mean, I have played roles, but…” Nichelle
stammered.
“She’s an actress,” Connor explained.
Riku laughed. “Then this should be easy for you. Feel free to ask any questions you have.”
“I have a question: can we exchange experience points for grade improvements on the final?”
Cardinal asked, as ze moved past to deposit the grocery bags onto a second, smaller table set up
as their unofficial snack buffet.
“Still no — same as last week,” Riku returned to his seat behind his game master’s screen.
“I still maintain an elective shouldn’t be held to the same standards as required classes,” Cardinal
waved zir multi-colored painted nails dismissively.
“This coming from the strictest rules lawyer I’ve known in the past ten years,” countered Riku
smoothly.
“Oh, and Nichelle, this is Terra,” Connor said, gesturing over the fifth member of the group
patiently waiting on the other side of the table. “She’s an engineering student.”
Terra jumped down from her chair, her eyes just visible above the table as the little person came
around Riku’s chair with her hand outstretched.
“Nice to meet ya,” Terra declared. “So what’s the story between you two?” she asked Connor.
“Did Kevin break your heart for good this time?”
“She’s my sister,” Connor said with an edge, before sliding his character sheet and notes out of a
folder.
“Sister?” Terra asked, now looking Nichelle up and down before glancing over at lily-white
Connor.
“His mother married my father,” Nichelle explained. “We’re step-sibs.”
“Do you know what kind of character you’d like to play?” Connor interrupted them, pulling out
his player’s guide book, ready to flip to the relevant pages.
“Oh, and Terra, did you bring your new character for me to check over?” Riku asked, still setting
up a dice tower and miniatures behind his game master’s screen.
“Yes, but I wanted to check one thing quick,” Terra said, returning to her own chair on the
opposite side. “Hey, Cardinal?”
“Ye-es?” Cardinal queried dramatically.
“Would you be offended if I played my new character as non-binary?” the little person asked.
“Absolutely not. Viva representation!” Cardinal added with a fist bump to the air.
“So, professor,” Nichelle started, “Connor was telling me this part of the library is haunted?”
Riku barked a laugh. “That is the legend, yes.”
“It happened in the 80s, is what I was told,” Terra added, getting excited. “A group of
engineering students and a janitor who helped them died in some sort of experiment.”
“It was in the 90s. And it was a group of pre-med students who were using this very room to
study for exams,” Cardinal cut in. “They came in to pull an all-nighter, and disappeared without
a trace. All anyone ever found was their textbooks.”
“And yet it was apparently in the 60s, or at least that’s what they told me when I was a student
here in the 80s,” Riku laughed. “A group of kids came down here to play spin the bottle and just
vanished. And all that they found was the bottle.”
“Yeah, that sounds like a curse to me,” Terra laughed. “Every ten years, the library demands a
sacrifice in student blood.”
“There would be evidence if it was real, like newspaper clippings or something. Unlike you lot, I
actually checked. It’s all just urban legend,” Connor muttered without looking up as he pre-rolled
his dice.
“Oh my lord, you are such a spoilsport,” Nichelle laughed.
By now Terra has searched her bag and all her papers, twice, and sighed resignedly: “I must have
left my character sheet in my room. I’ll go get it.”
“Well, please hurry,” Riku said, glancing at the cracked standardized clock on the stained wall.
“I have to pick up my kids from their mother’s in the morning, so I can’t be up all night. Once
we have Nichelle’s character sheet done, we’re diving right in.”
“I’ll be ten minutes. Tops,” Terra assured as she picked up her smartphone and went to the door.
She hauled it open, only to stop in place and stare.
Beyond the door was a nighttime forest bathed in moonlight.
“What the…” Cardinal’s voice behind her was incredulous, but Terra couldn’t tear her eyes
away from the impossible scene. Fireflies were dancing about in the warm summer air, where the
chill winter frost outside the library should be.
“That…that can’t be real,” Nichelle said, rising from her seat.
They all stared silently, unsure of what to do or say as the sounds of crickets and cicadas strung
over a general humming chorus of night life filtering in through the door.
Then Terra finally moved, extending her arm straight out. Someone behind her gasped at the
abrupt gesture, but all she did was point at the ground. “The light.”
A rectangle of light cut across the grassy ground in front of the door.
“If it wasn’t real, the light wouldn’t fall on it,” Terra concluded, as if that was what she needed to
believe what she was seeing.
“Terra, maybe you should back up,” Riku said, taking charge as he moved toward the door. He
set a hand on her shoulder, to indicate she should move backward, but instead, the small woman
surged forward a step into the grass, in spite of the cries of dismay from her friends. When the
ground didn’t swallow her whole or turn her into a puddle of ooze, she bent down and pushed on
the turf with her hand.
“It feels real to me.”
With that confirmation, and the absence of dangerous creatures pouncing on their friend, the
others hesitantly stepped across the threshold into the night-time forest.
“Look at that night sky!” Cardinal exclaimed, pointing up through the towering dark spires of
trees to the stars beyond.
“It’s sweltering,” Nichelle said, removing her sweater to tie around her waist.
“Did any of you feel something when we passed through the door?” Riku asked, turning in a
circle to look back into the library conference room just in time to see Connor on the verge of
crossing the threshold.
“This is amazing!” the young man breathed as he looked left and right, trying to take it all in
before stepping out himself and letting the door fall shut behind him.
“Prop the door!” Riku called out too late, just as the door slammed hard into its frame. It utterly
disappeared into the night.
“Oh my g...”
“Where’s the door?”
“I can’t see!”
“We’ve been lost forever and no one will ever know what will happen to us!”
“It’s been five minutes.”
“I have a paper to finish!”
“Okay, everyone calm down,” Riku shouted over the frantic panic.
“Wow,” Terra breathed in awe. “Look!”
“What do you mean look? It’s pitch black!” Nichelle squealed, her voice tight with panic.
“Two moons,” Terra replied.
The group looked up through the towering black trees to the expanse of stars, now dimming as a
smaller, brighter moon rose to join the larger one in the sky.
“We’re on another planet,” Nichelle breathed. She turned to look at each of the faces beside her,
now much more visible in the new moonlight.
Introduction
The Legendlore Roleplaying Game is based on The Realm and Legendlore comics, in which
four friends from Earth find themselves teleported into a wholly unfamiliar world. They quickly
find themselves embroiled in a battle for the fate of East Azoth, when the villainous Darkoth
abducts one of the friends so she may summon Shinde Imas, the Elf Slayer, for him. They
embark on many adventures, suffering losses and finding love, in the Realm before finding a
way home — and some of them never do, instead choosing to remain in this world of magic.
The Legendlore comic started as a black-and-white publication with Arrow Comics in 1986,
written by Stuart Kerr and Ralph Griffith and illustrated by Guy Davis. It then moved to Caliber
Comics and saw several spin-offs such as one shots featuring the elf Silverfawn, the
Daemonstorm, the Elf-Human War, and a mini-series crossover with the supernatural zombie
comic Deadworld titled Realm of the Dead. Legendlore counts nearly 60 issues in all, which
were recently digitized, enhanced, and re-published in five collected volumes. The roleplaying
game before you is based on the first major arc of The Realm, collected in issues 1-22.
What happened to ….
The Legendlore Roleplaying Game picks up at the first issue of The Realm. If
you read the comics, you might wonder what happened to Alex, Dom, Marjorie
and Sandra. You may decide the four are out there somewhere, fighting Darkoth,
and you could encounter them in your game. Timestreams Cross in the Realm too,
so it’s wholly possible for players from 2020 to meet a group of friends from
1986. Alternately, you might decide they never Crossed, or perhaps your game is
set in an alternate version of the Realm, and it’s up to you alone to thwart the
Darklord. For that matter, if you’d rather explore the rich culture of East Azoth
without a megalomaniacal dictator hanging over everything, you can decide he
doesn’t exist — or perhaps he married someone nice, settled down, and lived far
too happily to dream of conquest. The world is yours to create.
You, Yourself
Legendlore sees you Cross from Earth into the Realm to become a changed version of yourself.
A songwriter might find themself a bard, a scientist a wizard, or an activist a fighter. You may
find your body changing to better match your true self, even adopting a new fantasy appearance
if you so choose. Your identity and memories remain wholly your own though, and you’ll find
no gods or predetermined alignments forcing your actions. Crossing also imbues you with a
Legend, which each player designs for themself, that propels you to greatness and a full embrace
of your chosen destiny.
A Diverse World
The Legendlore Roleplaying Game presents a diverse and inclusive world based on the
Legendlore comics. You’ll find people, including all non-humans, of all colors, genders, and
sexualities in East Azoth. You are always welcome in the Realm.
How to use this book
To run the Legendlore Roleplaying Game, you’ll need a set of polyhedral dice and the player’s
handbook (PHB) for the 5th edition of the world’s most popular fantasy roleplaying game.
This book is divided into three parts: character creation and play, detailing Crossing and
Legends, peoples of East Azoth, classes, backgrounds, feats, and magic; East Azoth, detailing
the nations, dangerous places, and typical encounters within the Realm; and a Game Master
section featuring advice on running the game, creatures, magic items and strange things, and a
starting adventure complete with five pregenerated characters.
Chapter 1: Welcome to East Azoth
Much of the early history of Azoth is shrouded in myths and legends, which vary considerably
from one people to another so a true accounting is hard to find. Of all the peoples, the short-lived
humans show the greatest interest in recording and documenting history as it unfolds around
them. Let us start our tale, then, when the first humans arrived in East Azoth.
The First Humans
Humans first appeared in the northwest of East Azoth, crossing from West Azoth over the Black
Mountains and Grey Hills. No written records survive of this age, and oral tradition varies on
what drove them — famine, war, and great winged monsters are all named in various legends.
This time is known as the Great Crossing, leading Wanderers who hear of it to speculate as to
whether all these people were displaced from Earth. Earth itself, after all, is rife with legends of
people and nations who disappeared seemingly without a trace.
Northern East Azoth was as inhospitable then as it is now, and the arriving humans migrated
slowly to the warmer climes of the south. As they did so, they passed through the territory of
East Azoth’s indigenous people. If the indigenous trolls and dwarves objected to this incursion,
their scholars keep mum about it now. Modern orc ambassadors, on the other hand, cite
displacement at the hands of humans as the reason for their culture’s collapse, and ask for the
return of their homeland in the Bloody Hills. Meanwhile Darkoth’s reign keeps the goblins silent
— if the Dark Lord allowed any of their historical knowledge to survive at all. The elves’
response to the newcomers, however, is well-documented on both sides.
The Return of Magic and the Elf War
As humans moved south, they delved into the arcane arts for which they have a talent, or at least
a reckless enthusiasm, greater than any other people. They used their magic to exploit, displace,
and destroy East Azoth’s indigenous peoples. The elves, East Azoth’s dominant people before
the coming of humans, were the first to stand up to them. The Elf War (or Human War in the
elves’ history) is the earliest recorded military conflict in East Azoth.
The elves, more knowledgeable about East Azoth and with far more resources at their disposal,
expected to win the war quickly and decisively. They did not count on the humans’ knack for
magic though, nor on their willingness to use it to dire effect. Magic is dangerous to both the
spellcaster and their environment, and the natives of East Azoth never predicted how far the
humans were willing to go. They summoned the demon Shinde Imas from the darkness of the
Netherworld, and the creature ripped through the elven armies before turning its destructive
power on the rest of the elves. Only by the forging of the Yu’lldian Blade were the elves able to
defeat the demon, who went down in history as The Elven Slayer.
The humans, rightly appalled by the slaughter they unleashed, offered peace to the elves. The
elves accepted and moved to the Enchanted Forest where to this day humans find little welcome.
They hid the Yu’lldian Blade and destroyed any record of its location. Then, they quietly turned
to the study of magic to stop the humans if they ever did such a thing again.
After the Elf War, humans continued to move south. Many generations had passed since their
first appearance, and a new religion sprung up among them — the worship of Othaaris, goddess
of healing and fire. The Othaarians abandoned the use of arcane magic, instead turning to a
simpler and more natural lifestyle. They retreated to the Isle of Ardonous, where they built a
nation founded on peace and harmony. The remaining humans remained in East Azoth, now
living in relative peace with the indigenous people.
Crossing also effects physical changes in your character to match You best. A girl assigned male
at birth might find her body changed or remaining the same, depending on the player’s view of
herself. If a player has glasses, and their sense of self includes said glasses, the character retains
them after Crossing — if not, they now have 20/20 vision. The same goes for hearing aids and
other devices. Crossing ensures that contacts, wheelchairs, joint braces, pacemakers, and any
other medical aids that might require power sources or precise and tiny electronics now run on a
mysterious ancient magic so long as their bearer remains in the Realm. If someone has a chronic
illness but wishes to live a life without such constant pain, their self after the Crossing simply
does not have it. However, it is also possible for that same person to want to keep their chronic
illness, feeling that their life has been shaped and formed alongside and inseparable from their
condition. It is likewise possible for a person who experiences nonverbal episodes, such as via
autism spectrum or trauma, to be verbal if they wish it, just as it is entirely possible for these
people to be nonverbal in the Realm as well. Every Crossing accepts all without judgment, and
changes each to their most inner self.
Likewise, You can be changed during the Crossing to take a form more fierce, more elegant,
hardier, or simply more sneaky, and transform from human into any of a number of other peoples
not found on Earth. People of the Realm still distinguish these transformed individuals as
Earthborn rather than Realmborn, despite them having the same physique as indigenous
inhabitants — it takes only a short conversation to realize the Earthborn elf doesn’t have the pre-
existing connections and knowledge of Realm history that a Realmborn elf would. Some elves
will consider this Earthborn elf akin to a distant cousin, while others immediately classify them
as a Visitor, but all accept the Earthborn is one of them at heart.
So what happens if you, the player, have a family? If you have a beloved partner who would
come back home from work, or who would travel to your city for the weekend only to see you
missing and assume the worst — and with no closure, no body to mourn and bury? What
happens if you are a parent yourself? As time passes differently and unpredictably between Earth
and the Realm, You might not be able to stand being in another world for so long without the
presence of your loved ones beside you, even in a fictional story.
Fortunately, You have options.
One You, Many Stories
You contain many possibilities. In some timelines You took the first job you saw, even if it
crushed you, and your curiosity and ambition took years to recover from that harsh environment.
In other timelines, You came out earlier than you did in the present one. All of these, at their
core, are You: but they represent branches, different stories.
We call these instances Other You.
Other You is a bit like an alternate version. A parent who passes through a Crossing emerges as
themself from a time in their life before they became a parent. Perhaps this Other You does not
have family to care for during their illnesses and disability with all the obligations and dynamics
that might bring. This is a You before entering the military, or before that cross-country move.
This might be a You who did not have estranged siblings due to family trauma. This might be a
You who dumped their first love because they saw the red flags earlier, or who asked that high
school crush to prom, or that college sweetheart to the swing dancing class — or who refused to
bow to the pressure of keeping your loves secret out of fear of hatred and violence. This is a You
who did not get kicked out of their family — a You who was accepted early on for who you
were, or who got help instead of struggling for years. This is the You who decided to be an
activist, or a You who went into dance, when the people all around you had told you it was
dangerous. This is the Other You who took another path, who wrote another branch, in the story
in your life.
The Crossing would reveal this You as well, and players are encouraged to discuss their options
and desires with the Game Master for their game. As the Game Master’s role is to help
coordinate the stories of the characters and their scenario, this is a perfect time to start talking
about playful exploration, creativity, and the many possibilities of the game.
Session Zero
Characters in Legendlore are representations, or aspects, of the players. That
brings nuances and vulnerabilities to bear which require a Session Zero, detailed
more fully in Chapter Eleven. Get together before the campaign starts and talk
about expectations for the game (which themes would players like to explore), as
well as soft and hard boundaries. In a player asks the Game Master to tread lightly
around a certain topic, they should do so — and check in frequently to confirm
the player is still okay. If a player asks the Game Master to avoid another topic
entirely, they should to that too. The characters in the game are the people at the
table, and people should be treated with kindness and respect.
Sometimes loved ones cannot be left behind; sometimes obligations are too great to just imagine
You running off suddenly to a realm of magic away from our own. This Other You comes from
an alternate reality, one of many paths not taken, and so has the freedom to have adventures —
and possibly their own idiosyncrasies and baggage, from their different experiences — but is still
fundamentally Your personality and You all the same.
These ideas of “You” and “Other You” might seem a fine distinction to players, but they are an
important one. As a player making a version of yourself for a character, you are empowered to
bring only those aspects of yourself into the Realm that you wish to.
Endings
Empowerment and collaboration also are important if a character dies during the game’s story.
The group should avoid “Your character is dead now, Erik, join us again when we start a new
campaign three months from now.” Legendlore is a game of collaborative storytelling, of
finding your character’s Legend, and the Realm can reincarnate a Visitor if their story isn’t over
yet. Reincarnation doesn’t always mean the character returns exactly the same though, or with all
of their memories and experiences intact, and exploring this — via a quest to find someone who
can reincarnate a group member, or questing for memories of their old life — becomes part of
the story. Other ways to handle character death include seeking out Othaaris to ask for their
return, or pursuing leads on ancient and secret magics. During these stories, the player of the
deceased character can temporarily play an interim character, or an existing NPC. The Game
Master and player could also just decide that the Legend of that specific character isn’t finished
yet, and some twist of fate kept them going when all seemed lost.
If reincarnation or returning from near death is not in the proverbial cards, the player can also use
an Other You. While the character’s death can be an opportunity for the players and the Game
Master to explore themes of sacrifice and legend, bringing in an Other You ensures the player
can stay within the game and enjoy themself.
Legacies
You are not the first from Earth to travel to the Realm. The Realm has had Visitors before, and
each time these Visitors left something behind, whether it be science, architecture, or even
accidental technology. Some Visitors became stranded and formed their own communities out of
an immediate need for survival. These communities can still be found in the Realm, though they
tend to be pockets of isolation and have their own customs and concerns.
Sharp-eyed Visitors may recognize aspects of their own world appearing in the Realm as
inexplicable phenomena. In the depths of a forest, they may encounter a glider plane abandoned
with vines anchoring it to the soil, its metal rusting and markings faded under a strange sun its
paint was never meant to withstand. These phenomena are considered Strange Things throughout
the Realm. Another Visitor may recognize the glider as a type of plane, even if they do not
recognize the exact make or precise time from which it stems. A group of Earthborn may
recognize the local word for the glider, borrowed from words they might recognize just as the
words for “aeroplane” or “aluminum” might sound similar between different languages on Earth.
Areas with previous contact with Visitors may have words like these but see them misapplied.
An airplane chassis may be identified with the word “aluminum.” A pack of military rations may
be called by words like “guard” or “emergency.”
Not all places frequented by past Visitors are abandoned, however. Living communities
descended from stranded Visitors grow and flourish, and some things Visitors brought are now
considered part of the societies they connected themselves to. These can be as obvious as
distinctive architectural styles brought over from times and places in Earth’s history. Styles of
armor may also show influence from different cultures from Earth, and an artisan within the
Realm may know of several different styles and their relative strengths and weaknesses. Visitors
may also recognize the use of certain decorations and techniques, such as a specific flower
pattern popular in Norway or the technique of making the paper room-partitions or thatched
roofs traditional in Japanese architecture. There may be gargoyle-like statuary from medieval
Europe, or statues of other fierce protectors with teeth bared that show inspiration from India or
China. Alchemists across the Realm are slowly discovering the facets of metalworking needed to
make intricate clockworks, and a rare few are tentatively perfecting the chemistry needed to
make black powder, after Visitors brought knowledge of these innovations into the Realm. It is
even rumored that some Visitors came to the Realm with their weapons, and in trying to find a
way to maintain them in their new lands inadvertently introduced new martial disciplines.
The nation of Ardonia embraced virtually every scientific innovation it encountered, its artificers
doing what they could to perfect and integrate these advances into their society. Magic-users are
extremely rare within its boundaries as hypotheses, statistics, and experiments now carry
Ardonia toward the skies using skillful manipulation of flame and air currents. Visitors may
recognize these for what they are — scientific experiments harnessing principles of alchemy and
artifice instead of the Earth laws of physics. Electricity becomes ambaric energy, or harnessed
aether. Scientists become alchemists and artificers. But to many people within the Realm, the
wonders of science are still difficult to distinguish from the wonders of magic. If someone can
produce a ball of flame on command, it matters little to onlookers whether they do so through a
controlled reaction of the necessary chemical compounds, or a spell using more arcane
components kept in a special pouch.
Legends
Crossing doesn’t just change a Visitor; it attaches a Legend to them — threads of destiny and
fate which propel Visitors onward in their story. You can choose and design your Legend during
character creation, meaning you know what your character’s destiny is even if they must still
uncover it. Alternatively, you can wait until you’re a few sessions in and you have a clear sense
of where you want to take your character. While you should design a Legend at some point —
it’ll contribute to your character’s story and give you a way to earn Legend Points — you’re
under no obligation to do so immediately.
The Legend mechanic represents the character’s destiny, such as Regent of Dragons or Avatar of
Peace. Whenever a character does something momentous like defeating Zarkon (which grants
Legend Points to all involved), or takes an action that resonates with their own Legend such as
refusing to let their party members kill Zarkon because they’re the Avatar of Peace, the player
earns a Legend Point. Players can keep the point to themselves or place it in the communal
Legend Pool.
Players can spend Legend Points, either from their own or the communal pool, to gain advantage
on an attack roll, saving throw, or ability check. They can also spend it to introduce a narrative
element such as “The guard carries the keys to our cell on his belt,” or add a friendly Game
Master character to the scene in the manner of Silverfawn, Diggorous, or Pilden from the
Legendlore comics. A player who hasn’t chosen a Legend yet can, so long as their character is
part of this group of Visitors, still use Legend Points from the communal pool.
Legend replaces the inspiration mechanic (not to be confused with Bardic Inspiration).
Choosing Your Legend
The player works with the Game Master to design a Legend for their character. Perhaps they’re
trying to not spread any more violence than absolutely necessary for self-defense, and you want
their destiny to reflect that commitment to peaceful solutions: thus, you choose the “Avatar of
Peace” Legend. With a basic concept chosen, you should now decide what kind of actions garner
a Legend Point.
An Avatar of Peace could choose to defuse situations by talking it out, or through other
nonviolent means, thus garnering Legend Points. They also build their Legend through relatively
minor actions: the choice to get both sides of a story before coming to conclusions, or getting
more context about a situation before rushing in with swords drawn might seem like small
things, but are still steps toward realizing their Legend. Likewise, if they helped a diplomat
broker peace between two settlements, avoiding a blood feud or war, that momentous action
would also warrant gaining Legend Points.
Every Legend comes with one positive and one negative attribute, which inform how people
within the Realm respond to that Legend. There is great diversity in responses across the peoples
of the Realm. For example, the people of Brachmon might think the Avatar of Peace is dragging
their heels as Darkoth attacks Brachmon. Meanwhile the people of Ardonia, committed to
Othaaris as Goddess of Healing, might revere them. The player can also choose an internalized
positive and negative, such as a peacemaker who refuses to punch Nazis even if they sometimes
probably should. These positive and negative attributes serve to further the character’s narrative,
and a player may earn Legend Points by leaning into them in a way that’s enjoyable for the
group of players.
Lastly, the player should pick two skills, languages, or tools in which their Legend grants them
proficiency. An Avatar of Peace might choose from Intelligence (History) to better navigate
historical divides, Wisdom (Insight) to see how to best coax an enemy from violence to
negotiations, and Charisma (Persuasion) to convince that enemy to commit to such negotiations.
Note that this gives player characters in Legendlore two extra proficiencies compared to
characters in other games, should you wish to do a cross-over game at some point.
A group of players can also choose a communal Legend for their characters. If the characters are
dedicated to exploring all the nations of the Realm, their players might collectively decide on a
Legend such as “The Four Corners,” in reference to reaching the very edges of the Azothian
map. Legend Points from a shared Legend automatically go into a communal pool, though the
Game Master should still award a point for each character — if a group of four travels to the far
reaches of Brachmon, that warrants four Legend Points for their communal pool.
It is possible for a character to work against their destiny, or to try to refuse the call — after all,
just because the player thinks it’s awesome to be the “Bane of Ardonia” doesn’t mean the
character is immediately on board, despite their many similarities. Exploring a Legend and the
character’s reactions toward it can be a way for a player to explore themes of will, perception,
and complex motivations. If a character commits selfish or evil acts, they may have initially
thought they were doing something good or justify the behaviors by saying that they are keeping
order in the land. Maybe the hero does not think they deserve their Legend. Maybe they feel like
they have made too many mistakes in their life. Stories abound of the reluctant hero who must
learn about themself or get past their own preconceived notions first to grow into their role. This
is a chance for You to grow into Your Legend and become such a hero!
We offer five sample Legends below but encourage players and Game Masters to design their
own to fit their campaign. Every Legend has both a positive attribute and a negative attribute,
and grants proficiency to a combined two skills, languages, or tools.
Avatar of Peace
The Realm is preparing for war. The nations of the south may not realize it yet, but Darkoth’s
attack on Brachmon is only an opening salvo. If he conquers Brachmon, he’ll move to Grey Hills
and the Enchanted Forest next. You are going to stop him — not through war, but by persuading
the people of Drohm to lay down their arms. Darkoth’s plans won’t go anywhere if he doesn’t
have an army. As a negative, you are so committed to peace that this includes Darkoth himself,
who is unlikely to be dissuaded by your words.
Proficiencies: Choose Two: Intelligence (History), Wisdom (Insight), Charisma (Persuasion),
tea kit toolset (aids in peaceful talks)
Legendary Reputation
Thus far, East Azoth takes little notice of Drohm’s attack on Brachmon. As a result, most are
initially unlikely to have an opinion on your ideals. Once word spreads though, Brachmon’s
immediate neighbors in Grey Hills and the Enchanted Forest will think you naive and blind to
the facts. Meanwhile the southern nations, who are not currently a target for Drohm, will
embrace your ideals.
Legend Points
Examples of when this Legend grants Legend Points:
• When you refuse to commit violence even in self-defense
• When you persuade others to lay down their arms
• When you lead negotiations for peace
Bane of Ardonia
Ardonia is a nation of great scientific advances, governed by a religion of peace under Othaaris.
However, they’re also isolationist and have physically walled themselves off from East Azoth.
Their wall will only keep good people and legitimate ideas out — those who’d respect Ardonia’s
self-imposed isolation — while bad people and awful ideas will find a way to sneak through. In
short, it needs to go. You are a revolutionary with ideals of a larger connected world. As a
negative, you sometimes lose yourself in your vision for Ardonia and forget that the Ardonians
need a little time to come around.
Proficiencies: Choose Two: Charisma (Intimidation), Charisma (Persuasion), Intelligence
(History), Intelligence (Religion)
Legendary Reputation
Ardonia’s neighbors in O’Koth, Carahill, and the Enchanted Forest, as well as more open-
minded Ardonians, support your cause. Meanwhile Drohm, which prefers Ardonia not interfere
with its plans for conquest, and more fearful Ardonians don’t like you.
Legend Points
Examples of when this Legend grants Legend Points:
• When you get an Ardonian to consider whether a wall really protects them
• When you make a compelling case against the wall, even if you go unheeded
• When you further your own understanding of why the wall exists, and why the
Ardonians cling to it — you needn’t agree with them, but you should know their reasons
Caln of Stone
“This far and no further.” Stone represents stability, fortitude, and uncompromising will. This
Legend’s positive features relate to construction and stability, whether literally rebuilding a
city’s structures or helping to “hold the line” in a great battle. The negative features include
stagnation, isolation, and self-delusion. Great defenders and spiritual leaders have been Calns of
Stone: so too have extremists, convinced what they do is right no matter what.
Proficiencies: Choose two: Charisma (Intimidation), Strength (Athletics), tinker’s tools, mason’s
tools
Legendary Reputation
People from Ardonia, Drohm, and Grey Hills admire your steadfastness, as they hold to the same
determination and long-term vision. The people of Carahill, the Enchanted Forest, Olardell and
Brachmon take a more ad hoc approach to life, and often find you too set in your ways.
Legend Points
Examples of when this Legend grants Legend Points:
• Facing a great dilemma (internal or external) and not compromising on Your values
• Repairing buildings in a destroyed village
• Defending one of of a city’s significant structures from attack or disaster, to help
preserve the city’s history
Regent of Dragons
“Know thy own self.” Dragons in the Realm symbolize wisdom, justice, and ferocity. They
passed into stories long ago, though rumors abound of dragons waiting — or lurking — in
isolated mountains and caves, furthering the popular belief that dragons reward wisdom and
destroy the foolish. A Regent of Dragons is skilled at discerning the motives of people, and
weighing how groups have acted in the past, to inform judgments and decisions in the present.
Proficiencies: Choose two: Wisdom (Insight), Intelligence (History), a language of choice
Legendary Reputation
When people discover You are Regent of Dragons, many will come to ask questions of You and
seek Your judgment. However, a Regent of Dragons knows that the path to wisdom is one of
continual learning, and while You try to judge fairly, fair judgments may not be what a person
seeks of you: nor can You advise everyone, for You are just one person. Elves especially try to
make friends with a Regent of Dragons, though such a Legend is esteemed by all peoples.
However, people from across the Realm might see a Regent of Dragons as too selfish when such
a Regent acknowledges the limits of their own emotional capacity, resources, or other capability,
and these people will often try to undermine Your Legend.
Legend Points
Examples of when this Legend grants Legend Points:
• Dispensing justice and bringing reconciliation between two battling groups
• Teaching others a skill or subject for an extended period of time (GM discretion)
• Acknowledging the limits of Your own knowledge, resources, and capacity; seeking
out or recommending others who may be better able or better equipped to help
Suzerain of Blossoms
“Each person possesses their own worth.” This Legend encourages people in seeking out their
own paths, in encouraging and cultivating their own strengths and talents. Among the Elves, the
song of the Suzerain of Blossoms is called the Song of Worth and sung when a family gains a
member or when an adult member goes off on their own. A Suzerain of Blossoms is often
observant, thus more able to notice the actions and aspirations of those around them. However,
negative features of this Legend include not being able to tell when individual responsibility ends
and collective responsibility begins.
Proficiencies: Choose two: Wisdom (Insight), Wisdom (Perception), a language, a musical
instrument, a single set of tools
Legendary Reputation
A Suzerain of Blossoms often knows what it is like to lose hope, or to be jealous of someone
else’s skill, talent, or some other feature. Perhaps You realize You are a Suzerain of Blossoms
after years of acting as your only cheerleader, and after several in the Realm benefit from Your
encouragement. All people ostensibly esteem a Suzerain of Blossoms, but Your Legend in
encouraging others sometimes has unintended consequences. A person skilled at martial pursuits
may later become a great war-master. A person skilled at performance may become a renowned
bard able to not only recite a lovely speech, but perhaps also turn demands for justice into either
halfhearted murmurs or riots. A Suzerain of Blossoms thus often struggles with issues of
boundaries and responsibilities.
Legend Points
Examples of when this Legend grants Legend Points:
• Encouraging someone who is in despair or in the midst of failure
• Helping a person or group practice a skill or subject for an extended period of time
(DM discretion)
• Acknowledging the limits of Your own responsibility, and that other people have their
own choices to make (DM discretion)
Chapter 3: People of East Azoth
The Realm is home to a wide variety of creatures, from pixies to orcs. As you Cross, physical
characteristics, personality, and skills and inclination all shape your body into the right one for
You, letting you match the traits of a Realmborn.
After you select a people, you may choose to take their noted ability score increase. This increase
is cultural, rather than innate. Bryzine trolls tend to be hardy due to growing up in harsh northern
conditions, and good at haggling as they’re a trading people. Likewise, elves raise their children
in a way that favors increases to Charisma, Intelligence, and Wisdom. East Azoth supports
adoption and fosterage between peoples, as different peoples cannot biologically conceive a
twin-people child. If you play a Realmborn adopted into a different culture — like a dwarf raised
by elves — you choose which cultural bonus applies. You can also pick one as your people
template and add a Realmborn background from Chapter Five for the other.
You may also decide your Visitor doesn’t have this affinity, or that your Realmborn’s talents
simply run counter to a traditional cultural upbringing. If this is the case, you may forego your
cultural ability score increase and instead refer to the table on p. xx of Chapter 4: Classes to
select a class-based increase instead.
As to languages—you start with whatever languages you know. Luckily, East Azoth’s tongues
are very similar. Refer to Languages in Chapter 7 for more, but generally you can assume most
Visitors can make themselves understood in the Realm.
Bryzine Trolls
Cho Jae ate most of her lunches alone in the bathroom. She was the daughter of a second-
generation Korean immigrant father and a mother so classically European-American she traced
her family back to no less than five European countries. Jae was awkward around the kids at
school — not smart enough to be a nerd, not athletic enough to be a jock, and not Korean
enough to be grouped with the “Asians” at school.
What Jae desperately wanted was to be the person she was with her family. The bright, hilarious
young woman whose witty comebacks always saved a conversation. Then one day she fell out of
a tree and instead of hitting the ground she kept falling, until she landed in a cold, dark cave.
Opening her new eyes for the first time, surrounded by hairy trolls exclaiming that she literally
fell into their dinner, Jae made a quiet promise to herself. Whatever these creatures were,
wherever she was, she would be the person she always knew she was.
You are a Bryzine Troll
You’re a witty, friendly person who is often misunderstood. Rather than mistrusting you because
of how you act, people often judge you because of your cultural background and outward
appearance. Entering the Realm as a Bryzine troll changed things very little for you.
While the Bryzine trolls are a unique culture, people are unable to see past the fact that you’re a
troll. When you encounter prejudice, you seek to enlighten and teach others. You put your best
foot forward and show people how their assumptions are incorrect. Your efforts don’t always
work, but the hope that things can change drives you onward.
Deep within you is a strong, abiding love for others. There is nothing you enjoy more than good
conversation among good friends. You meet new people with ease and forgive mistakes easily,
hoping other do the same for you.
One thing people don’t expect from you is your love of debate. You love sparring ideas with
other people and spending hours discussing the fine points of very specific topics. You don’t
need to be right, but you thrive on exploring competing ideas and broadening your own view of
the world.
People See You as Alien and Fearful
Covered in hair from head to toe, though smaller than your troll cousins, people still see you as
something to fear. Sometimes you forget yourself, think you’re still human, and walk directly up
to someone and then wonder at them backing away in fear. You’d do well to learn from the other
Bryzine trolls and approach people with caution lest they take advantage of your sensitivity to
fire.
Among the Bryzine trolls you’re accepted, even though they know you’re an outsider. After all,
many consider the trolls outsiders themselves so who are they to judge? It’s sometimes hard for
you to understand why the Realmborn trolls are so peaceful, why they focus on mercantile
pursuits, and forgive grave offenses. Within Bryzine there is a deep focus on changing others’
views on trolls and you only hope you can contribute to that in some meaningful way.
Traits
Ability Score Increase. Increase your Constitution score by 2, and your Charisma score by 1.
Age. Trolls mature at sixteen years. Their, albeit limited, regeneration sees them reach a lifespan
of four to five centuries.
Size. Bryzine trolls range from six to seven feet tall and weigh on average 220 to 280 pounds.
Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Your trollish ancestry gives you superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only shades of gray.
Troll Resilience. You have advantage on saving throws against poison and cold damage. You
also have resistance against poison and cold.
Trollish Tenacity. When you are reduced to 0 hit points, you regenerate hit points equal to 1
class Hit Die + your Stamina modifier at the end of your next turn. You can’t use this feature
again until you finish a short rest.
Dwarf
Najda grew up poor in Los Angeles, and spent her time dodging the worst aspects of poverty by
pouring her energy into comics and writing. She loved it, and it appeased her mom’s mandate to
stay out of trouble, which she immediately broke by joining the military straight out of high
school. She planned to go to college after a single tour in Afghanistan, but never got that far.
While on patrol an IED flipped her truck, and Najda spent the next few years of her life fighting
for veteran benefits. It was some small blessing, at least, that Los Angeles was one of the most
wheelchair accessible cities in the US.
One evening, locking up at the comic-book store at which she now worked, Najda heard a
rustling behind her. It came from one of the new comics, pages softly turning in the wind —
except there wasn’t any. She opened the book to a page of a vast hilly landscape that seemed to
steadily draw her in….
You are a Dwarf
You might be short, stocky, and squat, like a Realmborn dwarf, but stature alone has very little
impact on why you Crossed as one. Your inherent drive for adventure, your natural sense of right
and wrong, a love of music and history, or desire to define yourself through action are the traits
that ultimately determined that you would become a dwarf upon Crossing over.
If you were an author, voracious reader, or natural storyteller, these traits might also have
contributed, especially if your goal is to contribute to the cultural tapestry, not just consume it.
If you seek to make history, to amass a wealth of personal adventures, see all the world has to
offer, or strive to do what is just and right in all things, you may find you’re one of the rare few
who are turned into dwarves upon the time of Crossing.
Reckless Storytellers, and Reliable Allies
Dwarves are thrill-seeking glory hounds, always willing to join a fight, or adventure if it
promises fame or a good story. That’s often how others entice you to come along, and it works
more often than you like to admit. You’re also the person they expect to volunteer for seemingly
impossible tasks, because if you live, everyone will get to hear about it.
Other people come to rely on you as a moral compass, since no matter what, you always do what
you feel is right or fair. You might be surprised at how willingly others take you at your word,
and you, like the Realmborn dwarves, don’t break agreements without good cause.
By the fireside, you’re the first people expect to start a song or tell a tale. If you spent a lot of
your time on Earth exploring and traveling, you have personal stories to tell, and a little clever
editing can turn any bit of pop culture or Earth history into a thrilling story that nobody’s heard
before.
Traits
Ability Score Increase. Increase your Constitution or Strength score by 2, and your Charisma
score by 1.
Age. Dwarves mature around twenty years of age, and on average live to about three hundred
years old.
Size. Dwarves stand between four and five feet tall, with broad, squat bodies that are nearly as
wide as they are tall. They can weigh up to 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Dwarven Mettle. You have advantage on saving throws against fear, and resistance to psychic
damage.
Dwarven Recovery. Once per turn as a reaction to being damaged, if you’re not incapacitated,
you can spend and roll a Hit Die to immediately recover hit points.
Natural Performers. You gain proficiency in Perform (Charisma) and two musical instruments
or other performance tools of your choice.
Elves
As Aaliyah and her companions trudged into the depths of the forest, Aaliyah saw the remnants
of the forest goblin camp; a mark here, a flint there. She halted and raised a hand to sign to her
party in a mix of ASL and Forestspeak. Her companions quietly loosened swords in sheaths and
arrows in quivers but didn’t make any overtly aggressive moves — they had brought the
ambassador with them for a reason.
Aaliyah gestured her translator to stand just behind her, in case the goblins didn’t understand
sign language, and took a deep breath. She still remembered her lessons from home, about
standing for what’s right and making others see your point. It had taken her years to convince
her family she was a woman. Yes, she could do this.
You are an Elf
Elves are otherworldly creatures, associated with the scents of woods, the colors of a sunrise
over a mountain, and the light reflected from a waterfall. Elves in the Realm consist of two broad
groupings: elves of the rainbow and elves of the forest.
Elves embody pride and a love of personal freedom. They possess a strong sense of personal
space, boundaries, and sovereignty. While they are apt to help strangers and view them as distant
relations, they view institutions like slavery and enchantments that affect the mind as
transgressions of a fundamental boundary. To all elves, for oaths of love and friendship to matter
in the first place, the individual must be free to enter such relationships. An oath of protection
does not mean anything if the individual elf cannot make decisions for their own mind, heart, and
body. Love spells are rightly taboo among elvenkind, and they often avoid enchantments of
suggestion too.
When Crossing, traits like pride, love of chosen family, a strong sense of boundaries and
personal sovereignty, love of beauty, and even love of personal explorations of emotion, gender,
and sexuality can help determine whether a Visitor becomes embodied as one of the elves.
Community and Freedom
Pride manifests itself in unique ways among elves. In addition to quotidian accomplishments,
they take pride in more abstract crafts as well, such as leadership, the ability to survey terrain at a
glance to discern its advantages in war, helping to heal disease, or alleviating hunger. Forest
elves are named such because their culture revolves around wooded areas, rivers, and the
occasional field or mountain spring. If a threat arises, they can move quickly to avoid it.
Rainbow elves — while like forest elves in many ways — have a more martial culture,
preferring to root out threats whenever possible to make sure the danger does not follow them
home. While ideals like family and friendship hold true for every elf, their connection to the land
has shaped how forest elves interpret these ideals and how they structure their communities.
Homes and shelters are built with an eye toward rapid portability, to be able to take what few
permanent possessions are in the household and travel in the event that uncontrolled fire, flood,
or famine hits the community’s land.
A proverb among elves is that family is in the heart, not in the blood. Not only is adoption
common, but elves give hospitality to other elves. Elves treat each other with dignity, hospitality,
and kindness whether encountering a stranger from elsewhere in the Realm, or one originally
from Earth.
Rainbow and forest elves both speak Forestspeak, though with differences between them. For
example, rainbow elves have more words to describe nuances in martial situations, while forest
elves have three different words for “moss.”
People See You as Proud
Elves do have dealings with other people, though mostly through trade, and the perceptions of
elves can vary quite a bit. In general, people see elves as proud and fierce defenders of their
communities. A human noble may regard an elf as less courteous or elegant than the human
expects, just as it is possible for an elf to initially view a human as tragically short-sighted and
crass. If an elf makes a friend or pledges an oath however, those relationships are built on a
strong foundation that might bend, but never break.
Traits
Ability Score Increase. You allocate three +1 bonuses, or one +2 and one +1 bonus among
Charisma, Dexterity, Intelligence and Wisdom.
Age. Elves are long-lived. An elf may declare themself an adult anywhere from thirty years to
one hundred years of age depending on their experiences; it is rare for an elf to see 750 years, but
not unheard, and these elder elves are greatly respected or feared.
Size. Elves range from 5.5 to 6 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. The Enchanted Forest is lit only by stars and moon at night, and elves evolved to
have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Seekers of Beauty. As beauty is revered by both forest elves and rainbow elves, You gain
proficiency in Charisma (Performance) and a single musical instrument or other artistic tool set.
Sleepless: You do not sleep and may take a long rest by meditating for four hours instead. You
are also immune to effects, mundane or magical, that induce sleep.
Rainbow Step. Prerequisite: rainbow elf. As a bonus action, you can teleport up to 30 feet to an
unoccupied space that you are able to see or otherwise sense. Once you use this trait you cannot
use it again until you finish a short or long rest.
Starting at third level, Rainbow Step has an additional effect, determined by rolling a d6 on the
table below, each time when used.
[TABLE PLS]
Result Number Effect
1 Immediately after you use your Rainbow Step, each creature of your choice that you can
see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1
damage).
2 Immediately after you use your Rainbow Step, each creature of your choice that you can
see within 5 feet of you takes radiant damage equal to your Charisma modifier (minimum of 1
damage).
3 Immediately after you use your Rainbow Step, up to two creatures of your choice within
10 feet of you must succeed on a Wisdom saving throw (DC 13) or be charmed by you for 1
minute, or until you or any of your companions do any damage to them.
4 Immediately after you use your Rainbow Step, up to two creatures of your choice within
10 feet of you must succeed on a Wisdom saving throw (DC 13) or be frightened by you until the
end of your next turn.
5 Immediately after you use your Rainbow Step, each creature of your choice that you can
see within 5 feet of you takes cold damage equal to your Charisma modifier (minimum of 1
damage).
6 Immediately after you use Rainbow Step, each creature of your choice that you can see
within 5 feet of you must succeed on a Constitution saving throw (DC 13) or take poison damage
equal to your Charisma modifier (minimum of 1 damage). If the targeted creature fails the saving
throw, the creature is poisoned, suffers the damage, and at the end of its turn must succeed on a
Constitution saving throw (DC 10) or remain poisoned until the end of its next turn.
[/END TABLE]
Keen Mind. Prerequisite: forest elf. You always know which direction is north, the number of
hours left before the next sunrise or sunset, and furthermore can accurately recall anything you
have seen or heard in the past month.
Hairfoot
Taylor rolled the heavy gold coin over their knuckles; a trick they’d learned in college while
dodging deadlines and putting off studying. It was a worthless skill, sure, but they’d learned
three valuable lessons on the road to their now worthless degree. The first lesson was that a skill
isn’t really worthless if nobody else has it.
The second lesson was that the right friend at the right time could make your life much, much
easier. A friend made in Carahill had graciously given them a bag of coins, and a hard-won
friend in Drohm had given them information on a wizard who might be able to get them back to
Earth.
Sadly, they’d learned that wizards weren’t in the market for friends. They wanted things like
ancient jeweled staves sitting in skeleton infested ruins.
This brought them to the third lesson college had taught them: You can’t dodge the deadline
forever; eventually you have to roll up your sleeves and get the work done. So now Taylor sat in
an Ardonian pub tumbling one of their last coins over their knuckles, looking for a friend or
three who might help them with a dungeon.
You are a Hairfoot
You may have been short, or possessed large feet to begin with, but your physical characteristics
have less impact on the fact you’ve become a hairfoot than your personality does. Your wit,
unique perspective on the world, and ability to puzzle out situations are what transformed you
into a hairfoot upon Crossing over.
You might have been a corporate troubleshooter, a veteran member of a tech support team, a
skillful salesman, or even a shady con artist; either way, you have insights into people and
problems that others don’t, and this is the essential nature of a hairfoot.
Troublemakers and Valuable Allies
Hairfeet are practical by nature, they value solutions to problems, and are inherently talented at
examining situations to find a good angle of approach. This also means they are viewed as
opportunistic and exploitative — a reputation that isn’t inaccurate, but far more negative than
they deserve. You know as well as any other hairfoot that you can’t let a good opportunity pass
you by, since being in the right place at the right time can be the difference between success and
failure.
Other people expect you to take advantage and exploit these opportunities, and many are guarded
against you, thinking you’ve got an angle or motive they haven’t spotted yet. You might, but that
doesn’t mean you’re not on their side. Sometimes you need to get a little tricky on someone
else’s behalf.
You’re the first one people look to for a wild plan or bright idea, and you probably have at least
the seed of one to start with. You’re also confident that you can play the rest by ear without
worry of the whole thing going wrong…and even if it does, you’ll come up with a plan for that!
Traits
Ability Score Increase. Increase your Dexterity or Charisma score by 2, and your Wisdom or
Intelligence score by 1.
Age. Hairfeet mature quickly, reaching adulthood by sixteen, and can reach about a century in
age.
Size. Hairfeet are especially short, standing no more than four feet tall. They are slightly squat
with large, hairy feet. Your size is Small.
Speed. Your base walking speed is 25 feet.
Nimble Digits. Thanks to your small hands you are exceptionally good at fine detail work that
larger folk couldn't easily manage. You have advantage on Dexterity-based checks that benefit
from your agile hands.
Unique Perspective. Thanks to your short stature and keen eyes you often see ways to capitalize
on environments and situations others can't. You can give yourself advantage on a Dexterity
(Stealth), Wisdom (Perception), or Intelligence (Investigation) check, and may do so three times
per long rest.
Shimmy and Slip. Once per turn as a reaction to being attacked you can add +2 to your AC
against that attack and move five feet without provoking opportunity attacks. If the attack misses
due to this feature, the distance you can move increases to 10 feet. This does not consume any of
your movement for the turn.
Human
Miguel Lopez quietly worked on the lock of the school maintenance building as his body rocked
back and forth in a steady rhythm. Sure, he was breaking into the maintenance shed, and yes,
technically he was going to dump food dye into the pool filters, but green is the school color, and
the swim team could use some extra school spirit for their match tomorrow! As far as he was
concerned this was helping, and that’d be his defense if he was caught.
Within a few minutes he had picked the door, and as he nudged it open was immensely confused
by what was on the other side. Instead of a maintenance room he found an old stone chamber
with a shimmering orb on an iron pedestal.
Pranks could wait, he thought, and scooped up the orb to peer into it. In the reflection he saw
himself, though his surroundings seemed dark and strange. He spun around to compare the
room to the reflection, only to find the door was gone, replaced by more dim stone hallways.
Stuffing the orb into his backpack he set off exploring the odd structure he’d somehow stumbled
into.
You are a Human
You were a human before the Crossing, and you stayed that way as you transitioned between
worlds. Though things about you may have changed to better fit the idealized You in your head,
you’re fundamentally unchanged.
Reliable, Adaptable, Stalwart
Humans of the Realm are no different from humans of Earth: they are adaptable, intelligent,
empathetic, cruel, shortsighted, and petty, sometimes all at once. You have your flaws, as does
everyone else.
You find that your appearance may influence where others think you’re from, but you’ve never
heard of places like Brachmon, Drom, or Ardonia. You might do your best to lie and fit in, but
most humans will know if you’re out of place.
As an outsider you have a hard time keeping up with the traditions and cultures around you,
which will be the first thing that tips off Realmborn folk you’re not from Azoth. So long as you
keep your head down though, and don’t draw attention, all but the most keen-eyed observers
should overlook you.
Traits
Ability Score Increase. Choose a cultural increase dependent on your nation, or increase 3
ability scores of your choice by 1, or one score by 2 and another score by 1.
Ardonia: Increase your Intelligence score by 2, and your Dexterity score by 1.
Brachmon: Increase your Constitution score by 2, and your Wisdom score by 1.
Carahill: Increase your Charisma score by 2, and your Constitution score by 1.
Drohm: Increase your Constitution score by 2, and your Strength score by 1.
O’koth: Increase your Wisdom score by 2, and your Constitution score by 1.
Age. Humans reach adulthood in their late teens and live less than a century.
Size. Humans vary widely in height and build, from less than five feet to well over six feet tall.
Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Outsider Edge. Prerequisite: Earthborn. The fact you come from a world of pop culture,
history, science and technology often benefits you in the Realm. At GM’s discretion you gain
advantage on ability and skill checks where your background as a human from Earth would
provide insight or better methods of handling a task.
Reckless Initiative. Humans are reckless and seemingly immune to fear. Once per long rest you
can double your initiative modifier, and also give yourself advantage on that initiative roll.
Give Me A Second. When humans aren’t racing headlong into bad situations they are hanging
back, sizing things up. Once per long rest you can opt to take an unmodified 1 as your initiative
and go last in the combat order. In exchange, you gain advantage and a +2 bonus on one roll you
make on your first turn of that combat.
Versatile. Choose one extra language, tool or skill proficiency.
Orc
Tommy Dufraine was born and raised on a pig farm in the southern US. The irony of this was
not lost on him. He was the runt of six brothers, and a full head shorter than the next oldest
brother; the running joke in the family was that Mrs. Dufraine was plain running out of kid to
have. Now he towered over everyone he saw, weighed as much as two full-grown men, and could
crush bones into dust with his hands if he wanted.
Luckily, Tommy wasn’t the bone crushing sort. He was a quiet, even-tempered fellow, with a
keen intelligence. He had particular love for puzzles and riddles, spending all his free time and
allowance on them as a young man. Even now he missed doing the Sunday crossword with his
dad more than anything.
The current puzzle involved an ancient stone door, and a set of revolving plates on a stone
pedestal. His new friends had been monkeying with it for the last half hour. When you moved
one plate all the others would move on their own in some as-yet undiscerned pattern. He’d
offered help more than once, and they brushed him off. Tommy was used to this, and it had only
become more common since he ended up in this world.
It wasn’t until everyone had given up in disgust and the notion of just smashing the door down
was raised that Tommy sidled up to the puzzle. With a few minutes to figure out the patterns he
quickly rolled the plates around until they all could be pressed in, unlocking the way forward.
“Y’know,” said Tommy, “pigs’re a lot smarter than most folk give ‘em credit for.”
You are an Orc
You may have started out tall or beefy to begin with, but that was only a small factor in your
transformation when you Crossed over from Earth to the Realm. Your untapped intelligence,
natural empathy, and drive to defy expectations had a much bigger impact on your
transformation into one of the towering porcine orcs of the Realm.
You may have been constantly faced with preconceptions based solely on an aesthetic, or
expectations made of your background. Goths, metal heads, punks, hipsters, and most any group
that may be easily misjudged for their appearance have a strong chance of being remade as orcs
upon Crossing.
Cunning, but Poorly Regarded
The first thing you learn about orcs in the Realm is that they have a bad reputation. They are seen
as untrustworthy, brutish, violent, and crude. Your bearing and personality get you lumped into
the Bloody Hills Orcs, confused with an ambassador for a people who think the same way as
you. This is to your advantage, as they appear to be given at least a little respect in the world, if
warily.
Since the majority of other people are automatically on guard around you, making friends and
allies may be initially difficult. It takes effort to change their perceptions, but you are used to this
struggle. You know that appearances are deceptive, and that actions can easily change minds.
With your intelligence, conviction, and willingness to work with others you will quickly make
allies of your more open-minded critics.
Traits
Ability Score Increase. Increase your Wisdom or Intelligence score by 2, and your Strength
score by 1.
Age. Orcs mature rapidly, reaching adulthood by ten, and living about 70 years.
Size. Orcs are large and muscular, they stand between six and seven feet tall, and weigh four to
five hundred pounds on average. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Sensitive Snout. You have advantage on Wisdom (Perception), Intelligence (Investigation), and
Wisdom (Survival) checks that rely on your sense of smell to search, scrutinize, or track
something.
Brutish Build. When you use the Attack action, as a bonus action you can shove a creature
you’ve attacked, forcing them to make a DC 12 Strength save or become unbalanced, which
gives them disadvantage on their next attack, action, or save.
Crushing Impact. When you use the Attack action you can add an additional 1d10 to a single
attack’s damage. You can use this feature once per short rest, unless the improved attack reduces
the targeted creature to 0 hit points, in which case the feature is not expended.
Pixies
As Jada’s hand made a very satisfying connection with the goblin’s cheek they immediately felt
the smallest tinge of regret in the pit of their very tiny stomach. Why were they always getting
into these types of situations? One could argue it all began in university when Jada stood up in
front of the class and lectured the professor on the finer points of feminism they heard their
parents discussing at the dinner table. Or further back when they punched Tommy Branson in
5th grade for telling them to go back to their own country…
Jada questioned their actions a million times per day, hundreds of hours over hundreds of
nights. Why did they always get into trouble? Were they in fact the one who was wrong?
A deep growl from the goblin snapped Jada from their reverie. The creature’s eyes narrowed,
and he flung the hairfoot he held to the ground. Seeing the poor hairfoot cry, Jada remembered:
No, they were definitely not the one who was wrong.
You are a Pixie
You’re not good with bullies. In fact, you’re not good with anyone who thinks they’re superior to
others and can make them feel bad about it. The best medicine for bullies is a good prank or two,
to take them down a peg, and show them they’re just the same as everyone else. Anyone you call
a friend is a friend for life, and you’ll do anything to protect them. Earning your love isn’t easy
though, and people must prove themselves multiple times to you before you’re willing to let
them in.
You often see things others miss. You notice the person frowning in the back, hear the words left
unsaid, or even read the faulty logic of an argument. When this happens, rather than doing
nothing — you act. It isn’t always appreciated by others and it’s exceedingly hard for you to hold
back or filter yourself. You believe in utter, brutal honesty, and hope the people around you do as
well. When you find out they don’t it’s often a startling let down.
People See You as a Mischievous Rebel
People think you cause mischief and sow chaos — and they aren’t half wrong. What the big folk
don’t understand is the motivation behind your actions. They think, small person, small
motivation, merely acting on a lark, but they couldn’t be more wrong. This isn’t a
misapprehension you’re going to correct them of though; it’s always to your advantage when
people underestimate how committed you can be.
Creatures larger than you assume you’re Realmborn and often give you the wary respect
afforded any pixie, but interactions with other pixies is more difficult. Pixie communication is a
complex form of verbal and non-verbal signals. More can be said in one movement than in fifty
words, and sometimes it’s impossible to get Realmborn pixies to shut up. You feel you’ll spend
your entire life trying to perfect blending in with them.
Traits
Ability Score Increase. Increase your Dexterity score by 2, and your Intelligence score by 1.
Age. Pixies mature quickly, reaching adulthood within a year of hatching from their egg. While
effectively immortal (though not indestructible) within the Enchanted Forest, pixies live to about
a century outside it.
Size. Pixies stand roughly six to eight inches tall. Your size is Tiny. Adjust weapon damage
accordingly.
Speed. Your base walking speed is 5feet. Your base flying speed is 30 feet.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t
put you to sleep.
Geas. When you make a promise with someone, you may both agree to turn it into a
supernaturally binding pact. If you or the other person breaks their word, the other knows. Many
pixies use this ability to construct convoluted agreements, which most always result in someone
else breaking their promise and owing the pixie a boon.
Pixie Magik. You know the minor illusion cantrip. When you reach 3rd level, you can cast
faerie fire once per day. When you reach the 5th level, you can cast the major image spell once
per day. Intelligence is your spellcasting ability for these spells.
Pixie Language. In addition to whatever languages you speak and read, you can also speak and
smell Pixie — pixies have no written language and communicate using a complex combination
of vocalizations mixing with an olfactory understanding of others to convey meaning behind
what is said.
Small and Mighty. You can move through the space of any creature. Opportunity attacks made
against you by a creature that is a size larger than yours are made with disadvantage.
Wings. You have wings and can fly.
Chapter 4: Classes
In this chapter you’ll find two full classes, as well as customization options for the core classes
of the 5th edition fantasy system. Rather than take a cultural ability score increase from Chapter
Three: People of East Azoth, you have the option of choosing an increase based on your class.
[TABLE PLS]
Class Option Ability Score Increase
Alchemist n/a +2 STR, +1 DEX
Gunslinger n/a +2 STR, +1 CON
Barbarian Woad Painted, Ocean Raider +2 STR or CON, +1 WIS
Bard Bakhurun +2 CHA, +1 CON or DEX
Cleric Eye of Othaaris +2 WIS, +1 CON
Druid Druid of Fantasia +2 WIS, +1 CON or DEX
Fighter O’koth Ranger, White Unicorn +2 CON, +1 DEX or STR,
Monk Fist of Othaaris, Way of the Broken Sword +2 WIS, +1 DEX or CON
Paladin Oath of Fealty +2 STR or CON, +1 CHA
Ranger n/a +2 DEX or STR, +1 WIS
Rogue Hidden Shadow +2 DEX, +1 INT
Sorcerer Sourceborn +2 CHA, +1 CON
Warlock Demon of the Shadow Lands, The Last Unicorn +2 CHA, +1 CON
Wizard Arcane Artificer+2 INT, +1 DEX
[/TABLE TNX]
Alchemist
Ever since the first Visitor brought notions of science to Azoth, alchemists have blended it with
the Realm’s unique laws of reality to create alchemy. They work tirelessly to unlock the secrets
of the natural world and the magical properties within, seeking to make magic available to all
through potions, medicine, and in rare cases, technology so advanced it’s indistinguishable from
magic.
This is a very common class — almost every village has a low-level alchemist selling wares.
Class Features
Hit Points
Hit Dice: 1d8 per alchemist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 + Constitution modifier per alchemist level after 1st
Pro ficiencies
Armor: Light armor
Weapons: Simple weapons, alchemical items
Tools: Alchemist’s bag
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Arcana, Deception, History, Insight, Investigation, Medicine, Nature,
Perception or Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
▪ (a) a dagger, (b) a mace, or (c) a quarterstaff
▪ (a) studded leather armor or (b) leather armor
▪ (a) a scholar's pack or (b) a diplomat's pack
▪ Alchemist's bag and 20 gp
Class Advancement
[TABLE PLS]
Level Proficiency Bonus Features Spell Slots Per Spell Level
Cantrips 1st 2nd 3rd 4th 5th
1st +2 Alchemy, Alchemical Tricks, Basic Bane, Throw Anything 3 —
— — — —
2nd +2 Spell Potions 3 2 — — — —
3rd +2 Field of Research 3 3— — — —
4th +2 Ability Score Improvement 4 3— — — —
5th +3 Extra Alchemical Attack 4 4 2 — — —
6th +3 Advanced Spell Potions 4 4 2 — — —
7th +3 Field of Research 4 4 3 — — —
8th +3 Ability Score Improvement 4 4 3 — — —
9th +4 Basic Bane Improvement 4 4 3 2 — —
10th +4 Expert Spell Potions 5 4 3 2 — —
11th +4 Dissertation 5 4 3 3 — —
12th +4 Ability Score Improvement 5 4 3 3 — —
13th +5 Basic Bane Improvement 5 4 3 3 1 —
14th +5 Applied Alchemy 5 4 3 3 1 —
15th +5 Extra Alchemical Attack 5 4 3 3 2 —
16th +5 Ability Score Improvement 5 4 3 3 2 —
17th +6 Basic Bane Improvement 5 4 3 3 3 1
18th +6 Research Doctorate 5 4 3 3 3 1
19th +6 Ability Score Improvement 5 4 3 3 3 2
20th +6 Doctor of Alchemy 5 4 3 3 3 2
[/TABLE]
Alchemy
Alchemy is the study of magic within science. Every alchemist has an alchemist’s bag with
everything they need to make potions and other items involved in those studies; this counts as a
set of alchemist’s supplies. The alchemist’s bag also serves as focus item for spell potion
making. Alchemists use their Intelligence modifier to calculate save DCs of any potions or other
alchemist class features.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Alchemical Tricks
You know a number of cantrips from the alchemist spell list, depending on your level. You gain
these effects not by casting spells, but by crafting potions on the spot (requiring an action time
equal to the cantrip’s casting time) which contain the effect.
Basic Bane
Basic Bane is a 1st-level potion that any alchemist can make. For Basic Bane, an alchemist only
needs their alchemist’s bag, a piece from the body of a creature of the same type as the one being
targeted, and a free spell slot to channel into the Bane. The material components, including the
piece of the creature of the targeted type, are consumed in the crafting.
You can throw this potion up to 20 feet (or up to 60 feet with disadvantage) as a ranged weapon,
or apply it to a weapon or armor which gains the Bane effect when it makes contact with a
creature of the targeted type. Once activated, Bane lasts 1 round per alchemist level + 2 rounds
per level of the spell slot the alchemist expended to craft the potion.
When a Bane potion, or weapon or armor to which Bane is applied, makes contact with a
creature of the targeted type, the target must make a Charisma saving throw. If the target fails,
they roll and subtract 1d4 from their attack rolls and saving throws for the duration of the Bane.
Starting at level 9, you can create Bane potions which additionally inflict the poisoned condition.
At level 13 your Bane potion also inflicts the blind condition. At 17th level it further inflicts the
paralyzed condition.
Spell Potions
At 2nd level, you have studied alchemical compounds in nature to understand the magical
components within them. With the right ingredients, an alchemist can distill spells from the
alchemist spell list into potions. You know all Alchemist spells for which you have spell slots.
The alchemist can craft a “quick potion,” or make a sturdier potion ahead of time. Crafting a
quick potion takes one turn and consumes a spell slot of the same level as the spell being
distilled. Quick potions must be used within ten minutes of their creation lest they decay.
Alternately, the alchemist may spend a short rest crafting a number of potions (which also
consume matching spell slots) equal to their proficiency bonus, which last until their spell slots
next refresh.
The alchemist regains all expended spell slots when they finish a long rest.
Advanced Spell Potions
At level 6, your potion making has advanced to have twice the potency. You may double every
potion’s damage or duration at the cost of two spell slots of the same level as the spell being
distilled. These potions are potent but unstable and can only be crafted as quick potions.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one
ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You
can't increase an ability score above 20 using this feature.
Field of Research
At 3rd level, and again at 7th level, you can select one of the following research fields to study.
At 11th level you also gain an ability reflecting your dissertation in each of your chosen fields of
research. At 18th you gain a research doctorate in your chosen fields.
Bombmaker
You may expend a spell slot to create a thrown bomb that has the same range as Basic Bane and
does 3d8 damage within a 20-foot radius of impact.
• Dissertation. At 11th level, you can create a bomb with your choice of added cold, fire,
acid, or lightning for an additional 2d8 damage of the chosen type for each level over 1st of the
spell slot expended.
• Research Doctorate. At 18th level, you can create bombs with an additional ability to do
one of the following: do psychic damage instead of physical, inflict the effect of Basic Bane with
the same bomb or cast counterspell. Once the additional ability is picked, it cannot be changed
and applies to all bombs made using this feature.
Mutagen Crafter
You may expend a spell slot to create a personal enhancement mutagen that will either (a) grant
your proficiency bonus on rolls with one ability with which you are not already proficient for one
minute, (b) gain resistance against slashing, piercing, and bludgeoning damage, (c) restore hit
points equal to 2 per spell slot level.
You can enjoy the effects of one mutagen at a time, and may not craft additional ones ahead of
time. The effect on an ability does not carry over to skills using that ability.
• Dissertation. Your mutagen has become more potent, also granting advantage on rolls
with the ability of your choice, while healing potions you create restore an additional 4 hit points
per spell slot level.
• Research Doctorate. Your self-discipline allows you to enhance yourself to permanently
gain advantage on rolls with one ability of your choice. You can only craft one such mutagen
ever.
Homunculus
You expend a spell slot to construct a small homunculus similar to a Gol-thim. This construct
creature is crafted from clay.
Add your proficiency bonus to its AC, attack rolls, and damage rolls. Its hit point maximum and
Hit Dice are half your own. It has Intelligence and Wisdom scores of 10. You can command your
homunculus as a bonus action on your initiative either mentally or verbally. It attempts to
complete commands until directed otherwise, or until the task is as complete as it can be.
If the construct is destroyed, you can create a new one in two weeks of downtime. If you die the
homunculus stands inert wherever it is, activating temporarily only to defend itself.
• Dissertation. At 11th level, you are able to reshape your homunculus into a proper Gol-
thim. It otherwise functions with the same rules as a homunculus and is created in three weeks of
downtime. See Gol-thim, Chapter 12: Creatures, p. XX for stats.
• Research Doctorate. At 18th level, you have cracked the secret of granting life and can
now create an elemental spawn — see Spawn, Chapter 12, p. XX for stats. You need to have
access to your alchemical supplies, a sample of the element in which the spawn’s seed is planted,
and a month of downtime.
Poison Taster
You’ve interacted with so many noxious compounds that you’ve become immune to the
poisoned, paralyzed, petrified, and stunned conditions. Anyone who touches your skin becomes
poisoned if they fail a DC (8 + your proficiency bonus + your Intelligence modifier) Constitution
saving throw, or do not have poison immunity; this condition lasts one minute per round of
contact. A creature that saves against this effect is immune for the remainder of the encounter.
• Dissertation. At 11th level you can suppress your poisonous touch for one hour per day.
You are also immune to all conditions caused by magical effects, including the Innate
Spellcasting of magical beasts.
• Research Doctorate. At 18th level, your control of poison allows you to grant poison
immunity to your allies for ten minutes; this can be applied to any number of allies, but only
once to each ally per long rest. You are also able to generate a miasma of poison in a 30-foot
radius around yourself with the same save DC and effects as your poisonous touch.
Extra Alchemical Action
Beginning at 5th level, you can act twice, instead of once — allowing you to craft and use a
potion in the same round. At 15th level, you can act three times on your turn. You can only use
these actions to either craft or use potions.
Applied Alchemy
At level 14, you can logic your way through problems. Take an action to temporarily gain
proficiency with any tool.
Doctor of Alchemy
At 20th level, you can select any two 1st-level alchemist spells and distill them into a potion
without expending a spell slot, and treating all level-dependent effects as if they were cast using
a 5th-level spell slot.
Alchemist Spell List
Cantrips
Acid Splash
Blade Ward
Chill Touch
Fire Bolt
Light
Mending
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
1st Level
Color Spray
Cure Wounds
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Fog Cloud
Grease
Inflict Wounds
Jump
Longstrider
Purify Food and Drink
Sleep
2nd Level
Acid Arrow
Barkskin
Blindness/Deafness
Darkvision
Enhance Ability
Enlarge/Reduce
Gust of Wind
Invisibility
Lesser Restoration
Levitate
Protection from Poison
Putrefy Food
Universal Potion
3rd Level
Fireball
Gaseous Form
Haste
Protection from Energy
Revivify
Slow
Stinking Cloud
Water Breathing
4th Level
Blight
Confusion
Freedom of Movement
Polymorph
Stoneskin
5th Level
Awaken
Cloudkill
Creation
Insect Plague
Scrying
Gunslinger
Visitors from Earth to Azoth brought a number of strange technologies and new sciences to the
Realm. The deadliest among these innovations is the firearm. Those rare individuals with the
skill to wield and maintain such weapons are known across the Realm as gunslingers.
Skilled Warriors
Gunslingers are, by nature, skilled with violence and warfare. Though there are some who prefer
to rely on diplomacy and peaceful means to achieve their aims, each gunslinger carries the
capacity for incredible destruction holstered at their side. The wisest gunslingers see this as a
righteous burden, only resorting to gunplay when all else fails. There are some, however, who
take sadistic joy in flaunting the power of their terrible weaponry.
Self-Reliant Craftspeople
The creation and maintenance of firearms require mastery of gunsmith’s tools. This unique
toolkit combines aspects of alchemist’s supplies, tinker’s tools, smith’s tools, and herbalist’s kits
to allow the gunslinger to not only maintain their firearms, but to craft ammunition and even new
weapons. Due to the danger presented by firearm technology, most gunslingers jealously guard
their secrets from outsiders. This tendency leads many gunslingers to be loners or to maintain
small groups of close allies, while shunning larger organizations. Get two or more gunslingers
together though, and the conversation rapidly turns to tips, tricks, and debates on the best
methods for casing ammo, cleaning weapons, and improving targeting.
Class Features
Hit Points
Hit Dice: 1d10 per gunslinger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gunslinger level after
1st
Pro ficiencies
Armor: Light armor, shields
Weapons: Simple weapons, martial weapons, firearms
Tools: Alchemist’s supplies, gunsmith’s tools
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Athletics, History, Insight, Intimidation, Nature, Perception, Sleight of
Hand, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
(a) shield or (b) leather armor
(a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer’s pack or (b) an explorer’s pack
A flintlock pistol, a box of 20 bullets with powder, a set of gunsmith’s tools
Class Advancement
[TABLE PLEASE]
Level Proficiency Bonus Features
1st +2 Bullet Casting
2nd +2 Fighting Style
3rd +2 Gunslinger Specialty
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Breathing Control, Bullet Casting Improvement
7th +3 Gunslinger Specialty Feature
8th +3 Ability Score Improvement
9th +4 Firearm Feint
10th +4 Point Blank Shot
11th +4 Gunslinger Specialty Feature
12th +4 Ability Score Improvement
13th +5 Bullet Casting Improvement
14th +5 Opportune Discharge
15th +5 Gunslinger Specialty Feature
16th +5 Ability Score Improvement
17th +6 Stowed Shot
18th +6 Firing Blind
19th +6 Ability Score Improvement
20th +6 Flawless Aim
[/END TABLE]
Bullet Casting
The first thing a gunslinger learns is the proper method for making bullets. Using gunsmith’s
tools, gunpowder, and metal, the gunsmith spends a short rest preparing bullets according to a
recipe. Provided you have sufficient materials, you can craft up to 20 rounds of ammunition over
the course of a short rest. At 1st level, you know one bullet recipe, the standard bullet. You gain
additional recipes at 6th level and 13th level. Certain gunslinger specialties provide additional
recipes as well. The following recipes are available to gunslingers:
Dragonsbreath: Deals the weapon’s damage as fire instead of piercing. When loading this
ammunition, the weapon’s normal range becomes its maximum range. Cost to create: 10 gp per
10 rounds
Overload: Overloaded bullets include extra powder for greater damage. Add 1 die to the
weapon’s damage, but the weapon misfires on a die result of 1-4. Cost to create: 5 gp per 10
rounds
Silver: Silvered rounds are often used to overcome the damage resistances of supernatural beings
such as werewolves and some undead. Cost to create: 5 gp per 10 rounds
Standard: Standard rounds are made of copper or lead. They deal the base damage listed for the
weapon. Cost to create: 2 gp per 10 rounds
Fighting Style
At 2nd level, you adopt a particular style of fighting. Choose one of the following options.
You can’t take the same Fighting Style option more than once, even if you later get to choose
again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Duelist
When you are wielding a firearm in one hand and no other weapons, you gain a +2 bonus to
damage rolls with that firearm.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of
the second attack.
Gunslinger Specialty
At 3rd level, you choose a specialty that dictates the type of firearms you work with: the
Pistoleer, the Musketeer, or the Culverineer. These are detailed at the end of the class
description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one
ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As
normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.
Breathing Control
Beginning at 6th level, you achieve mastery of the art of controlled breathing, which makes it
easier to hit the same target with subsequent shots. If you make a successful firearm attack
against a target with your first attack when you take the Attack action, you may claim advantage
on your second attack of the turn against the same target.
This also allows you to survive suffocating for an additional number of rounds equal to your
proficiency bonus.
Firearm Feint
When you reach 9th level, you can lay cover fire to assist allies in combat. You may take the
Help action to aid any ally who is engaged in melee combat within your firearm’s normal range
by firing a round in the direction of the scuffle.
Point Blank Shot
At 10th level, you no longer suffer disadvantage on ranged attack rolls when you are within 5
feet of a hostile creature who can see you and who isn’t incapacitated as long as you are
attacking with a firearm.
Opportune Discharge
Starting at 14th level, you may use a loaded firearm you are holding to take an opportunity
attack.
Stowed Shot
Beginning at 17th level, you may use your reaction to fire a holstered or stowed firearm on your
person in response to any attack you can see, as long as you are not surprised. Once you use this
feature you may not do so again until you complete a long rest, during which time you must
repair the holster.
Firing Blind
Upon reaching 18th level, you are no longer solely reliant on sight for targeting. When you make
a firearm attack against a creature within your firearm’s normal range who you can’t see, your
inability to see it doesn’t impose disadvantage on your attack rolls against it. You cannot benefit
from this feature if you are deafened.
Flawless Aim
At 20th level your aim is incredibly precise. Once on each of your turns you may add your
Wisdom modifier to either the attack roll or the damage roll of an attack you make using a
firearm. You can choose to use this feature before or after the roll, but only before any effects of
the roll are applied.
Gunslinger Specialties
Gunslingers focus their expertise on one of three specialties.
Culverineer
The Culverineer focuses on large, bulky hand cannons.
Culverin Crafting
At 3rd level, you gain access to a new type of firearm. Whether brought with you from Earth,
handed down to you from a Visitor, or home-built after extensive study and failure, you acquired
a culverin. This weapon allows you to load massive rounds and perfect a number of additional
techniques. A standard culverin can only hold one round at a time, requiring reloading after each
shot. You can reload a culverin as an action or a bonus action on your turn.
[TABLE PLS]
Name Damage Weight Properties
Culverin 2d8 bludgeoning 13 lbs Ammunition (Firearms), (Range 40/120),
Loading, Two-Handed
[/PLS]
Kayo Cannon
Beginning at 7th level, when you use your Bullet Casting feature, you may create Kayo rounds.
These specialized rounds can only be fired from a culverin. When you hit a creature with a
culverin attack while using these bullets, the creature must make a Strength saving throw (DC 10
+ damage dealt). On a failed save the target is knocked prone.
Explosive Shells
At 11th level, when you use your Bullet Casting feature, you may create Boomer rounds. These
specialized rounds can only be fired from a culverin. When firing these rounds, you choose a
point within your culverin’s normal range. All creatures within 20 feet of that point must make a
Dexterity saving throw (DC = 8 + your Dexterity modifier + proficiency bonus). A target takes
8d6 fire damage on a failed save, or half as much damage on a successful one.
Engine of Destruction
At 15th level, you are able to maximize the effectiveness of your culverin as a siege weapon.
Shots fired from your weapon deal double damage to constructs, objects, and structures. This
applies to all types of ammunition loaded into the culverin.
Musketeer
The Musketeer focuses on two-handed rifle-style weapons.
Agile Artillery
At 3rd level, you gain access to a new type of firearm. Whether brought with you from Earth,
handed down to you from a Visitor, or home-built after extensive study and failure, you acquired
a musket. This weapon allows you to perfect a number of additional techniques. You can reload
one barrel of your musket as an action or a bonus action on your turn.
[TABLE PLS]
Name Damage Weight Properties
Musket 1d12 piercing 10 lbs. Ammunition (Firearms), (Range 40/120), Loading, Two-
Handed
[/PLS]
Crowd Control
Beginning at 7th level, when you use your Bullet Casting feature, you may create Salt rounds.
When you fire a Salt round, all creatures within a 15-foot cone must make a Constitution saving
throw (DC = 8 + your Dexterity modifier + proficiency bonus). On a failed save, the target takes
half damage from the weapon and is considered restrained until the beginning of their next turn
due to agony. On a successful save, the target is not restrained, but still takes half the weapon’s
damage. When loading this ammunition, the weapon’s normal range is replaced by the 15-foot
cone. 2 gp per 10 rounds
Bolt Action
At 11th level, you learn techniques that allow you to upgrade your musket to incorporate bolt
action technology. This allows you to hold up to two rounds in each barrel of your musket,
permitting you to fire at up to four targets before needing to reload. Upon gaining this feature,
you may also reload one barrel as a free action at the end of your turn.
Sniper’s Shot
At 15th level, you perfect your aim, maximizing your effectiveness within the weapon’s range.
You no longer suffer disadvantage on attacks made at long range with firearms.
Pistoleer
The Pistoleer focuses on hand-held pistol-style weapons.
Revolver Revolution
At 3rd level, you gain access to a new type of firearm. Whether brought with you from Earth,
handed down to you from a Visitor, or home-built after extensive study and failure, you acquired
a Revolver. This weapon allows you to load multiple rounds at once and perfect a number of
additional techniques. A standard revolver holds 6 bullets, requiring less frequent reloading. You
can reload a revolver as an action or a bonus action on your turn.
[TABLE PLS]
Name Damage Weight Properties
Pistol 1d8 piercing 3 lbs Ammunition (Firearms), (Range 30/90), Reload (6)
[/PLS]
Two Gun Mojo
Beginning at 7th level, when you take the Attack action with a pistol or a light melee weapon,
you may use a bonus action to attack with a revolver or flintlock pistol that you are holding in
the other hand. This feature otherwise functions as two-weapon fighting.
Hail of Bullets
At 11th level, you can use your action to make a ranged attack against any number of creatures
within 10 feet of a point you can see within your weapon’s range. You must have ammunition
for each target, and you make a separate attack roll for each target. Upon gaining this feature,
you may also reload one revolver as a free action at the end of your turn.
Fanning Shot
At 15th level, you develop the ability to fan your shots, firing multiple rounds into a single
target. You use your action to make a ranged attack against a single target within range of your
revolver. On a successful hit, you expend all remaining ammunition from your revolver, adding
an additional 2 damage dice to the weapon’s damage per round expended this way.
Woad Painted
Primal Path
The people of Brachmon have a longstanding belief that symbols and runes hold power, and that
adorning clothing, jewelry, and buildings with the correct symbols grants protection, luck,
health, and the like. This was indeed true once, long ago, and barbarians on the Path of the Woad
Painted still know how to use these symbols.
The path has no limitations on who may learn, though purists of the path state all warriors should
begin practicing the art at a young age if they want to master the runes. While older warriors can
take longer to learn the art, their wisdom and greater self-discipline easily makes up for what
they lack in youthful malleability.
All new members of this path must first master the mixing and creation of mystic pigments, and
how to replicate the foundation symbols that will allow them to empower the more complex
runes of the path. While the paint is resilient and generally waterproof, it’s not immune to being
rubbed or scraped off in the heat of battle, so most Woad Painted avoid wearing armor to protect
the integrity of the paint on their skin.
Part of Othaarian mythos speaks of a great priestess who will one day appear in
the world, rising up as a beacon of light which the darkness cannot withstand. In
Azoth’s darkest hour she will stop a great evil in the world.
Beyond this, little is known about the so-called Raven, her origin and time of
arrival a mystery, with some speculating that she is alive somewhere in the Realm
right now.
The Eyes of Othaaris avoid the use of violence or magic as problem-solving tools, often
preferring to observe and guide without being directly involved in the troubles around them.
Despite this, they are no less potent than other adventurers, and act when they feel they have no
other option. They don’t fear death, as they become one with the universe after death — indeed
many refuse the call of resurrection if slain.
[TABLE PLEASE]
Cleric Level Spells
1st Bless, Cure Wounds
3rd Scorching Ray, Warding Bond
5th Beacon of Hope, Daylight
7th Death Ward, Resilient Sphere
9th Commune, Flame Strike
[/TABLE]
Sense Mehella
When you choose this domain at 1st level, you gain the ability to sense the Mehella, or auras of
other creatures. By spending a minute studying a creature you can determine if they are good,
neutral, or evil.
Holy Shield
Also at 1st level, you can create barriers of divine force to protect others. When you or an ally
that you can perceive suffers damage, you can use your reaction to expend one spell slot and
reduce the damage by your Wisdom modifier plus the spell slot's level.
Channel Divinity: Gaze of Othaaris
Starting at 2nd level, you can use your Channel Divinity to reveal the auras of all beings around
you.
As an action, you can evoke divine energy that grants you truesight for two minutes. You may
also cause any living or undead creatures within 30 feet that you can sense to glow with a visible
dark aura, even if the creature is invisible or otherwise imperceptible. The glow cannot be seen
through solid objects, or if the creature leaves the current plane of existence.
Divine Protection
Beginning at 6th level, your magic energies shield and protect others. When you cast a spell of
1st level or higher on a friendly creature, they also gain temporary hit points equal to 2 + the
spell’s level.
Searing Mehella
At 8th level, your aura is suffused with divine energy that burns anyone that attacks you. Once
on each of your turns when you are hit by a creature with a weapon attack, you can deal 1d8
radiant damage to them. This damage increases to 2d8 when you reach 14th level.
Divine Mehella
Starting at 17th level, you can use your action to activate an aura of divine radiance that lasts for
1 minute, or until you dismiss it as a bonus action. You emit bright light in a 60-foot radius, and
allies within it deal 1d8 additional radiant damage when making weapon attacks. In addition, any
healing effects that take place in the aura automatically reroll die rolls of 1.
Druid of Fantasia
Druid Circle
Druids of the Fantasian circle hail from the island of that name. People revere them for their
connection to the old magic and beasts of the world. These druids seek to safeguard nature, using
their magic to mend wounds and bring life to beleaguered lands. They are welcome in all realms,
and gladly travel to regions where they can lend assistance, but closely guard their secrets against
outsiders.
Touch of the Wilds
At 2nd level, you can draw the power of nature into yourself, restoring magical energy and
causing any place you rest to experience new and faster growth a few days after your passing.
During a short rest you recover a number of spell slots equal to half your druid level (rounded
up). The spell slots can have a combined level that is equal to or less than half your druid level
(rounded up), and none of the slots can be 6th level or higher. You choose which spell slots to
recover within those limits.
You can’t use this feature again until you finish a long rest.
Mark of Beasts
At 6th level, you begin to manifest physical animal traits as your connection to nature grows.
You initially select two traits, and an additional trait at 10th and 14th level. You may also change
existing traits any time you gain a new one. These traits are not lost when in your Wild Shape,
though they may be replaced by that shape’s own features if they are inherently better.
Additionally, you have advantage on Wisdom (Animal Handling) checks with any beasts that
have similar traits to the ones you’ve manifested.
Physical Traits
Antlers. If you move at least 10 feet before attacking, you can make an unarmed head-butt attack
for 1d8 bludgeoning damage.
Hooves. Your speed increases by five feet, and your unarmed kick attacks deal 1d6 bludgeoning
damage.
Sharp Claws. Your unarmed attacks deal 1d6 slashing damage.
Night Vision. You gain 60 feet of darkvision.
Flexible Tail. You gain a tail that gives you advantage on Dexterity (Acrobatics) checks.
Heightened Sense. You gain a feature such as pronounced ears, wolf snout, forked tongue, or
owl eyes which grants you advantage on Wisdom (Perception) checks that use the associated
sense. You may take this trait multiple times, though it must be for a different sense each time.
Invasive Growth
Starting at 10th level, you can cast entangle, barkskin, spike growth, blight, or tree stride once
per short rest without expending a spell slot.
Expansive Magic
Starting at 14th level, when you cast a spell of 1st level or higher that has an area effect or radius,
it increases by 10 feet.
White Unicorn
Martial Archetype
Blessed by the Queen Mother of Ardonia, and clad in shimmering white tabards, these elite
warriors bear the name and imagery of the White Unicorn, a mythical protector of the kingdom
which gave itself to protect the land and throne. When the revered Unicorn fell, this order rose to
take its place as the tireless defender of Ardonia.
So great is the dedication of the white unicorns that they suffer almost no cases of dereliction or
insubordination, being hailed as the single most loyal force in the nation. The white unicorns
have an ironclad hierarchy and mandate of personal discipline that is often likened to putting
chains on a thunderstorm.
This women-only order trains for battle from childhood, some beginning as young as five years
old, and are taught to love the Ardonian monarchy with an unyielding ferocity. Hopeful recruits
undergo grueling tests that weed out the few girls unsuited for the honor of being a white
unicorn. Those who make it grow up within the ranks of the unicorns, viewing their peers as
sisters.
These defenders ride into battle upon white steeds in silver barding and horned helms that give
their cavalry the appearance of glittering unicorns. Though they are not solely cavalry, their
endless training enables them to fight easily on foot and by horseback.
Battle Skirmisher
At 3rd level, when you take this archetype you gain the ability to fight alongside others with
incredible ease. As a bonus action you can move five feet in any direction, and may swap
positions with any adjacent allied creature that isn’t incapacitated. This movement does not
provoke opportunity attacks from creatures you have attacked on your turn.
Unwavering Dedication
Beginning at 7th level, your dedication to your fellow adventurers is so ironclad that you can use
it to shove aside fear and mind control. You have advantage on saves to resist charm and fear
effects.
Intervention
At 10th level, you learn to protect your allies in battle as second nature. As a reaction to an ally
being attacked, you may swap positions with them and apply the attack to your AC instead. You
must be adjacent to your ally to do this. At 15th level you can use Intervention on an allied
creature up to 10 feet away.
Fatal Striking
Beginning at 15th level, you learn to capitalize on weaknesses in your enemies. When you
critically strike a creature with a melee weapon attack and they aren’t reduced to 0 hit points, you
gain advantage on your next attack against them.
Unicorn Charge
At 18th level, you can charge through battle lines fearlessly, shattering formations with ease. As
a bonus action you can initiate a charge attack, gaining +1 to your next attack and damage roll
for every 10 feet you move before attacking, up to a +5 bonus. If you (or your mount if not on
foot) take damage during this charge your first attack has advantage. If you do not attack after
charging, then the bonus is lost.
O’koth Ranger
Martial Archetype
The O’koth rangers count themselves among the most keen-minded defenders in the Realm,
leaving no trail while on the move, losing no quarry when on the hunt, and slaying all foes with
astounding speed. Despite their name, they serve more as a military to the nations of Ardonia and
O’koth than traditional rangers. The O’koth rangers destroy evil with deadly precision so that
good folk may rest easy at night without fear of the dark. They are dedicated protectors who
consider themselves the Arm of Othaaris, whose purpose is to protect folk from the worst the
forests of O’koth have to offer, and are widely respected by commoners, many of whom
volunteer themselves to the noble cause of this order.
The rangers train to be stunningly precise warriors, taking up the sword before anything else.
They use fast and accurate strikes to end fights quickly, with as little risk to the ranger as
possible. This rapid form of combat is meant to afford the ranger extra time to examine their foes
and the greater battle, as half a second can mean the difference between life and death.
More impressive than their speed and precision, however, is the rangers’ intense mental acuity.
Since they cannot be everywhere at once, and often arrive to handle situations days after key
events transpired, O’koth rangers are extraordinary investigators, able to deduce the nature of
incidents well after trails have gone cold or evidence has vanished. This gives them a certain
legend among commoners, who insist no one can escape a ranger once they’re on the trail.
Naturally the rangers are happy to uphold this belief, since it makes their jobs easier.
Field Training
At 3rd level, you gain proficiency in the Intelligence (Investigation) and Wisdom (Survival)
skills if you don’t already have them and double your proficiency bonus for any checks you
make using those skills.
Precision Strike
At 7th level, you have learned to make precise cuts that bite deeply into your foes. As a bonus
action you can double your proficiency bonus on your next weapon attack and add your
proficiency bonus to that attack’s damage.
Covered Track
At 10th level, you can mask yourself and a number of creatures equal to your Wisdom modifier,
hiding your trail and imposing disadvantage on non-magical methods to track the group.
Additionally, you can apply camouflage to the same number of creatures during a short rest,
adding your proficiency bonus to their Stealth checks for the next hour.
Lightning Re flexes
At 15th level, you get one free opportunity attack per turn which does not use your normal
reaction, though you can’t make two opportunity attacks against the same creature in a turn.
Instant Counter
At 18th level, as a reaction to being attacked you can make an opportunity attack against the
creature attacking you if you haven’t already made one against them that turn.
Fist of Othaaris
Monastic Tradition
To many, the goddess Othaaris is one of healing and pacifism, protecting the good folk of the
world without violence — however, this is but one aspect of Her. The monks of Othaaris know
the fury and might of their goddess, and channel it through their bodies to purge evil from the
world. These monks are figures of decisive action, turning their religious devotion into a weapon
few can match. The Fists of Othaaris believe they are superior to the clerics because they are
more willing to act, and do not waste energy preaching peace when it can be obtained more
directly by obliterating the evil of the world.
This mindset is also what attracts many of the tradition’s new members. Those harmed by evil
often turn to the church for guidance, and many among them want revenge, which the clerical
Eyes of Othaaris simply will not advocate. The Fists of Othaaris, however, gladly accept these
souls, promising them the opportunity to bring justice to the bandits and raiders that wronged
them. The trouble though, is tempering this inherent hatred for evil with the wisdom necessary to
remain in their goddess’ good graces.
The early days of instruction for young members of this tradition are consumed by exhausting
physical training to the point they have no energy left for anger or sorrow. This, coupled with
sacred mantras and regular prayer, marries their desire for justice with their faith in Othaaris as
one empowers the other. Next, they press their bodies to impossible limits, going days without
food or rest, drawing on their faith to persevere. This further deepens their understanding of their
own souls, and their connection to Othaaris.
Once a young Fist of Othaaris proves they are capable, a seasoned monk takes them into the
world to find and fight evil. This mentorship is key to granting the Fists of Othaaris practical
experience that training cannot provide, while also serving as a test of the young martial artists’
convictions and intentions. It is here that trouble with a student most often presents itself, and it
is up to the veteran monk to correct them, since the Fists of Othaaris are holy warriors, and not
cruel, heartless executioners.
Most young students spend many years under a senior monk’s guidance, until they prove
themselves as capable as their teacher. Even then, the masters of the tradition remain a guiding
counsel as the new Fists travel far to fight evil.
Light of Othaaris
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects
of certain spells, using Wisdom as your spellcasting ability.
You gain the guidance cantrip, and as an action, you can spend 1 ki point to cast the bane or
guiding bolt spell. You may also spend a second ki point to cast them as 2nd-level spells.
In addition to this you may cast prayer of healing once per short rest.
Divine Fury
At 6th level you can spend a ki point to infuse a single unarmed attack with radiant energy. Your
next attack gains 1d6 bonus damage in the form of radiant energy, or holy fire. At 11th level this
increases to 2d6 radiant or fire damage.
Inner Flame
Starting at 11th level you become so infused with Othaaris’ power that you are resistant to fire
and radiant damage. In addition, as a reaction to taking radiant or fire damage, you can spend a
ki point to further reduce the damage taken by your Constitution modifier.
Radiant Warrior
At 17th level you can call upon Othaaris to empower your attacks, causing divine light to
envelope you until the end of your next turn. By spending 2 ki points, you can grant all of your
unarmed attacks the Reach quality, and the first creature you hit on each of your turns takes extra
radiant damage equal to 1d6 + half your monk level (rounded up). During this time your body
casts bright light to 10 feet, and dim light to 20 feet.
Way of the Broken Sword
Monastic Tradition
This monastic tradition holds to ideals of defense and self-discipline. As such, practitioners do
not seek to make the first strike and become the aggressor. However, if bandits and robbers strike
those under their protection, these monks do their utmost to aid in defense and get their wards to
safety.
Within the Realm, the Broken Swords are known as guardians of the peace and often guard
pilgrims of knowledge or the most marginalized in a village. They are the embodiment of
“protect and serve” but are not bound to cities or specific governments. As such, they are well
regarded by commoners and users of magics alike. Even those selfish or ostensibly evil-aligned
may admire the self-discipline inherent in the tradition’s principles, but generally wish to not
meet a monk of this tradition on the road and seek to avoid confrontation with them or the wards
they guard.
Stalwart Protector
At 3rd level, when an ally within 10 feet is attacked, you may use a reaction and spend a ki point
to take any one of the following actions: grant your ally +3 AC, give the attacker disadvantage,
or swap positions with your ally (this uses no movement) to become the target of the attack in
their stead.
Study of Peace
Beginning at 6th level, you gain proficiency in two skills chosen from this list: Insight
(Wisdom), Investigation (Intelligence), Perception (Wisdom), Persuasion (Charisma), Religion
(Intelligence), Survival (Wisdom).
Footsteps of the Guardian
At 11th level you learned how to tread lightly upon the world, leaving it in peace as you pass.
You may spend two ki points to use either expeditious retreat, longstrider, or sanctuary. The
particulars of these spells, including target, casting time, and duration, remain unaltered.
Shatter the Sword
Upon reaching 17th level, you know how to prevent attacks before they begin. You may strike
pressure points on an opponent to temporarily stifle their ability to attack or cast spells. You
must spend 3 ki points and roll as if to attack during your action. If the attack roll is a success,
your target takes no damage but instead suffers the paralyzed condition for a number of rounds
equal to your Wisdom modifier.
Beginning on the second round of paralysis, the target may make a Constitution saving throw on
their turn and when they take damage, to break free from the paralyzing effect.
Oath of Fealty
Sacred Oath
Many nations span the Realm, yet a common thread rises among the paladins who serve each
one. The acceptance of duty as a paladin sworn to protect a nation is known as the Oath of
Fealty.
Guardians of the People
Whether serving the crown of Ardonia, or laboring under the absolute rule of Lord Darkoth of
Drohm, the paladins of this oath swear an allegiance to serve their people. This service is
generally accomplished by strict adherence to the laws and duties laid forth by their superiors.
Even when serving an evil kingdom that is dismissive of its people, paladins of this oath justify
their brutality as a kindness, teaching the peasantry how to be ideal citizens through the use of
force.
Swords of the Nation
When a nation goes to war, the paladins are most eager to serve. Volunteering for front line duty
and never shying away from the opportunity to shed blood, be it that of the enemy or their own,
paladins of this oath are eager and dutiful soldiers. Even paladins dedicated to peace and reason
can become engines of destruction if all nonviolent options are denied to them.
Tenets of Fealty
Though the means by which Fealty paladins uphold their oath’s tenets vary greatly depending
upon the mores of the nation they serve, paladins of this oath share these tenets.
Bravery. Fear is a weakness that must not stand between orders and the execution thereof.
Obedience. Obey the spirit and the letter of orders issued by the governing body and duly
appointed representatives thereof.
Patriotism. Loyalty to the nation supersedes personal bonds or feelings. The nation is what
matters.
Responsibility. The safety and prosperity of the nation fall upon your shoulders to bear. Execute
your duties willfully and graciously.
Oath Spells
You gain oath spells at the paladin levels listed.
[TABLE PLEASE]
Oath of Fealty Spells
Paladin Level Spells
3rd cure wounds, heroism
5th battlecry, magic vestment
9th arcane parry, spirit guardians
13th shield the gathering, tenacity
17th dispel evil and good, geas
[/TABLE]
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Decree of the Lawgiver. As a bonus action, you can declare one creature within 30 feet of you
to be an enemy of the kingdom with your Channel Divinity. Each creature of your choice within
30 feet of you that can hear you gains advantage on attack rolls made against the target. You can
end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.
Judgment of the Crown. As a bonus action, you imbue a weapon you hold with the judgmental
power of your office as a paladin. For 1 minute, the weapon is considered magical. Any creature
you successfully deal damage to using the weapon while it is so ensorcelled must make a
Wisdom saving throw. On a failed save, the creature suffers disadvantage on all attack rolls,
ability checks, and saving throws until the end of their next turn. You can end this effect on your
turn as part of any other action. If you are no longer holding or carrying this weapon, or if you
fall unconscious, this effect ends.
Unshakable Aura
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be stunned while you
are conscious.
At 18th level, the range of this aura increases to 30 feet.
Hero of the Crown
Starting at 15th level, you can cast heroism at will without using a spell slot.
Champion of the Crown
At 20th level, you become the manifestation of the will of your nation's crown. You can use your
action to gain the following benefits for 1 hour:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
You generate a zone of truth spell in a 15-foot radius sphere centered on you.
You, and all allies within 30 feet of you, have advantage on Charisma saving throws.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it
again until you finish a long rest.
Hidden Shadow
Roguish Archetype
Azoth is a deadly and dangerous world. While there are a number of threats both magical and
mundane, few are as universally feared as Hidden Shadow assassins.
Students of Endless Combat
Hidden Shadows dedicate their lives to the study of silent assassination. Rigorous training in
physical combat, stealth, and weaponry are simple realities of daily life for rogues who choose to
walk this path. At first, such practices are dangerous, and at times deadly, as the teacher trains
the student largely through inflicting sudden and brutal violence upon them. The student must be
ready to defend from any threat at any moment. Hidden Shadow teachers randomly fire
crossbows at their students at odd times, such as when the student is eating, bathing, or sleeping.
This is to teach the student to dodge and deflect incoming arrow fire while also imparting the
importance of never letting one’s guard down.
Wearing armor merely slows down the Hidden Shadow and gets in the way of the silence upon
which their art depends. As such, the student is forbidden from wearing such protections during
training, a tradition most carry forth for the remainder of their careers.
Masters of the Silent Death
As the Hidden Shadow attains mastery, they unlock the secrets of silent and invisible movement.
The greatest masters of the Hidden Shadow are said to be able to enter an open field in broad
daylight and kill a dozen targets without being seen or heard. Some outside this tradition of study
think that such rumors are mere braggadocio, spread to allow the Hidden Shadows to demand
higher rates for their services. Those well trained in the arts of the Hidden Shadow simply smirk
at such accusations before offering a demonstration to the doubtful. Few who take the Hidden
Shadow up on such an offer live long enough to retract their disrespectful insinuations.
Dodge Missiles
Starting at 3rd level, you can use your reaction to dodge the missile when you are hit by a ranged
weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your
Dexterity modifier + your rogue level. If you reduce the damage to 0 in this fashion, and there is
a hostile creature behind you within the effective range of the original attack, you may designate
that creature as the new target of the attack. The original attack roll is compared to the new
target’s Armor Class and the attack is resolved normally against the new target.
Unarmored Defense
When you choose this archetype at 3rd level, while you are wearing no armor and not wielding a
shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Hidden Steps
Starting at 9th level, your mastery of Stealth has evolved to mystical proportions. You may cast
invisibility on yourself without the need for spell components a number of times equal to your
Wisdom modifier (minimum 1) using this feature. You may also cast greater invisibility on
yourself once with this feature. Wisdom is your spellcasting ability for these spells. You regain
all uses of this feature when you complete a long rest.
Shadow’s Silence
By 14th level you gain such mastery of stealth that you no longer generate sound unless you
choose to. Blindsight does not detect you and other creatures are considered deafened with
regard to you unless you choose to make noise.
Silent Death
When you reach 17th level you become a master assassin. When you strike a target who cannot
sense your presence, you may apply the maximum damage from your sneak attack dice. Once
you use this ability you may not do so again until you complete a long rest.
Sourceborn
Sorcerous Origin
All spellcasters draw from the Pool of Magic when casting. This Source of all magical energy is
volatile, potent, and incredibly dangerous. The trappings of magic, including focus items and
spell components, act as filters between the spellcaster and the Source, allowing the magic user
to direct a minute portion of the Pool when a spell is cast. Even with these safety measures in
place, mages must fear and respect menthruac (see Chapter 6: Magic, Spells, and Rituals, p.
xx) — a condition that overloads the sorcerer’s mind. Unlike other spellcasters, however,
Sourceborn can draw from the Pool directly without fear of mind-lock.
Direct Connection
Every other spellcaster in Azoth must find some means of coaxing energy from the Source.
Through focus items, connections with deities, or manipulation of music, these casters draw forth
wisps of magic. Not so for sorcerers who draw directly from the Pool. For these sorcerers, the
Source springs within them.
Rare and Powerful
It is difficult to make generalizations about Sourceborn sorcerers, due to their rarity in the
Realm. At times throughout history, decades passed without a single sorcerer on Azoth capable
of drawing on magic in such a blatant fashion. Arcane scholars debate what may or may not
cause sorcerers to develop such power, but the truth remains elusive. The means by which those
who draw directly from the Source forge such connections seems to be inscrutable and random.
Sorcerers of this origin have no answers themselves, deepening the mystery surrounding these
mystical masters.
Menthruac Channel
Beginning at 1st level, you draw magic directly from the Source. This grants you unusual
abilities regarding menthruac, allowing you to channel magic in impressive ways. Each
encounter, you may gain a number of levels of menthruac equal to your spellcasting ability
modifier with no ill effect. If you choose to continue to gain levels of menthruac, you may do so,
suffering 1d6 points of force damage per level of excess menthruac you gain. This hit point loss
cannot be prevented in any way but can be healed normally. Any levels of menthruac you accrue
are removed when you complete a short or long rest. This also allows you to ignore the focus
component of any spells, as you do not require a focus item in order to use magic.
Source Shielding
At 1st level, you may draw on your innate connection to the Source of Magic to offer some
protection against magical effects. When a spell or magical effect requires you to make a saving
throw, you may use this feature as a reaction to grant yourself advantage on that saving throw.
You may use this feature a number of times equal to your Charisma Modifier (minimum 1) after
which time you may not use it again until you complete a long rest.
Absorb Magic
Starting at 6th level, when you make a successful saving throw against a magical effect, you may
use your reaction to absorb some of the incoming magic. Doing so adds one sorcery point to your
available pool per level of the spell, up to the maximum number of sorcery points you can hold
for your level. Using this feature does not otherwise prevent or lessen the effects of incoming
magic.
Redirect Spell
At 14th level, you gain the ability to alter the flow of another caster's spell. When a spell is cast
that targets you, you may use your reaction to spend a number of sorcery points equal to the
spell's level. If you do, you may choose a creature within 30 feet that you can see, making that
creature the target of the spell rather than yourself. The spell's original attack roll or save DC is
used against the new target and the spell is resolved normally. Once you use this feature you may
not do so again until you complete a short or long rest.
Metamagic Mastery
Beginning at 18th level, your connection to the Source becomes so strong that you may use any
metamagic option on spells you cast, as long as the metamagic option is valid for the spell. You
may also use a number of metamagic options on a single spell equal to half your Intelligence
modifier (rounded up, minimum 1). You must pay all normal sorcery point costs to use these
options.
Brutal Hit
You are adept at dealing critical wounds, and maximizing the effectiveness of strikes that reach
your target’s weak spots. As such, you gain the following benefits:
• Your Strength OR Dexterity increases by 1, to a maximum of 20.
• When you land a critical hit you double your ability score modifier for damage, in
addition to doubling the damage dice.
Broken Sword Initiate
Prerequisite: Cannot be a Way of the Broken Sword monk
You studied briefly with the Broken Swords or otherwise share the ideal of the protective,
defensive martial artist. However, you took a different path than the Broken Swords themselves,
whether through choice or through destiny, and instead use their ideals to guide your own
approach to combat.
• Increase Constitution by 1 point to a maximum of 20.
• If an ally within 5 feet of you suffers damage from an attack, you may use your reaction
to make a single attack or cast a single spell upon the person or creature who struck your ally.
The spell effects allowed under this feat must be among the spells requiring an attack roll. Spell
effects that would ordinarily strike multiple times at higher levels, such as eldritch blast, may
only strike once if cast using this feat.
Call of Community
You can glean information and arrange to receive resources from your hometown, even if you
are far away. Earthborn characters with this feat draw upon contacts in the first friendly city or
village they encountered.
Once per long rest, you may take an hour to make the necessary preparations — whether it be a
ritual connecting you to minds back home, or sending messages to contacts — and make an
Intelligence (Investigation) roll at DC 13: if you succeed, you can choose two from the following
options: knowledge of the nearest landmark lying between you and your destination, a contact
who can assist you in your current quest, a used but still functional shield (must be nonmagical),
used but functional armor (must be nonmagical) which you or a chosen ally are proficient in, or a
used but sturdy set of tools (must be nonmagical).
If the check fails, you can only choose one benefit from the options given. This feature resets
after a long rest.
Cautious
Prerequisite: Dexterity 13+, proficiency with thieves’ tools
You are extremely careful when dealing with delicate or dangerous devices. You have advantage
on all checks that use your proficiency with thieves’ tools.
Compel
You have a very compelling voice, or your sign language flows with great beauty. You may
claim advantage on Charisma (Deception), Charisma (Persuasion), and Charisma (Performance)
checks that rely primarily on your spoken or signed words.
Con fident
Prerequisite: Charisma 13+
You are remarkably self-assured. Whether it be due to high self-confidence, fearlessness,
subconscious denial of the stakes of your circumstances, or abject stupidity, you are unaffected
by nonmagical attempts to intimidate you. Charisma (Intimidation) checks that target you
automatically fail. This has no effect whatsoever on magical effects, substances, or creature
abilities that cause the frightened condition.
Conjunctive Attunement
Through intensive study of the nature of magic and the process of creating and maintaining
magic items, you learn to circumvent normal attunement limits by joining two items together in
synchronicity. To do so, you must spend a short rest performing various minor rituals,
incantations, and meditation while touching two magic items of different types. Once this short
rest is completed you may attune both items with a single attunement slot. These two items are
forevermore considered one item with regard to attunement by you. If you break your attunement
to one of the items, your attunement to both items breaks. You may not later attune either of the
items unless you attune them both. If one of the items is cursed, both items are considered
cursed, requiring two castings of remove curse to allow breaking attunement on both items.
As a result of this technique, you can be attuned to a maximum of four magical items, rather than
the normal limit of three. Other attunement limitations still apply.
Contortionist
Through training or talent, you are adept at maneuvering out of holds and grapples. You gain the
following benefits:
• Increase your Dexterity by 1 to a maximum of 20.
• You may claim advantage on any checks made to resist becoming grappled.
• In addition, once per short rest, you may claim advantage on any single saving throw
made to resist becoming restrained either through physical means such as rope, chains, or
manacles or via spell effect such as the hold person spell. This effect resets after a short rest.
Cutting Blow
Your blows cut deep, inflicting bleeding wounds and granting you the following benefits:
• Your Strength OR Dexterity increases by 1, to a maximum of 20.
• On a critical hit when using a slashing weapon, you add an extra die of damage. The die
type is the same as that of the weapon used. This Cutting Blow damage die is in addition to the
critical hit, and not doubled. The target continues to take the Cutting Blow die in damage each
round at the start of their turn until they receive magical healing or receive treatment via a
successful DC 10 Wisdom (Medicine) check. The DC of this check is increased by 1 for every
10 points of damage dealt in the initial strike.
Desperate Rites
Once per day, if an attack against you would otherwise drop you to 0 hit points, you may drop to
1 hit point instead. Conditions which do damage over time such as poison do not do damage until
the end of your next turn. If your opponent could take additional actions to inflict damage on
you, they cannot do so until the end of their next turn. This ability recharges at sunrise each day.
Diehard
Prerequisite: Constitution 13+
Whether due to a physiological quirk, a mystical blessing, or an incredible will to live, you are
improbably hard to kill. You have advantage on death saving throws.
Exposure
You are skilled in manipulating reputations, including destroying the reputations of your enemies
by displaying their weaknesses for all to see.
• You may claim advantage on Wisdom (Insight) checks to determine a target’s current
motivations, and if they are intentionally deceiving you.
• In addition, up to three times per long rest, you may force a single enemy to reroll one of
the following: a check involving Charisma (Deception), Charisma (Intimidation), or Charisma
(Persuasion); Dexterity (Sleight of Hand); Wisdom (Insight); or a roll to see if an attack succeeds
against you or an ally within 10 feet of you.
Expression Blank
You are skillful at causing others to underestimate your capabilities and disguising your true
feelings. You receive the following benefits:
• Increase your Wisdom score by 1 point to a maximum of 20.
• Wisdom (Insight) rolls made against you to determine the intent behind your words are at
a disadvantage.
• If you are within a magical effect that compels truth, such as the zone of truth spell, you
are automatically aware of the magical compulsion.
Flames of the Heart
Drawing on passion, rage, or a mystical connection to the Source, you can choose once per long
rest to manifest flame around yourself in a 5-foot radius.
This ethereal flame moves with you, and you do not suffer fire damage while the flames are
active. While the flames persist, you may use your reaction to direct them to one creature
attacking you in melee range OR one attacking creature starting their turn within 5 feet of you.
This chosen target must succeed on a Constitution saving throw or suffer 2d6 fire damage.
Flames of the Heart lasts for a minimum of 1 round, plus as many additional rounds as your
Wisdom modifier.
Fleet of Foot
You are extremely fast. Your speed increases by 10 feet.
Gambler
Spending countless hours winning and losing coin in ale-stained taverns has forged you into a
consummate gambler and chance-seeking addict. You gain the following benefits and features:
• Increase your Charisma score by 1, to a maximum of 20.
• You gain proficiency with two types of gaming sets of your choice.
• You have a reputation as a card shark. Some folks may avoid playing you for this reason,
while other gamblers may seek you out specifically.
Great Fortitude
You have incredible stamina beyond the norm. You may add your proficiency bonus to all
Constitution saving throws. This feat has no effect if you are already proficient with Constitution
saving throws.
Halo Effect
Through study via a tutor, strict upbringing, or demands of your profession, you know how to
use your own personal charisma to make others regard your friends and allies almost as well as
yourself. You gain the following benefits:
• Increase Charisma by 1 point to a maximum of 20.
• You may grant advantage up to three times per long rest on Charisma (Deception),
Charisma (Intimidation), and Charisma (Persuasion) checks made by an ally of your choice if
you are within 30 feet of them. The ally does not need to perceive you, but you must be able to
perceive them.
Hear the Cries
Whether through natural empathy, your oaths and promises, or your personal outlook on the
world, you have knowledge of the interdependence of all things. You gain the following benefits:
• Increase your Wisdom by 1 to a maximum of 20
• You may roll a Wisdom (Medicine) check with advantage when attempting to stabilize or
heal yourself or an ally.
• In addition, if you have racial or class features, or feats, that grant a restoration of hit
points to yourself or others, instead of rolling dice to determine the amount restored you may
restore the maximum amount of hit points. You may use this ability three times per long rest.
Hearth finder
You are accustomed to haggling for shelter and resources in a variety of places — maybe due to
a rough life, handling logistics for a team, or your role as the provider for others. You gain the
following benefits:
• Increase your Constitution or Charisma ability score by 1, to a maximum of 20.
• You may claim advantage on Charisma (Persuasion) and Charisma (Intimidation) checks
when used toward finding food, shelter, or medicine for you or your companions.
Hearty Constitution
You keep yourself in excellent health, to the extent that you bounce back quickly from injury.
You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• Whenever you regain hit points as a result of a spell, potion, class feature, or other means,
you regain additional hit points equal to your proficiency bonus.
• When a creature uses a spell, Wisdom (Medicine) check, healer’s kit, or other means to
stabilize you when you are dying, you also regain hit points equal to your proficiency bonus.
Hustler
Prerequisite: Proficiency with at least one gaming set.
You are well-practiced at lulling people into a false sense of confidence, fleecing the easy marks,
and earning stacks of coin through games of chance.
• You have advantage on Charisma (Deception) checks to bluff opponents in games of
chance, and Charisma (Persuasion) checks to convince others to join you for a game.
• When you take the Carousing downtime action, you may reroll your result once, but must
keep the results of the second roll.
Improved Initiative
You react with amazing speed. As such, you gain a +4 bonus on Initiative rolls.
Incredible Might
You are able to draw upon reserves of remarkable strength. You may add your proficiency bonus
to all Strength saving throws. This feat has no effect if you are already proficient with Strength
saving throws.
Iron Mind
You are able to shrug off the most terrifying and blatant assaults upon your personality and ego.
You may add your proficiency bonus to all Charisma saving throws. This feat has no effect if
you are already proficient with Charisma saving throws.
Lightning Re flexes
You are blessed with uncanny reflexes. You may add your proficiency bonus to all Dexterity
saving throws. This feat has no effect if you are already proficient with Dexterity saving throws.
March of Will
You are accustomed to physically intense work, or otherwise have greater physical endurance
than your peers. This may be due to a history of athleticism, strength training, past injury, or
force of will, but no matter the reason, you are more resistant to exhaustion. You gain the
following benefits:
• You may increase your Constitution score by 1 to a maximum of 20.
• Once per short rest, if you would otherwise gain a level of exhaustion due to
environmental effect or spell, you may ignore it.
Mnemonic Mastery
Prerequisite: Spellscholar feat
Your study of the spells at your disposal has advanced to such a degree that you may hold a
portion of magical energy in reserve, freeing you from the restrictions of spell preparation. When
you prepare spells, you may keep a number of open spells on your prepared list equal to your
spellcasting ability modifier (minimum 1). As an action you may choose a spell you know but do
not have prepared and make an ability check using your spellcasting ability (DC = 10 + the level
of the desired spell). If successful, you may instantly prepare the desired spell. You must have at
least one spell slot available of the desired spell’s level or higher in order to use this feat to
prepare a spell.
Mystical Multitask
Prerequisite: The ability to cast at least one spell
Due to intensive training, a deep connection to the Source, sheer stubbornness, or natural talent,
you are able to maintain concentration on two spells or effects at the same time. This is a taxing
practice, and automatically accrues one point of menthruac.
• If you attempt to cast a spell that requires concentration while already concentrating on
an existing spell, you can maintain concentration on both spells simultaneously. You must spend
your action each subsequent round on maintaining this concentration or lose concentration for
both spells. You may take bonus actions, reactions, and move normally while maintaining this
concentration.
• At the end of each turn where you have two spells you are concentrating on, you must
make a Constitution saving throw against a DC of 10 + the number of complete rounds you’ve
been concentrating on two spells. On a failure, you lose concentration for both spells. You can
drop concentration on one of your spells during your turn as a bonus action to avoid this saving
throw.
• Any time you would be forced to make a Constitution saving throw to maintain
concentration due to taking damage, the DC equals 10 + both spells’ levels combined, or half the
damage you take, whichever number is higher. On a failure, you lose concentration on both
spells.
Nature’s Favor
You take to the forests, water, cities, mountains, or the underground exceptionally well, whether
due to your upbringing, hobbies, or training.
• Increase your Constitution by 1 to a maximum of 20.
• You gain advantage on Wisdom (Nature) checks.
• Select your favored environment and gain an additional effect while within that
environment.
Environment Effect
Cities. Once per long rest you may roll an Intelligence (History) check DC 13 to see if you know
one of the following: a local figure of note, a single point about local politics, or a safe location
within the city.
Forest.You may cast hunter’s mark without magical aptitude or using spell slots once per long
rest.
Mountains. You may claim advantage on saving throws relating to exhaustion while in the
mountains.
Underground. Once per long rest you may roll an Intelligence (History) check DC 13 to see if
you know one of the following: a weak structural point such as in a cave or mine system; a
relatively safe location; a single fact about relevant history or politics of the area.
Water. You may claim advantage on Strength (Athletics) checks to swim; you suffer no harm in
temperatures as cold as –20 degrees Fahrenheit while near a major source of water such as a sea
or ocean.
You can take this feat multiple times for additional environmental effects, but the Constitution
bonus and advantage to Wisdom (Nature) checks do not stack.
Observant Heart
You more easily observe and notice the motivations of your allies and enemies, social
implications, and what can only be read between the lines of speech or a letter, and thus gain the
following benefits:
• Increase Charisma OR Wisdom by 1 point to a maximum of 20.
• No matter which ability score increased, you may claim advantage on Charisma
(Persuasion) and Wisdom (Insight) checks.
Opportunist
Prerequisite: Intelligence 15
You are constantly aware of the battlefield around you, honing this awareness into lethal
prowess. When a creature within 5 feet of you takes damage from an attack, you may use your
reaction to make a melee attack against the damaged creature.
Practiced Drinker
The inns and taverns of the Realm are known for drinking games. In your travels, you have
played and won several, and in doing so you’ve learned to slam drinks while minimizing their
adverse effects. You gain the following benefits:
• You can drink a potion as a bonus action, instead of as an action.
• You have advantage on any saving throws triggered by ingesting an alcoholic beverage
or poisonous substance.
Pure Mind
Due to training, meditation, a natural gift, or dedication to the Source, you are resistant to the
charmed and frightened conditions and may claim advantage on saving throws made against
these effects. If you are already resistant to these conditions, your next action after the saving
throw is also at advantage.
Quicksilver Wit
Your mental reaction time is much faster than most folks. You may add your proficiency bonus
to all Wisdom saving throws. This feat has no effect if you are already proficient with Wisdom
saving throws.
Rainbow Aura
Natural flora and fauna are colorful and use those colors as signals to defend themselves. You do
likewise, albeit somewhat more proactively.
You increase your Constitution ability score by 1 up to a maximum of 20. In addition, up to three
times per long rest, when you successfully hit on an attack, you may roll an additional 1d6. The
result on the die determines the additional damage of the attack as follows:
[TABLE PLEASE]
Result Effect
1 You do cold damage equal to your Constitution modifier (minimum damage 1).
2 You do fire damage equal to your Constitution modifier (minimum damage 1).
3 You do acid damage equal to your Constitution modifier (minimum damage 1).
4 You do psychic damage equal to your Constitution modifier (minimum damage 1).
5 You do necrotic damage equal to your Constitution modifier (minimum damage 1).
6 You do radiant damage equal to your Constitution modifier (minimum damage 1).
[/TABLE]
If the original roll to hit was a critical success, double the amount of additional damage dealt via
this feat as well.
Reasoned
Your powers of reason and ability to process information make you incredibly resistant to mental
manipulation. You may add your proficiency bonus to all Intelligence saving throws. This feat
has no effect if you are already proficient with Intelligence saving throws.
Skill Focus
Choose a skill, tool, instrument, or vehicle you are proficient with. Your proficiency bonus is
doubled for any ability check you make that uses that proficiency.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the
feat, it applies to a new skill, tool, instrument, or vehicle. The effects of this feat do not stack
with the Expertise class feature or any other feature that grants a doubled proficiency bonus.
Skilled
You are remarkably adept with skills, tools, and vehicles. Choose any three skills, tools,
instruments, or vehicles you are not proficient with. You gain proficiency with the chosen skills,
tools, instruments, or vehicles.
You can take this feat multiple times. Each time you select three new skills, tools, instruments, or
vehicles.
Source Awareness
You have an acute awareness of the flow of magical energy. When a spell is cast within a
number of feet of you equal to your passive Perception score × 10 feet, you are aware of the
general direction from which the spell is cast, as well as the level of the spell. You may use a
bonus action to make an Intelligence (Arcana) check (DC = 10 + the spell’s level). If successful,
you recognize the school of the triggering spell.
Source Tap
Prerequisite: The ability to cast at least one spell
Your connection to the Source when casting magic of a particular school is potent. When you
choose this feat, select a school of magic. When calculating your spell save DC for spells of that
school, you use double your proficiency bonus.
You may take this feat multiple times, selecting a different spell school each time the feat is
taken.
Speed Burst
Drawing on emotional reserves, training, or force of sheer will, you have learned to work more
quickly — but you cannot sustain this speed. Once per long rest, you may use haste, as per the
spell, even if you do not have spell slots available. This use of haste can only target yourself, but
the other effects remain the same, including the inability to move or take actions until after your
next turn once the spell ends.
Spellscholar
Prerequisite: The ability to prepare, and cast, at least one spell
Through intense study of your spellbook or holy texts, you have learned a degree of flexibility in
your spell preparation. This allows you, in times of extreme duress, to alter your spell
preparation for the day. As an action, you can instantly prepare a spell from your available class
spell list (or spellbook, if you prepare spells from one) that you did not have prepared. This spell
choice must be of a level for which you have spell slots remaining. You then lose preparation of
a different spell of your choice of equal or higher spell level.
If you are multiclassed, you can only use Spellscholar to rapidly prepare and swap spells from a
class that prepares spells. Once you use this ability, you must finish a short or long rest before
you can use it again.
Spellslinger
Prerequisite: Character level 8th or higher
Through intense focus, training, and dedication, you’ve harnessed the techniques of rapid
spellcasting. You are no longer limited to only one non-cantrip spell per turn. If you are able to
access multiple actions, reduce the casting time of a spell to a bonus action, or by some other
means introduce a second spellcasting action into your turn, you may cast a second spell that
requires the expenditure of a spell slot. If you cast two or more spells in a single turn, only one of
them can use a spell slot of 3rd level or higher.
Steadfast Companion
If an ally within 10 feet of you suffers damage from an attack, you may as a reaction move to
that ally even if you used your maximum movement capacity during your turn. The movement
involved in this feat is not subject to movement restrictions caused by magical effects or difficult
terrain. It also does not provoke attacks of opportunity.
If an ally within 10 feet of you suffers damage from an attack while you are subject to movement
restrictions caused by physical means, such as binding with chain or the grappled condition, you
instead may use a reaction to immediately roll the appropriate check to see if you regain freedom
of movement. If you succeed on your check, you may choose to move as per Steadfast
Companion on your next turn.
Summoner’s Strength
Prerequisite: Character level 8th or higher, the ability to cast spells
You are gifted and share a special rapport with creatures you magically summon. When you cast
a spell such as find familiar, conjure woodland beings, or conjure minor elemental, you may add
a bonus equal to your proficiency bonus to either the attacks or Armor Class of the creatures you
summon. You must choose which of these you wish to apply the bonus to at the time you cast the
spell and may not change it later. This bonus applies to all creatures summoned with the same
casting of the spell. If you choose to apply the bonus to attacks, the bonus applies to all melee
and ranged attack rolls made by the creatures but does not apply to damage dealt by those
attacks.
Sympathetic Sorcery
Prerequisite: Must be able to cast spells
If an attack is made against you and successfully hits, you may roll a d20 as a reaction as if
rolling to hit with an attack against your attacker’s AC. If successful, the attacker takes an
amount of damage equivalent to the amount done to you before any modifiers such as resistances
(minimum of 1 hit point damage). You may use this ability up to three times per day. This ability
recharges at sunrise.
Thrown Weapons Master
Through combat training, practice, or natural athleticism, you are able to maximize the effect of
weapons that have been balanced for throwing. You may even throw weapons that are not
designed for such purposes, though with limited range. You gain the following benefits:
• Increase your Strength OR Dexterity score by 1, to a maximum of 20.
• Simple and martial melee weapons without the thrown property can be treated as if they
have the thrown property. One-handed weapons have a range of 20/60, while two-handed
weapons have a range of 15/30.
• Weapons that naturally have the thrown property increase their range by +20/+40.
Chapter 6: Magic, Spells and Rituals
The Pool of Magic, also known as the Source, feeds mystical energy into all things on Azoth and
reclaims energy released through destruction and decay. The faint touch of magic can be felt
throughout the Realm in the people and creatures that thrive there. The Crossings are magical
phenomena that bring interdimensional immigrants to the Realm. In these manifestations, magic
is a natural phenomenon no different than weather or gravity.
Magic can also be utilized and directed through spellcasting and ritual. An alchemist uses
scientific principles to coax magical essence from mundane reagents. A wizard guides magical
force through intensive study and mastery of formulae. Clerics and warlocks lean on connections
to powerful entities through faith or pact, bringing the will of their deities and patrons into being
through the use of spells and prayers. In all of these cases, the magician relies on a focus item,
such as an orb, crystal, holy symbol, staff, or wand, to direct their will and cast spells. Without
such an item, magic is nearly impossible to access.
Among those who manipulate magic, the strongest and most dangerous are sorcerers of the
Source Touched origin. Tied directly to the Pool of Magic, these spellcasters open a primal
channel to the Source, allowing them to perform truly spectacular acts of mystical might. Though
all magic in the Realm draws from the Source, only these rare sorcerers are able to do so without
the need for the tools and props that other spellcasters use to guide the raw power of the Pool of
Magic.
Drawing on the Pool of Magic is a dangerous proposition. Alchemists, bards, druids, and rangers
use the inherent magic in nature to insulate them from the rigors of accessing magic. Their crafts,
while potent, are indirect. Clerics, paladins, and warlocks rely on gods and patrons to shield them
from the worst effects, as none draw from the Source directly. Source Touched sorcerers,
through the accident of their birth, fate, or some magical anomaly, exhibit an uncanny immunity
to these dangers. All other spellcasters must exhibit great care when tapping into the Source, lest
they suffer menthruac.
Menthruac
Menthruac, also known as mind-lock, is a dangerous condition that affects spellcasters who try to
draw too much from the Source too quickly. Menthruac is a form of psychic exhaustion that
degrades the spellcaster’s abilities. It is possible for a careless wizard to drain themself to the
point of unconsciousness or death by ignoring the dangers of menthruac.
When an arcane caster (commonly bards, sorcerers, warlocks, and wizards) of any origin other
than Source Touched casts a spell, they may choose to gain one or more levels of menthruac in
exchange for access to additional spellcasting features listed in the table below. A spellcaster
may only use one menthruac effect at a time. A spellcaster may never accumulate more than
eight levels of menthruac, regardless of how they divide their uses of this arcane energy.
[TABLE PLEASE]
Level Effect
1 Choose one: Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Subtle
Spell, Twinned Cantrip
2 Choose one: Quickened Spell, Twinned 1st-level spell, increase Spell Attack Bonus or
Spell Save DC by 1 for the targeted spell
3 Choose one: Heightened Spell, Twinned 2nd-level spell, increase Spell Attack Bonus or
Spell Save DC by 2 for the targeted spell
4 Choose one: Maximize a number of damage dice equal to your spellcasting ability
modifier for one spell, increase Spell Attack Bonus or Spell Save DC by 3 for the targeted spell
[/END TABLE]
When a character gains levels of menthruac, the energy building within them threatens to tear
them apart as unchained magic flows through the spellcaster’s body and soul. At the end of the
combat, or if casting outside of combat when the spell ends, all levels of menthruac the
spellcaster gained are expended, applying the effects on the table below.
Menthruac has the following effects.
[TABLE PLEASE]
Level Effect
1 Disadvantage on saving throws to resist spells and magical effects
2 Disadvantage on all saving throws
3 Disadvantage on ability checks
4 Disadvantage on attack rolls
5 Hit point total reduced to 0, must make death saves as normal
6 Hit point total reduced to 0, first death save automatically failed, must make death saves
as normal
7 Hit point total reduced to 0, first and second death saves automatically failed, must make
death saves as normal
8+ Instant death
[/END TABLE]
A character removes all current effects of menthruac after completing a long rest.
Focus Items
Each spellcaster must have a magical focus item that allows them to draw from the Pool of
Magic in order to work their spells. This focus is unique to the spellcaster and is typically crafted
or attuned when the spellcaster first learns to use magic. Bards rely on musical instruments,
druids on objects like wooden staves and wands, clerics and warlocks on the symbols and icons
of their deities and patrons. A full list of focus items by class is presented below.
Focus items are unique. Spellcasters can’t carry a spare or keep a backup handy. If a spellcaster’s
focus item is destroyed or lost, they can no longer cast spells until they construct a replacement.
Doing so is a costly and time-consuming endeavor, taking a number of days equal to 21 – the
character’s level in the relevant spellcasting class. This assumes the caster works on their new
focus item during all short and long rests. If the spellcaster goes into total isolation, forgoing all
activity other than eating, sleeping, and working on their new focus item, the construction time is
cut in half and rounded down, to a minimum of one day of work. The caster must pay the
purchase cost of the new focus item before beginning the work of replacing their old focus item.
Optional rule: Casting Without Focus
Under the normal rules, casters are unable to cast without access to their focus item. Some
troupes may find this a bit too harsh, so this optional rule allows for spellcasters to gain minimal
access to cantrips at a price.
Each time a spellcaster who does not have their focus item wishes to cast a cantrip, they may do
so. When they do, they must immediately suffer a level of menthruac due to tapping directly into
the Source without protection.
This allows the spellcaster a limited ability to access some spells, albeit at a very steep price.
The Game Master should be sure to let players know during character creation if this variant rule
is being used in the campaign.
[TABLE PLEASE]
Class Focus Item Purchase Cost Weight
Alchemist Alchemy Bag 50 gp 8lb.
Bard Bagpipes 30 gp 6 lb.
Bard Citole 35 gp 2 lb.
Bard Drum 6 gp 3 lb.
Bard Dulcimer 25 gp 10 lb.
Bard Flute 2 gp 1 lb.
Bard Lute 35 gp 2 lb.
Bard Lyre 30 gp 2 lb.
Bard Horn 3 gp 2 lb.
Bard Hurdy-Gurdy 30 gp 4 lb.
Bard Pan flute 12 gp 2 lb.
Bard Shawm 2 gp 1 lb.
Bard Viol 30 gp 1 lb.
Cleric Amulet 5 gp 1 lb.
Cleric Emblem 5 gp -
Cleric Reliquary 5 gp 2 lb.
Cleric Staff 5 gp 4 lb.
Cleric Vestments 5 gp 4 lb.
Druid Herbalism kit 5 gp 3 lb.
Druid Sprig of mistletoe 1 gp -
Druid Totem 1 gp -
Druid Wooden staff 5 gp 4 lb.
Druid Yew wand 10 gp 1 lb.
Paladin Amulet 5 gp 1 lb.
Paladin Emblem 5 gp -
Paladin Shield 10 gp 6 lb.
Paladin Vestments 5 gp 4 lb.
Ranger Component pouch 25 gp 2 lb.
Ranger Herbalism kit 5 gp 3 lb.
Ranger Sprig of mistletoe 1 gp -
Ranger Wooden staff 5 gp 4 lb.
Sorcerer Component pouch 25 gp 2 lb.
Sorcerer Crystal 10 gp 1 lb.
Sorcerer Orb 20 gp 3 lb.
Sorcerer Rod 10 gp 2 lb.
Sorcerer Spellbook 50 gp 3 lb.
Sorcerer Staff 5 gp 4 lb.
Sorcerer Wand 10 gp 1 lb.
Warlock Component Pouch 25 gp 2 lb.
Warlock Crystal 10 gp 1 lb.
Warlock Orb 20 gp 3 lb.
Warlock Rod 10 gp 2 lb.
Warlock Spellbook 50 gp 3 lb.
Warlock Staff 5 gp 4 lb.
Warlock Wand 10 gp 1 lb.
Wizard Component Pouch 25 gp 2 lb.
Wizard Crystal 10 gp 1 lb.
Wizard Orb 20 gp 3 lb.
Wizard Rod 10 gp 2 lb.
Wizard Spellbook 50 gp 3 lb.
Wizard Staff 5 gp 4 lb.
Wizard Wand 10 gp 1 lb.
[/END TABLE]
Components
A spell's components are the physical requirements you must meet in order to cast it. Each spell's
description indicates whether it requires verbal (V), somatic (S), or Focus (F) components. If you
can't provide all of a spell's components, you are unable to cast the spell.
Verbal (V)
Most spells require the chanting of mystic words. The words themselves aren't the source of the
spell's power; rather, the particular combination of sounds, with specific pitch and resonance,
sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence,
such as one created by the silence spell, can't cast a spell with a verbal component.
Characters who are fluent in sign language due to being deaf or mute can utilize sign language to
fulfill the verbal component of spells. They can also cast within an area of silence by using more
forceful signing to “break” the silence, but this requires them to have both hands free.
Somatic (S)
Spellcasting gestures might include a forceful gesticulation or an intricate set of mudras. If a
spell requires a somatic component, the caster must have free use of at least one hand to perform
these gestures.
Focus (F)
While all spellcasters other than Source Touched sorcerers require access to their focus item in
order to cast spells, some spells require specific manipulation of the focus item. Generally
speaking, as long as a caster is in physical contact with their focus item, they may cast their
spells normally; however, if a spell requires a focus component, the spellcaster must hold and
brandish or otherwise manipulate their focus item. A spellcaster must have a hand free to hold
their spellcasting focus, but it can be the same hand that they use to perform somatic components
or sign-language verbal components.
Spells
Spells are singular magical effects that utilize energy from the Pool of Magic to achieve a
specific expression. The PHB introduces dozens of spells. Though most of these function exactly
as described when used within the Realm, some merit special discussion.
Planar Magic
Azoth is a unique plane that connects with the larger multiverse through Crossings. As a result, a
number of spells work differently, or do not work at all in the Realm. Spells that do not function
in the Realm simply do not exist as far as the inhabitants of Azoth are concerned. They may be
neither learned nor prepared. Note that effects similar to some of these spells can be learned as
True Rituals (see p. xx).
Line of Effect
Several spells require an unimpeded line of effect between the caster and target.
For a target to be within line of effect, the target must be able to be perceived by
the caster and must be at least partially exposed. Walls and other objects that
provide total cover prevent the caster from establishing a line of effect to the
target.
Banned Spells
Spells that may not be learned or used in the Realm are:
Astral Projection, Banishment, Commune, Conjure Celestial, Conjure Fey, Contact Other Plane,
Demiplane, Gate, Imprisonment, Magnificent Mansion, Maze, Planar Ally, Planar Binding, and
Plane Shift.
Altered Spells
Spells that function differently than presented in the PHB are detailed below.
Blink
3rd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher,
you become invisible, insubstantial, and unable to make sound. While insubstantial you are
immune to all forms of damage and can take no action that would deal damage or affect another
creature in any way. At the start of your next turn, and when the spell ends if you are
insubstantial, you stop being insubstantial and appear in an unoccupied space of your choice you
can perceive within 10 feet of the space you vanished from. If no unoccupied space is available
within that range, you appear in the nearest unoccupied space (chosen at random if more than
one space is equally near). You can dismiss this spell as an action.
While insubstantial, you can perceive your surroundings, which are dull and muted. While in this
state you can't perceive anything more than 60 feet away regardless of other sensory abilities,
spells, or effects.
Conjure Animals
3rd-level conjuration
Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Concentration, up to 1 hour
You magically summon beasts, pulling them from the nearby environment, causing them to
appear in unoccupied spaces that you can perceive within 60 feet. Choose one of the following
options for what appears:
One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
These beasts disappear when the spell ends. If a summoned beast drops to 0 hit points, it dies,
leaving behind a corpse as normal.
The summoned beasts are friendly to you and your companions. Roll initiative for the summoned
creatures as a group, which has its own turns. They obey any verbal commands that you issue to
them (no action required by you). If you don't issue any commands to them, they defend
themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures' statistics. Sample creatures by environment can be found below.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one
of the summoning options above, and more creatures appear: twice as many with a 5th-level slot,
three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
[TABLE PLEASE]
CR Environment Creature Name
0 Arctic owl
1/8 Arctic blood hawk
1/4 Arctic giant owl
1/2 Arctic -
1 Arctic brown bear
2 Arctic polar bear, saber toothed tiger
0 Coastal crab, eagle
1/8 Coastal blood hawk, giant crab, poisonous snake, stirge
1/4 Coastal giant lizard, giant wolf spider, pteradon
1/2 Coastal -
1 Coastal giant eagle, giant toad, plesiosaurus
0 Desert cat, hyena, jackal, scorpion, vulture
1/8 Desert camel, flying snake, mule, poisonous snake, stirge
1/4 Desert constrictor snake, giant lizard, giant poisonous snake, giant wolf spider
1/2 Desert swarm of insects
1 Desert giant hyena, giant spider, giant toad, giant vulture, lion
2 Desert giant constrictor snake
0 Forest baboon, badger, cat, deer, hyena, owl
1/8 Forest blood hawk, flying snake, giant rat, giant weasel, mastiff, poisonous snake, stirge
1/4 Forest boar, constrictor snake, elk, giant badger, giant bat, giant frog, giant lizard, giant
owl, giant poisonous snake, giant wolf spider, panther, swarm of ravens, wolf
1/2 Forest ape, black bear, giant wasp, swarm of insects
1 Forest brown bear, dire wolf, giant hyena, giant spider, giant toad, tiger
2 Forest giant boar, giant constrictor snake, giant elk, swarm of poisonous snakes
0 Grassland cat, deer, eagle, goat, hyena, jackal, vulture
1/8 Grassland blood hawk, flying snake, giant weasel, poisonous snake, stirge
1/4 Grassland axe beak, boar, elk, giant poisonous snake, giant wolf spider, panther,
pteradon, riding horse, wolf
1/2 Grassland giant goat, giant wasp, swarm of insects
1 Grassland giant eagle, giant hyena, giant vulture, lion, tiger
2 Grassland allosaurus, giant boar, giant elk, rhinoceros
0 Hill baboon, eagle, goat, hyena, raven, vulture
1/8 Hill blood hawk, giant weasel, mastiff, mule, poisonous snake, stirge
1/4 Hill axe beak, boar, elk, giant owl, giant wolf spider, panther, swarm of bats, swarm of
ravens, wolf
1/2 Hill giant goat, swarm of insects
1 Hill brown bear, dire wolf, giant eagle, giant hyena, lion
2 Hill giant boar, giant elk
0 Mountain eagle, goat
1/8 Mountain blood hawk, stirge
1/4 Mountain pteradon, swarm of bats
1/2 Mountain giant goat
1 Mountain giant eagle, lion
2 Mountain giant elk, saber toothed tiger
0 Swamp rat, raven
1/8 Swamp giant rat, poisonous snake, stirge
1/4 Swamp constrictor snake, giant frog, giant lizard, giant poisonous snake, swarm of
rats, swarm of ravens
1/2 Swamp crocodile, swarm of insects
1 Swamp giant spider, giant toad
2 Swamp giant constrictor snake, swarm of poisonous snakes
0 Underground giant fire beetle
1/8 Underground giant rat, stirge
1/4 Underground giant bat, giant centipede, giant lizard, giant poisonous snake, swarm of
bats
1/2 Underground swarm of insects
1 Underground giant spider, giant toad
2 Underground giant constrictor snake, polar bear
0 Underwater octopus, quipper
1/4 Underwater constrictor snake
1/2 Underwater giant sea horse, reef shark
1 Underwater giant octopus, swarm of quippers
2 Underwater giant constrictor snake, hunter shark, plesiosaurus
0 Urban cat, goat, rat, raven
1/8 Urban flying snake, giant rat, mastiff, mule, pony, stirge
1/4 Urban draft horse, giant centipede, giant poisonous snake, riding horse, swarm of bats,
swarm of rats, swarm of ravens
1/2 Urban crocodile, giant wasp, swarm of insects, warhorse
1 Urban giant spider
[/END TABLE]
Conjure Woodland Beings
4th-level conjuration
Casting Time: 1 action
Range: 60 ft
Components: V, S, F
Duration: Concentration, up to 1 hour
You summon fey creatures who are tied to the nearby environment and appear in unoccupied
spaces that you can perceive within 60 feet. Choose one of the following options for what
appears:
One fey creature of challenge rating 2 or lower
Two fey creatures of challenge rating 1 or lower
Four fey creatures of challenge rating 1/2 or lower
Eight fey creatures of challenge rating 1/4 or lower
A summoned fey creature disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the
summoned creatures as a group, which has its own turns. They obey any verbal commands that
you issue to them (no action required by you). If you don't issue any commands to them, they
defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures' statistics. Sample creatures by environment can be found below. If
this spell is cast in an environment that does not list available fey creatures, the GM may decide
to pull creatures from the nearest environment to the spellcaster. The GM may also choose to
utilize beasts appropriate to the environment in lieu of fey creatures (see conjure animals) though
in this case, the beasts are also considered fey creatures and respond to being reduced to 0 hit
points as described in this spell. Lastly, the GM may rule that there are no fey spirits in the
region able to be summoned, in which case the spell fails, and the slot is wasted.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one
of the summoning options above, and more creatures appear: twice as many with a 6th-level slot
and three times as many with an 8th-level slot.
[TABLE PLEASE]
CR Environment Creature Name
2 Coastal sea hag
1/4 Forest blink dog, sprite
1/2 Forest satyr
1 Forest dryad
2 Underwater sea hag
[/END TABLE]
Etherealness
7th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 8 hours
You become invisible, insubstantial, and unable to make sound. While insubstantial you are
immune to all forms of damage and can take no action that would deal damage or affect another
creature in any way. You remain insubstantial for the duration or until you use your action to
dismiss the spell. During this time, you can move in any direction. If you move up or down,
every foot of movement costs an extra foot. You can perceive your surroundings, but everything
looks gray, and you can't see anything more than 60 feet away.
While you are insubstantial, other creatures can't perceive you and can't interact with you, unless
a special ability or magic has given them the ability to do so. You ignore all objects and effects,
unless those objects or effects are stated to affect the Ethereal Plane. This allows you to pass
through solid objects.
When the spell ends, you immediately become solid in the spot you currently occupy. If you
occupy the same spot as a solid object or creature when this happens, you are immediately
shunted to the nearest unoccupied space that you can occupy and take force damage equal to
twice the number of feet you are moved.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can
target up to three willing creatures (including you) for each slot level above 7th. The creatures
must be within 10 feet of you when you cast the spell. All creatures targeted with the same
casting of this spell can see one another for the duration, though they still cannot communicate
audibly.
Secret Chest
4th-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, F
Duration: Instantaneous
You hide a chest (or similar container) you touch, and all its contents, by making the chest
invisible and insubstantial. The chest can contain up to 12 cubic feet of nonliving material (3 feet
by 2 feet by 2 feet).
While the chest remains invisible and insubstantial, you can use an action to manipulate your
focus item to recall the chest. It appears in an unoccupied space on the ground within 5 feet of
you. You can return the chest back to its invisible and insubstantial state by using an action and
touching the chest.
After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This
effect also ends if you cast this spell again, or if you choose to end the spell as an action. If the
spell ends while the chest is invisible and insubstantial, it is irretrievably lost.
New Spells
The following section details new spells found in the Realm. It begins by presenting these spells
in lists according to class and is followed by descriptions of the new spells.
[TABLE PLEASE]
Bard
2nd Level
Alibi
Battlecry
Dark Flame
Enrage
Entrance Animal
3rd Level
Cloak of Silence
Violent Scream
7th Level
Eyeburst
Cleric
2nd Level
Compost
Magic Vestment
3rd Level
Arcane Parry
Cloak of Silence
4th Level
Shield the Gathering
Tenacity
7th Level
Rallying Respite
Druid
1st Level
Blood Trail
2nd Level
Circle of Sounds
Compost
Enrage
Entrance Animal
3rd Level
Body of Sand
Exile from Nature
Paladin
2nd Level
Battlecry
Magic Vestment
3rd Level
Arcane Parry
4th Level
Shield the Gathering
Tenacity
Ranger
1st Level
Blood Trail
2nd Level
Circle of Sounds
Entrance Animal
3rd Level
Cloak of Silence
Sorcerer
Cantrip
Imbue Weapon
2nd Level
Absorb Mana
Alibi
Chains of Binding
Compost
Dark Flame
Enrage
Entrance Animal
Magic Vestment
Shield Ally
3rd Level
Arcane Parry
Body of Sand
Cloak of Silence
Violent Scream
4th Level
Shield the Gathering
Tenacity
Wall of Mana
5th Level
Source Sink
6th Level
Source Interference
7th Level
Eyeburst
Rallying Respite
8th Level
Healing Interdiction
Warlock
2nd Level
Chains of Binding
Compost
Dark Flame
3rd Level
Violent Scream
4th Level
Tenacity
Wizard
Cantrip
Imbue Weapon
2nd Level
Absorb Mana
Alibi
Chains of Binding
Compost
Dark Flame
Enrage
Entrance Animal
Magic Vestment
Shield Ally
3rd Level
Arcane Parry
Body of Sand
Cloak of Silence
Violent Scream
4th Level
Tenacity
Wall of Mana
5th Level
Source Sink
6th Level
Source Interference
7th Level
Eyeburst
Rallying Respite
8th Level
Healing Interdiction
[/END TABLE]
New Spell Descriptions
Absorb Mana
2nd-level abjuration
Magic in the realm is a measurable, palpable, and deadly force. This spell allows the caster to
redirect a portion of a spell’s energy for both defense and offense.
Casting Time: 1 reaction
Range: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy of a spell attack, lessening its effect on you and
storing it for your next spell attack. You have resistance to the damage type of the triggering
spell until the start of your next turn. Also, the first time you hit with a spell attack on your next
turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. If you do not
deal damage with a spell attack on your next turn this extra damage is lost and wasted.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra
damage increases by 1d6 for each slot level above 2nd.
Alibi
2nd-level enchantment
The nations of Azoth are no strangers to deception and intrigue. Through the use of this spell, the
caster can magically provide a believable cover story for nefarious activity.
Casting Time: 1 action
Range: 30 ft
Components: V, S, F
Duration: Until dispelled
You attempt to charm a number of humanoids equal to your spellcasting ability modifier
(minimum 1) within 30 feet to whom you have line of effect. Each targeted creature must make a
Wisdom saving throw and does so with advantage if you or your companions are fighting it. If a
creature fails the saving throw, it will recall the caster being within eyesight and earshot for a
duration of the caster's choosing (up to one hour), though it will not recall directly interacting
with the caster. This false memory remains until removed with dispel magic, remove curse, or a
similar effect.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can
target one additional creature for each slot level above 2nd. The creatures must be within 30 feet
of you when you target them. Alternatively, you may increase the duration of the false memory
for an additional hour per higher slot level spent. You must choose whether to affect additional
creatures or extend duration for each additional slot level you expend. For example, if casting
alibi with a 5th-level spell slot, you could affect one additional creature, implanting false
memories of you being in the presence of all affected creatures for three hours.
Arcane Parry
3rd-level abjuration
This spell allows the caster to skim a small portion of mystical energy from the Source which
can act as a shield to incoming damage. By drawing on the Source for protection, even the
mightiest of blows can be reduced to harmlessness.
Casting Time: 1 action
Range: Self
Components: V, S, F
Duration: Concentration, up to 1 minute
You create a field of protective magical energy around yourself. If you are struck by an attack,
spell, or effect while this spell is in effect, you may use your reaction to reduce the damage by
6d6. The spell's effect ends once it is used.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may
reduce the incoming damage by an additional 1d6 for each slot level above 3rd.
Battlecry
2nd-level evocation
By infusing a fervent shout with mystical energy from the Source, you can overwhelm your
enemies. Confronted with your mystical might, lesser foes find themselves stunned.
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
You let out a thunderous cry that strikes fear into the heart of your enemies. Each creature in a
15-foot cube originating from you must make a Constitution saving throw. On a failed save, a
creature is stunned until the end of their next turn.
Blood Trail
1st-level divination
The Pool of Magic is connected to all things. Students of mystic arts can utilize this connection
to aid in tracking a wounded foe.
Casting Time: 1 reaction
Range: 120 feet/Special
Components: V, S, F
Duration: 1 hour
Blood trail allows you to magically track a wounded foe so long as you witnessed the injury. If a
creature to whom you have line of effect suffers hit point damage while within range, you may
use your reaction to cast blood trail. For the duration of the spell, you have advantage on
Wisdom (Survival) checks to track the target. If the creature travels to another plane of existence,
you are immediately aware that they have left the plane, though you do not know where they
went. If they return to the plane you are on, or you travel to the plane they are on, you are
immediately aware that they are again on the same plane and may make a DC 20 Wisdom
(Survival) check to pick the trail back up. Success allows you to resume tracking the target
normally, while failure causes the spell to end immediately.
At Higher Levels. When casting blood trail using a higher-level spell slot the duration increases
as follows: 3rd level: 8 hours, 5th level: 24 hours, 7th level: 30 days, 9th level: until dispelled.
Body of Sand
3rd-level transmutation
Some Visitors to Azoth tell fables from their homeworld claiming that humans were created
from dust. Upon hearing this story, a quirky sorcerer with a flair for the dramatic created this
spell.
Casting Time: 1 reaction
Range: Touch
Components: V, S, F
Duration: Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, the target's body turns to sand. This sand
retains the creature's size and shape and is cohesive, but the sandform grants the target resistance
to slashing and piercing damage from nonmagical weapons. Furthermore, the target has
advantage on Stealth checks made in sandy terrain.
Chains of Binding
2nd-level conjuration
Spellcasters in service to the Darklord favor this brutal and gruesome method for restraining
those enemies whom they wish to keep alive for interrogation or imprisonment.
Casting Time: 1 action
Range: 90 feet
Components: V, S, F
Duration: Concentration, up to 1 minute
This spell causes hooked chains to explode from the ground within range, latching onto a single
creature to whom you have line of effect. The target must succeed on a Strength saving throw or
suffer 2d6 bludgeoning damage. On a failed save, the target also gains the restrained condition.
The caster may choose to inflict an additional 2d6 bludgeoning damage on a creature who begins
their turn restrained by the chains. A creature restrained by the chains can use its action to make
a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the chains fade away into nothingness.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may
choose an additional target within range for each slot level above 2nd.
Circle of Sounds
2nd-level illusion
The druids and rangers of Azoth learned to cloak the sounds of their communication among the
chirps and whistles of the forest. This spell is in high demand among scouting parties and small
traveling groups seeking to pass through natural areas undetected.
Casting Time: 1 action
Range: 30 feet
Components: V, S, F
Duration: 10 minutes
Choose a number of creatures to whom you have line of effect within 30 feet of you who share a
language with you. For the duration, you and each creature you choose can communicate
verbally in your shared language, but to anyone not included in the spell your words sound like
the normal, natural sounds of the local fauna. Any creature affected by this spell may choose to
speak normally or speak under the cover of the circle of sounds.
Cloak of Silence
3rd-level illusion
Casting Time: 1 action
Range: Self
Components: V, S, F
Duration: Concentration, up to 10 minutes
When casting this spell, you create an invisible mobile zone of silence that surrounds you. The
spell functions by bending all types of noise and sound around you but allows you to hear
yourself speak. Because the spell stops all sound, it provides immunity to thunder damage, and
renders you deafened with regard to other creatures. Casting a spell that includes a verbal
component is possible while under the effects of this spell, but any spell or effect that requires
your target to be able to hear you automatically fails.
Compost
2nd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, F
Duration: Instantaneous
When you cast this spell, you touch a corpse, accelerating its decay and reducing it to a fine dust.
The corpse can then no longer be magically animated or otherwise become undead. Thus, such
spells as animate dead and raise dead have no effect upon a corpse affected by this spell.
Compost does not interfere with resurrection.
The spell has no effect on living matter. If the spell is cast upon an undead creature, the target
must make a Constitution saving throw, suffering 5d6 radiant damage on a failed saving throw,
or half as much on a success. If the spell inflicts enough damage to reduce the undead to 0 hit
points, the corpse turns to a fine dust and can no longer be animated or raised again.
Dark Flame
2nd-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S, F
Duration: 1 hour
You touch an object which begins producing flames of darkness that encircle the object to a 20-
foot radius. These flames produce no heat and do not consume oxygen. For the duration, all
creatures within the flames have darkvision within the affected area.
Enrage
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, F
Duration: 1 minute
A willing creature you touch immediately enters a rage as though they were a 1st-level barbarian,
gaining all the benefits and restrictions of that class feature. This rage lasts for 1 minute, though
the target may end it early if they succeed on a Wisdom saving throw. Any condition that would
cause a barbarian's rage to end causes this spell to end as well.
Casting this spell on a barbarian does not affect their normal uses of rage.
Entrance Animal
2nd-level enchantment
Casting Time: 1 action
Range: A 30-foot-radius sphere centered on you
Components: V, S, F
Duration: Concentration, up to 1 minute
Your swaying motions and music, singing, or chanting compel all beasts within range to make a
Wisdom saving throw. On a failure, the affected beasts are charmed by you. A beast charmed in
this fashion can take no actions or bonus actions and its movement is reduced to 0 until the spell
ends or you or your companions do anything harmful to it.
Exile from Nature
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, F
Duration: Until dispelled
You touch a creature, and that creature must succeed on a Wisdom saving throw or become
cursed for the duration of the spell. A creature cursed in this way suffers disadvantage on all
Intelligence (Nature), Wisdom (Animal Handling), Wisdom (Survival), Dexterity (Stealth) and
Wisdom (Perception) checks made while in an environment you choose from the following list:
Arctic
Coast
Desert
Forest
Grassland
Jungle
Mountain
Subterranean
Swamp
A remove curse spell ends this effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you may choose
an additional environment for each slot level above 3rd.
Eyeburst
7th-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, F
Duration: Concentration, up to 1 minute
Choose a creature to whom you have line of effect within 30 feet. A spark of blinding light leaps
from your hand and explodes in the target's face, searing its visage and causing the fluid in its
eyes to boil and possibly rupture. The victim of eyeburst must make a Constitution saving throw
or suffer 10d10 points of radiant damage and be permanently blinded. A successful save halves
this damage and avoids the blindness effect.
Eyes destroyed by this spell can only be restored by a regenerate or wish spell, or another spell
or effect that permits the regrowth of missing body parts.
Healing Interdiction
8th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, F
Duration: 1 minute
Healing interdiction is a powerful curse that prevents all forms of healing, magical or otherwise.
When casting this spell, you choose a creature you can see within range. The target must succeed
on a Constitution saving throw or become cursed. While under the effects of this curse, the target
is unable to regain hit points by any means. All cure spells and spells that cause the target to
regain hit points automatically fail when directed at the target. Even spells such as remove curse
and regenerate fail. Nothing short of a wish spell or divine intervention can heal the target while
this spell is affecting them.
Imbue Weapon
Transmutation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, F
Duration: 1 minute
You channel magical energy into a melee weapon you hold. When you cast this spell, choose one
of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic,
radiant, or thunder. For the duration, the weapon gains that damage type in addition to its normal
damage type. The weapon also becomes magical, if it isn't already. The spell ends if you cast it
again or if you let go of the weapon.
At Higher Levels. You may choose an additional damage type when casting this spell when you
reach 5th level, 11th level, and 17th level.
Magic Vestment
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, F
Duration: Concentration, up to 1 hour
You touch a nonmagical garment or suit of armor. Until the spell ends, that garment becomes
magic armor with a +1 bonus to AC.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus
increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Rallying Respite
7th-level transmutation
Casting Time: 1 action
Range: 30-foot sphere centered on you
Components: V, S, F
Duration: Concentration, up to 1 minute
By channeling potent magical forces, you compress time in your immediate vicinity. When you
cast this spell, the flow of time is altered for all creatures within a 30-foot-radius sphere centered
on you. While you concentrate, time is sped up for the affected creatures, giving them one hour
of respite, allowing all creatures in the area to complete a short rest. Doing so confers all benefits
of completing a short rest normally.
Once the spell has begun, any creature attempting to leave the affected area must succeed on a
Strength saving throw or be knocked prone within the affected area. Any creature attempting to
enter the affected area from outside bounces off the perimeter of the affected area and must make
a Constitution saving throw, suffering 11d10 force damage on a failed save and half as much on
a success. Nonmagical projectiles fired or thrown into the area burn to ash while magical
projectiles fired or thrown into the area are unharmed, but land harmlessly as soon as they are
fully within the area of effect.
If your concentration is broken while maintaining this spell, you must succeed on a Wisdom
saving throw, suffering 11d10 psychic damage on a failed save and half as much on a success.
Shield Ally
2nd-level abjuration
Casting Time: 1 reaction, which you take when a friendly creature is hit by an attack or targeted
by the magic missile spell
Range: 30 feet
Components: S
Duration: 1 round
An invisible barrier of magical force appears and protects a friendly creature within range who
you can see. Until the start of their next turn, the target has a +5 bonus to AC, including against
the triggering attack, and takes no damage from magic missile.
Shield the Gathering
4th-level abjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, F
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a number of creatures of your choice within range
equal to your spellcasting ability modifier, granting each creature a +2 bonus to AC for the
duration.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may
choose an additional target within range for each slot level above 4th.
Source Interference
6th-level abjuration
By manipulating connections to the Pool of Magic in an area, this spell slows down the ability of
all nearby spellcasters to cast spells and access the Source.
Casting Time: 1 action
Range: Self
Components: V, S, F
Duration: Concentration, up to 1 minute
This spell allows you to create an aura of magical interference which causes an increase in the
casting time of spells. The aura is an invisible 60-foot sphere centered on you. The aura moves
with you, though it does not affect you. While in the affected area, spells with a casting time of a
bonus action take 1 action to cast. All spells with a casting time of 1 action or longer take twice
as long to cast. Reaction spells cast while in the affected area are cast normally.
A creature using Metamagic effects to impact the casting time of their spells while within the
area of effect treats the spell's longer casting time as the casting time being modified by their
Metamagic.
Source Sink
5th-level abjuration
This spell creates a centralized point of energy that draws all nearby magical energy into it,
feeding that power harmlessly back to the Source.
Casting Time: 1 action
Range: Touch
Components: V, S, F
Duration: Concentration, up to 1 minute
A darkly flickering, stationary 1-foot-radius orb of mystical energy appears around the point you
touch. This orb taps into the Source, redirecting the magical energy of all spells cast within a 15-
foot-radius sphere around it. This causes the magical energy of those spells to be siphoned into
the central orb, acting like an ongoing counterspell effect. This functions as a counterspell cast
using a 5th-level spell slot. Within the sphere, spells and other magical effects, except those
created by an artifact or a deity, are counterspelled as described, as are effects that protrude into
it. A slot expended to cast a counterspelled spell is consumed as normal.
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that
target a creature or an object in the sphere, or pass through the area of the spell, are
counterspelled upon making contact with the sphere.
Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into
the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the
sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the
sphere, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in the sphere is
subjected to a 5th-level counterspell when the creature or object enters the sphere. For spells or
effects of 6th level or higher, make an ability check using your spellcasting ability. The DC
equals 10 + the spell's level. On a success, the spell fails and has no effect.
Magic Items. The properties and powers of magic items are suppressed while inside the sphere.
For example, a longsword +1 inside the sphere functions as a nonmagical longsword.
A magic weapon's properties and powers are suppressed if it is used against a target inside the
sphere or wielded by an attacker within the sphere. If a magic weapon or a piece of magic
ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic
spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it
exits.
Magical Travel. Spells permitting magical travel, accessing extradimensional spaces, or
impacting the passage of time, are counterspelled upon making contact with the area affected by
the sphere.
Creatures and Objects. A creature or object summoned or created by magic from a spell cast
with a 5th-level or lower spell slot winks out of existence upon contact with the sphere. Such a
creature is effectively destroyed. Creatures or objects summoned or created by magic from a
spell cast with a 6th-level or higher spell slot require you to make an ability check using your
spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature is destroyed.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. A
sphere created by an antimagic field spell will suppress the source sink's effect if the affected
areas overlap.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, impacted
spells and effects have no effect if their level is less than or equal to the level of the spell slot you
used.
Tenacity
4th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, F
Duration: 1 minute
This spell allows the target to shrug off horrendous pain, debilitating injury, and the limitations
of the mortal form for a brief time. When you cast this spell, you choose one creature within
range that you can see. For the duration of the spell, the target is immune to the paralyzed,
poisoned, and stunned conditions, suffers no effects from exhaustion, and gains 2d8 temporary
hit points. If the target is paralyzed, poisoned, or stunned when this spell is cast, those conditions
are suppressed for the duration. When the spell's effect ends the target becomes incapacitated and
their speed is reduced to 0 until the end of their next turn. In addition, the target gains one level
of exhaustion, which can be recovered normally.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may
choose an additional target within range for each slot level above 4th.
Violent Scream
3rd-level evocation
Casting Time: 1 action
Range: Self (20-foot cone)
Components: V, S, F
Duration: Instantaneous
You release a horrific scream. Each creature in a 20-foot cone must make a Constitution saving
throw. A target takes 3d6 thunder damage and becomes deafened for one minute on a failed save,
or half as much damage on a successful one and is not deafened.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage
increases by 1d6 for each slot level above 3rd.
Wall of Mana
4th-level transmutation
Drawing on the defensive principles and properties of the Pool of Magic, you create a barrier of
raw mystical energy.
Casting Time: 1 action
Range: 20 feet
Components: V, S, F
Duration: Concentration, up to 1 minute
An invisible wall of magical energy springs into existence at a point you choose within range.
The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle.
It can be free-floating or resting on a solid surface. You can form it into a hemispherical dome or
a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-
10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4-
inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the
creature is pushed to one side of the wall (your choice which side).
Spells cast from the side of the wall where you stand pass through the wall normally. Spells of
4th level or lower cast in your direction from the side of the wall opposite you are stopped by the
wall, their magical energy harmlessly impeded by the wall. The wall is immune to all damage
and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however.
The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
At Higher Levels. When this spell is cast using a spell slot of 5th level or higher, it impedes
spells of the level at which it is cast and lower from passing through the wall.
Eldritch Invocations
The warlocks of the Realm are able to access a variety of magical secrets. The following
invocations are available for warlocks.
Breach the Impermeable
Prerequisite: 5th level, Pact of the Demon
Your body briefly becomes a shadow, allowing you to pass through solid objects and barriers.
When you use a bonus action to activate this invocation, you gain the benefits of the
etherealness spell for one round, or until you move 60 feet, whichever comes first. Once you
have used this invocation you can’t do so again until you finish a long rest.
Coerce Confession
Prerequisite: 5th level
You can cast zone of truth without expending a spell slot. Once you use this invocation, you
can’t use it again until you finish a short or long rest.
Curse of Dead Blood
Prerequisite: 15th level
You can cast healing interdiction once without expending a spell slot. Once you use this
invocation, you can’t use it again until you finish a long rest.
Familiar Steed
Prerequisites: 5th level, Pact of the Last Unicorn
If you have an active familiar, you can cast find steed as an action without expending a spell slot
or using components. When you do, your familiar dissipates in a puff of acrid smoke and is
replaced with a unicorn. This steed retains all benefits of being your familiar. If the unicorn is
reduced to 0 hit points, it disappears as described in the find familiar spell. If you dismiss the
unicorn it dissipates in a puff of smoke, and is instantly replaced with your familiar’s previous
form, which appears in an unoccupied space you choose within 60 feet of you. Once you use this
invocation, you can’t use it again until you finish a long rest.
Seven League Step
Prerequisite: 15th level
You can cast teleport, affecting only yourself, without expending a spell slot or material
components. Once you use this invocation, you can’t use it again until you finish a short or long
rest.
Azothian Rituals
Spells connect to the Pool of Magic for a brief moment to achieve magical effects. Even the
strongest spells only skim the surface of potential within the Source. Azothian rituals dive deep
into the Pool of Magic, pulling raw power forth and directing its flow into truly fantastic effects
far beyond those which can be accomplished through simple spellcasting. The effort required to
complete an Azothian ritual is monumental by comparison to that invested in a spell. Azothian
rituals require intensive preparation, masterful execution, incredible will, and the expenditure of
vast resources in terms of both time and materials. All rituals require some form of sacrifice.
Sometimes this is a sacrifice of material, such as a rare gem or valuable item. Sometimes it is a
personal sacrifice such as a prized possession or treasured, storied weapon. The darkest of
Azothian rituals may only be completed with sacrifices of life energy from sentient beings.
Azothian rituals are rare secrets that are typically guarded closely by those who have unearthed
or designed them. These are not simple tricks to be uncovered by the mildly curious. Acquiring
the knowledge and components to perform an Azothian ritual should be a campaign-spanning
undertaking, as the casting of such magic can have world-altering consequences.
Learning an Azothian Ritual
Learning an Azothian ritual is a far more painstaking, complicated, and expensive proposition
than learning a simple spell. Once the ritual is discovered, the real work begins.
Deciphering True Rituals
Provided the Azothian ritual is found in written form, the writing uses complex notation much
like that used by wizards to record spells in their spellbooks, or by other spellcasters to record
their spells onto scrolls. Due to their length and complexity, Azothian rituals require much more
space than normal spells. A typical Azothian ritual fills up at least an entire book, and mightier
rituals might fill several volumes. Some rituals are even stored in multisensory formats,
incorporating art objects and even musical compositions into their notation. Only by collecting
and studying all the component pieces of the ritualist’s notes does one have a hope of unlocking
the ritual’s power.
To decipher an Azothian ritual, you must make one Intelligence (Arcana) check (DC 12 + the
ritual’s level) per hour of the ritual’s casting time. Each check requires three days of downtime
and costs 1,000 gp in materials, including rare inks, paper, and book bindings, expended spell
materials, and other supplies the process may require. Success indicates you’ve deciphered that
1-hour section of the ritual’s casting time. Failure indicates the time and resources have been
wasted and the process must begin anew for the section of the ritual in question.
If, while attempting to decode the Azothian ritual, you have access to aid from the original
writer, or other esoterica inscribed by the original writer, you may claim advantage on these
checks.
Once the ritual is fully deciphered and understood, you now have a copy of the ritual using your
own symbols and shorthand, which you may use to cast the ritual. Some spellcasters shun the
idea of creating a separate copy of the ritual, preferring to add their own notes and shorthand into
the original text. This can be confusing to subsequent casters who attempt to decipher the notes
of two or more authors in addition to the main text.
Casting a True Ritual
You can attempt to cast an Azothian ritual only once per day, regardless of the ritual’s actual
casting time. Casting an Azothian ritual requires at least three elements: a minimum of one
spellcaster who knows and has deciphered the Azothian ritual; any special components or
sacrifices the ritual requires; and sufficient casting time.
Casters
The following rules apply for those who would cast Azothian rituals.
Primary Caster. Only one spellcaster who knows the ritual can be designated as primary caster.
Some Azothian rituals may benefit from other participants such as secondary casters or vessels
(see below) but ultimately the primary caster is the one who guides the ritual and connects the
pageantry and pomp to the Source in order to direct the ritual’s magic. The primary caster must
be of an appropriate class and of sufficient level to cast spells of the ritual’s level. Where
relevant, the ritual uses the primary spellcaster’s spell save DC, spell attack bonus, and
spellcasting ability modifier. Each ritual description addresses the primary caster as “you.”
When the ritual is complete, the primary spellcaster must expend a spell slot of the ritual’s level
to fuel the magic. They also gain one point of menthruac per level of the ritual. This means
higher-level rituals are potentially lethal. Some ritualists fall dead on completion of the ritual,
sacrificing their life energies to make one final, massive act of magic, consequences be damned.
Fortunately, secondary casters can share the burden of menthruac.
Secondary Casters. Azothian rituals are complex, draining, and extremely challenging. Due to
the incredible effort that rituals require, multiple spellcasters can work in concert to share the risk
of accessing the Pool of Magic so blatantly. Each ritual can support a number of secondary
casters equal to the ritual’s level, each of whom must have an available spell slot equal to or
higher than the ritual’s level in one of the classes shown on the True Ritual Casting table on p.
xx.
When a ritual utilizing secondary spellcasters is complete, the primary spellcaster and each
secondary spellcaster suffer menthruac equal to the ritual’s level minus the number of secondary
spellcasters involved, with a minimum of 1.
Vessels. Unless an Azothian ritual states otherwise, it allows vessels for the caster’s magic —
participants who need not be spellcasters. To act as a vessel, a creature must have an
Intelligence, Wisdom, or Charisma score of at least 12, as appropriate for the type of ritual being
cast. Vessels can be of any people, class, and character level.
For a given ritual, vessels can replace up to half of the secondary casters allowed for the ritual,
rounded down. To replace a single secondary caster, vessels must have a combined number of
Hit Dice equal to twice the level of the ritual.
Vessels do not reduce or suffer menthruac in the same fashion as secondary casters. The primary
caster can channel menthruac into them as levels of exhaustion though, making participation in a
ritual far more dangerous for vessels. These levels are transferred on a one for one basis. The
primary spellcaster determines which vessels suffer exhaustion and how much, though no single
vessel may be assigned more than 6 levels of exhaustion. At the end of the process, all
menthruac (translated into exhaustion as willed) must be accounted for.
For example, a 7th-level Azothian ritual permits up to seven secondary casters, each of whom
has an available spell slot of at least 7th level in any acceptable caster class. Up to three of those
casters can be replaced by vessels.
To replace a single secondary caster, the vessels involved must have a total of 14 Hit Dice (or 42
HD to replace all three casters).
If two secondary casters aid in the ritual, the ritual generates 15 total levels of menthruac — 5
levels for the primary caster, and 5 levels for each secondary caster. Now let’s say the ritual also
involves 7 vessels with 2 HD each, replacing one more secondary caster. The primary caster may
channel up to 15 levels of menthruac into exhaustion for the vessels in any way they choose:
dealing 2 exhaustion to six vessels and 3 exhaustion to the seventh vessels, or dealing 6 levels of
exhaustion to (and thereby killing) two of the vessels and 3 levels to a third. The primary caster
may also keep 4 levels of menthruac per caster, ensuring none of them die, and distribute the
remaining 3 levels as exhaustion over the vessels.
Any combination is valid, as long as all menthruac is accounted for at the end of the ritual.
Ritual Type. Azothian rituals are arcane, divine, or druidic. Some rituals may have more than
one of these three types.
This classification limits the type of spellcaster that can undertake the ritual, whether as the
primary caster or a secondary caster, as shown on the True Ritual Casting table.
True Ritual Casting
[TABLE PLEASE]
Ritual Type Skill Caster Classes
Arcane Arcana Alchemist, bard, sorcerer, warlock, wizard
Divine Religion Bard, cleric, paladin
Druidic Nature Alchemist, bard, druid, ranger
[/END TABLE]
Knowledge
Azothian rituals require a deep knowledge of the underlying magic to make them function. To
cast an Azothian ritual, the primary caster must succeed on a skill check based on the ritual type,
as shown on the True Ritual Casting table. The DC for this check is 10 + the ritual’s level. If
there are secondary casters involved in the ritual, the primary caster may claim advantage on this
check. Using only vessels does not grant this benefit.
Components
All Azothian rituals have verbal, somatic, and material components. Unlike spells, rituals
consume these components and require material components typically costing 250 gp per level
of the ritual. These are normally consumed once the ritual is complete, regardless of its success,
unless otherwise noted. Casters performing a ritual must also remain in contact with their focus
item during the casting.
Some rituals also require an additional, special object as a focus, from which the magic of the
ritual emanates after the ritual is complete.
Casting Time
The typical casting time for an Azothian ritual is 1 hour per level of the ritual, although some
rituals differ.
At Higher Levels
Most Azothian rituals can be cast at higher levels by more powerful primary spellcasters, in
which case the ritual’s effective level changes to the level of the spell slot used to cast it. Any
such change in level requires proportionate changes in primary caster level, secondary caster
numbers and levels, vessel requirements, menthruac accumulation, and component cost.
The skill check DC to cast the ritual also changes to match the level at which the ritual is cast.
Ending a True Ritual
Due to an Azothian ritual’s great complexity, anyone who successfully casts spells like dispel
magic, counterspell, or antimagic field on the primary caster or a secondary caster during the
ritual’s casting can interrupt the ritual as if it were a normal spell. If the ritual is disrupted in this
way, it fails entirely, and the casting of the ritual must be started anew.
Reducing the number of participants once the ritual has begun, but prior to the completion of the
ritual, such as knocking out or killing one or more participants, also causes the ritual to fail.
Similarly, if an interloper or saboteur ruins, steals, or destroys the required materials or special
focus before the ritual is complete, the ritual fails.
Dispelling a successful Azothian ritual’s magic once it is in place, however, is a far different
matter. Anyone using dispel magic on a completed Azothian ritual must use a spell slot of at
least the same level as that of the ritual, and then make a spellcasting ability check against a DC
of 15 + the ritual’s level (even if the Azothian ritual is 3rd level or lower).
An antimagic field or similar effect can suppress an Azothian ritual as it would a normal spell,
but only if the caster of antimagic field succeeds on a spellcasting ability check against a DC of
10 + the ritual’s level. If this check fails, the Azothian ritual continues normally, despite the
antimagic effect.
If an area under the effects of a source sink spell overlaps with an area affected by an Azothian
ritual, the source sink spell acts as a dispel magic spell cast upon the Azothian ritual, using the
systems above.
True Ritual Descriptions
A selection of Azothian rituals available on Azoth are presented in alphabetical order.
Army of Darkness
3rd-level necromancy (arcane, Azothian ritual)
This ritual allows the caster to raise a veritable army of undead servants at once. This ritual is
often cast on battlefields, in charnel houses, or in graveyards to allow for maximum density of
undead forces. Some particularly evil spellcasters have been known to send troops into small
villages to slaughter the innocent inhabitants in preparation for the performance of this ritual.
Casting Time: 3 hours
Range: Self (150-foot radius)
Components: V, S, M (jewelry and treasure stolen from graves and tombs totaling 750 gp,
which is consumed when casting the ritual)
Duration: 3 days (see below)
You must cast this ritual so that it ends during nighttime. Corpses and bones of Tiny, Small and
Medium humanoids within a 150-foot radius of you animate as up to 40 undead under your
control, assuming enough remains are present. Bones become skeletons and corpses become
zombies. Alternatively, you can assert control over uncontrolled skeletons or zombies in the area,
but the maximum number of undead created and controlled remains limited to 40.
You can use a bonus action to mentally command any creature created or controlled with this
ritual, as long as the creature is within 150 feet of you. To command multiple creatures at one
time, you must issue them all the same command. When the duration ends, 75 percent of the
undead created with this ritual are destroyed and turn to ash. The remaining undead become
uncontrolled. However, if uncontrolled undead have a clear task remaining when they become
uncontrolled, they tend to keep performing that task.
At Higher Levels. When you cast this ritual using a spell slot of 4th level or higher, the ritual’s
radius and range of control doubles for each slot level above 3rd, to a maximum of 9,600 feet
using a 9th-level slot. In addition, you can animate up to 10 more undead per slot level above 3rd
and the percentage of undead who are destroyed after 3 days decreases by 10% per slot level
above 3rd, to a minimum of 15% using a 9th-level slot.
Banishment
4th-level abjuration (arcane, Azothian ritual)
This dangerous ritual allows the caster to banish planar intruders to their home plane. The ritual
is generally used to remove extremely powerful and malevolent fiends from Azoth. Due to the
extreme dangers in pursuing such a course of action, this ritual has only been performed a
handful of times throughout the history of the Realm.
Some arcane scholars believe that this ritual could be repurposed to send Visitors back to their
plane of origin. History does not record any incidents where this theory has been tested, and few
Visitors are willing to be the first to take the risk.
Casting Time: 4 hours
Range: 60 feet
Components: V, S, M (a relic, item, or the remains of a creature from the targeted plane)
Duration: Instantaneous
You attempt to send one creature within 60 feet to whom you have line of effect to another plane
of existence. The target must succeed on a Charisma saving throw or be banished. Generally
speaking, the target of this ritual is unwilling and must be prevented from leaving the area by
some means for the duration of the ritual. Usually, when this ritual is cast on a planar entity, the
entity is placed within an inverted magic circle and restrained with both mystical and mundane
means prior to the beginning of the ritual. If the target is bound within a magic circle but does
not suffer the restrained condition, they receive advantage on their saving throw to resist
banishment.
If the target succeeds on their Charisma saving throw, the primary caster may accept a level of
menthruac, applied to the total menthruac generated by the ritual, in order to force another
Charisma saving throw. The primary caster may do this repeatedly a number of times equal to
the number of secondary casters (including those replaced by vessels) until the target fails a
saving throw or the primary caster uses all available repeat attempts, at which point the ritual
completes (be it success or failure) and menthruac is applied to the participants normally.
If the banishment is successful and the target is native to a different plane of existence than the
Realm, the target returns to its home plane with a faint popping sound.
If the target is native to the Realm, the ritual’s energy backfires dealing 4d10 radiant damage to
the primary caster, all secondary casters, and all vessels involved in casting this ritual.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can
target one additional creature for each slot level above 4th.
Bind Planar Entity
6th-level abjuration (arcane, Azothian ritual)
Some potent spellcasters throughout the ages have woven rituals designed to compel the service
of various fiends and celestials, compelling obedience and directing these planar forces to
achieve incredible ends. This ritual may be utilized to gain temporary access to divine or infernal
power. The most prideful and brave ritualists of ages past placed permanent effects on some
planar entities, compelling obedience to present and future descendants who acquire and execute
the proper steps when summoning a creature.
When the ancient Y’lldan Elves drove Shinde Imas from Azoth, they employed this ritual with a
permanent effect that would ensure protection for, and obedience to, any who brought forth the
elf slayer with summoning magic. Though this was intended to be a safety measure at the time, it
proved to be a grave mistake when Darkoth used those same rituals to summon and compel
Shinde Imas to act as his personal weapon.
Casting Time: 6 hours
Range: 30 feet
Components: V, S, M (a relic or item of symbolic importance to the target creature; or a
physical portion of the creature such as an amputated limb, horn, hoof, or lock of hair)
Duration: 3 days
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The
creature must be within range for the entire casting of the ritual. Often, the creature is first
summoned into the center of an inverted magic circle in order to keep it trapped while this spell
is cast. At the completion of the casting, the target must make a Charisma saving throw. On a
failed save, it is bound to serve you for the duration. If the creature was summoned or created by
another spell or ritual, that spell or ritual's duration is extended to match the duration of this
ritual.
If the target succeeds on their Charisma saving throw, the primary caster may accept a level of
menthruac, applied to the total menthruac generated by the ritual in order to force another
Charisma saving throw. The primary caster may do this repeatedly a number of times equal to
the number of secondary casters (including those replaced by vessels) until the target fails a
saving throw or the primary caster uses all available repeat attempts, at which point the ritual
completes (be it success or failure) and menthruac is applied to the participants normally.
A bound creature must follow your instructions to the best of its ability. You might command the
creature to accompany you on an adventure, to guard a location, or to deliver a message. Your
instructions may be as simple or as complex as you like, and may contain conditional clauses,
such as “return to your plane of origin upon completing this task.” The creature obeys the letter
of your instructions, but if the creature is hostile to you (likely once you have bound it into
service, particularly if the creature is of an opposing alignment to your own), it strives to twist
your words to achieve its own objectives. If the creature carries out your instructions completely
before the spell ends, and you have not given a clear directive for the creature to complete at the
end of your instructions, it travels to you to report this fact if you are on the same plane of
existence. If you are on a different plane of existence, it returns to the place where you bound it
and remains there until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration
increases to 30 days with a 7th-level slot, to a year and a day with an 8th-level slot, and to
permanent with a 9th-level spell slot.
Coronation
3rd-level transmutation (divine, Azothian ritual)
Several nations on Azoth ascribe divine authority to temporal power. Nations like Brachmon,
which are led through democratic processes, see a variant of this ritual performed when an
election is decided to legitimize the Headman’s tenure. Likewise, as the title of Lady Falla is
passed from mother to daughter in Carahill, this ritual is observed. Even the nation of Ardonia,
embroiled in the pursuit of science over magic, recognizes the authority of the goddess Othaaris
as the source of the crown’s power and performs this ritual in deference to the will of the Church
of the Light. Virtually every kingdom on Azoth observes this ritual when a new leader is
selected, granting power and authority to the throne.
Casting Time: 3 hours
Range: 30 feet
Components: V, S, M (a crown, badge of office, throne, or other symbol of power that is not
consumed while casting the ritual)
Duration: Instantaneous
This ritual, performed when the leader of a nation ascends to office, grants mystical weight to the
powers and position of the new head of state. The ritual is couched in the various traditions of
the nation and may not appear to outside scrutiny as a magical affair at all. Music and dancing to
celebrate a coronation, the counting of votes to complete an election process, or the ritualized
abdication of mother and elevation of daughter are all manifestations of this ritual.
The coronation ritual for each nation is unique to that nation, worked into the mystical fabric of
the country itself. This prevents pretenders to the throne from committing a magical coup. Each
participant in the ritual must be duly appointed to the function they fulfill in order for the
coronation to take effect.
When this ritual is completed, the coronated individual gains the ability to legitimize paladin
oaths made in service to their nation, thus imbuing the Oath of Fealty (see Chapter 4, p. xx).
This may be done at any time and is frequently done in a ceremony of its own.
The coronated party may also scribe laws that are reinforced with mystical might, granting any
duly elected representative advantage on Intelligence (Investigation) checks, Wisdom
(Perception) checks, and Wisdom (Insight) checks made to gather and process evidence of such
laws being violated.
Once per day, the coronated party may issue a geas (as the spell) affecting up to 10 willing
creatures who must swear fealty to the nation upon accepting the geas (though the geas itself is
usually an unrelated quest, undertaken for the good of the nation and its people). This geas is
cast as an innate spell using the coronated party’s Wisdom as their spellcasting ability. Casting
this spell does not require a spell slot or any components and does not generate menthruac.
Once per day, while sitting in the seat of their office (such as the throne room, the council
chamber, or any other space considered to be a seat of government) the coronated party may cast
zone of truth as an innate spell using the crowned party’s Wisdom as their spellcasting ability.
Casting this spell does not require a spell slot or any components and does not generate
menthruac.
This spell’s effects (and all spell effects generated by the coronated party) end if the coronated
party dies, or if the coronated party abdicates of their own free will. If another party is coronated
according to the procedures and traditions of the nation while their predecessor has neither died
nor abdicated, the spell’s effect applies to both of them.
Open Crossing
9th-level conjuration (arcane, Azothian ritual)
Most Crossings leading to the Realm occur naturally and are remarkably challenging to predict.
This ritual allows for the opening of a temporary Crossing, targeted to connect the Realm to a
particular plane of existence. For Visitors seeking to return to their plane of origin it is the most
reliable means of going home.
Casting Time: 9 hours
Range: 30 feet
Components: V, S, M (a relic, item, or the remains of a creature from the targeted plane)
Duration: Concentration, up to 1 minute
You conjure a portal linking an unoccupied space within range to a precise location on a
different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in
diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is
possible only by moving through its front. Anything that does so is instantly transported to the
other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their
presence or anywhere within their domains.
When you cast this ritual, you can speak the name of a specific creature (a pseudonym, title, or
nickname doesn't work). If that creature is on a plane other than the one you are on, the portal
opens in the named creature's immediate vicinity and draws the creature through it to the nearest
unoccupied space on your side of the portal without the chance for a saving throw. You gain no
special power over the creature, and it is free to act as the GM deems appropriate. It might leave,
attack you, or help you.
Prison of the Ages
7th-level conjuration (arcane, Azothian ritual)
This group of rituals offer the means of mystically restraining and preserving a creature. This
ritual is often used as a punishment but is occasionally used to preserve a great hero so that they
might rise again to face a future threat. Each type of prison described below is created through a
different ritual, which must be learned, deciphered, and cast separately.
Casting Time: 7 hours
Range: 30 feet
Components: V, S, M (the material component of the prison is detailed under the variant of the
ritual; the component is not consumed by the casting of the ritual)
Duration: Until dispelled
You create a magical restraint to hold a creature within 30 feet to whom you have line of effect.
The creature must be within range for the entire casting of the ritual and is often restrained via
mundane or magical means while the ritual is performed. The target must succeed on a Wisdom
saving throw or be bound by the ritual.
If the target succeeds on their Wisdom saving throw, the primary caster may accept a level of
menthruac, applied to the total menthruac generated by the ritual in order to force another
Wisdom saving throw. The primary caster may do this repeatedly a number of times equal to the
number of secondary casters (including those replaced by vessels) until the target fails a saving
throw or the primary caster uses all available repeat attempts, at which point the ritual completes
(be it success or failure) and menthruac is applied to the participants normally. If the target
successfully resisted the ritual, they become immune to the variant of this ritual cast by the same
primary caster.
If Prison of the Ages binds its target, the creature doesn't need to breathe, eat, or drink, and they
don't age. Divination spells can't locate or perceive them.
As noted above, several variants of this ritual exist. Each must be discovered separately. The
variant rituals, and the material components required to perform them, are:
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large
enough to contain them. Nothing can pass through the sphere, nor can any creature teleport or
use planar travel to get into or out of it. The special component for this version of the spell is a
small mithral orb.
Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is
restrained until the spell ends and can't move or be moved by any means until then. The special
component for this version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against
teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar
confined structure or area of your choice. The special component for this version of the spell is a
miniature representation of the prison made from jade.
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a
gemstone or similar object. Light can pass through the gemstone normally (allowing the target to
see out and other creatures to see in), but nothing else can pass through, even by means of
teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in
effect. The special component for this version of the spell is a large, transparent gemstone, such
as a corundum, diamond, or ruby.
Slumber. The target falls asleep and can't be awoken. The special component for this version of
the spell consists of rare soporific herbs.
Ending the Ritual
During the casting of this ritual, in any of its variants, you can specify a condition that will cause
the spell to end and release the target. The condition can be as specific or as elaborate as you
choose, but the GM must agree that the condition is reasonable and has even a remote likelihood
of coming to pass. The conditions can be based on a creature's name, identity, or deity but
otherwise must be based on observable actions or qualities and not based on intangibles such as
level, class, or hit points.
You can use a particular special component to create only one prison at a time. If you cast the
ritual again using the same component, the target of the first casting is immediately freed from
its binding.
Reclamation of the Pool
5th-level evocation (arcane, Azothian ritual)
This extremely dangerous ritual opens a direct connection to the Pool of Magic in an area. The
resulting destruction is legendary in scope and all but guarantees the death of the ritualists
performing this horrific magic. History records only one casting of this ritual in ancient Azoth,
when a sorcerer sought to destroy a terrible demon who had taken root in the wake of Shinde
Imas’ reign of terror. According to the legends, this sorcerer lured the demon to a remote
mountain range before casting the spell. Those same legends claim that the Great Field now lies
where that mountain range once stood.
Casting Time: 5 hours
Range: Self (10-mile radius)
Components: V, S, M (the focus item of a spellcaster who can cast 9th-level spells)
Duration: Instantaneous
This ritual opens a direct line between the Pool of Magic and the physical plane, exposing the
land to the raw, unfiltered power of the Source. Once the ritualist begins the process of casting,
their body is transformed into the equivalent of a small star, shedding bright light for 600 feet
and dim light for an additional 600 feet. While performing this ritual, the ritualist has resistance
to all forms of damage except radiant damage, to which the caster becomes vulnerable. Any
creature starting their turn within 10 feet of the caster suffers 5d10 radiant damage. Any creature
who makes a melee attack against the caster likewise suffers 5d10 radiant damage.
Once the ritual has begun, the caster may not move more than 5 feet from the spot where they
began casting. If they do, the ritual stops immediately, dealing 15d10 radiant damage to the
caster and 5d10 radiant damage to any secondary casters and vessels involved in the ritual.
Upon completing the ritual, the caster’s body becomes a direct portal into the center of the
Source. A 10-mile-radius sphere, centered on the caster, fills with brilliant magical energy. Every
creature and item in the area suffers the following effects:
All spells and magical effects are subject to a dispel magic effect, as if cast using a spell slot of
the level used when casting this ritual and, if needed, the ritualist’s spellcasting ability modifier
to resolve whether a spell persists.
All magic items of legendary rarity or lower are disenchanted. Artifacts are unaffected.
All creatures in the region must make a Constitution saving throw, suffering 20d10 radiant
damage and 20d10 thunder damage on a failed save, half as much on a successful save. A
creature made of glass, crystal, wood, or stone makes this saving throw at disadvantage. This
damage is considered siege weapon damage and deals double damage to objects and structures.
The affected region is under the effects of an antimagic field for 2d6 weeks.
Neither the primary caster, nor any secondary casters or vessels enjoy any special resistance to
the damage or effects of this ritual.
At Higher Levels. When you cast this spell using a 6th-level or higher spell slot, you increase
the effect’s radius by 10 miles per spell slot level above 5th.
Summon Celestial Avatar
7th-level conjuration (divine, Azothian ritual)
This ritual allows you to make the briefest contact with a higher plane of existence, allowing you
to call forth the servant or representative of a divine or celestial entity. This ritual, on its own
merit, does not compel the entity to obey your commands, nor does it grant the ability to dismiss
the entity. In order to achieve either of those aims, other powerful magic must be employed.
Casting Time: 7 hours
Range: 30 feet
Components: V, S, M (a holy symbol, blessed item, or other relic significant to the faith or
disposition of the being you seek)
Duration: Instantaneous
You summon a celestial being, which appears in an unoccupied space within 30 feet to which
you have line of effect. This celestial being is neutral toward you and your companions. Certain
ceremonies, garb, offerings, and badges of office can alter the celestial’s attitude at GM’s
discretion. If the summoner and any secondary casters and vessels bear the accouterments of a
religious order or other organization whose ideals align with the celestial’s social rolls to impress
or befriend them gain a +2 bonus.
This ritual, on its own, does not summon a specific creature, but rather a random creature of the
celestial type. Seeking greater specificity in the summons requires the expenditure of a higher-
level spell slot when performing this ritual.
When the celestial is summoned, it is brought to the material plane and given free reign. It may
only leave the material plane by its own power, or through a banishment ritual.
At Higher Levels. When you cast this ritual using an 8th-level spell slot you can choose what
type of celestial you wish to summon (such as a pegasus or an angel). When you cast this ritual
with a 9th-level spell slot, you summon a specific celestial (e.g. Azrael, Angel of the Dawn).
Summon Demon
7th-level conjuration (arcane, Azothian ritual)
This ritual allows you to make the briefest contact with the Shadow Lands, allowing you to call
forth the servant or representative of a demon lord. This ritual, on its own merit, does not compel
the entity to obey your commands, nor does it grant the ability to dismiss the entity. In order to
achieve either of those aims, other powerful magic must be employed.
Casting Time: 7 hours
Range: 30 feet
Components: V, S, M (a desecrated item, a broken holy symbol, and the sacrifice of a living
being)
Duration: Instantaneous
You summon a demon, which appears in an unoccupied space within 30 feet to which you have
line of effect. This fiendish being is hostile toward you and your companions. Certain
ceremonies, garb, offerings, and badges of office can alter the fiend’s attitude at GM’s discretion.
If the summoner and any secondary casters and vessels bear the accouterments of a religious
order or other organization whose ideals align with the demon’s, such parties do not suffer
disadvantage on Charisma ability checks made to alter the fiend’s attitude, but all other parties
present do.
This ritual, on its own, does not summon a specific creature, but rather a random demon bearing
the fiend type. Seeking greater specificity in the summons requires the expenditure of a higher-
level spell slot when performing this ritual.
When the fiend is summoned, it is brought to the material plane and given free reign. It may only
leave the material plane by its own power, or through a banishment ritual.
At Higher Levels. When you cast this ritual using an 8th-level spell slot you can choose what
type of fiend you wish to summon (such as a demon or a devil). When you cast this ritual with a
9th-level spell slot, you summon a specific fiend (e.g. Shinde Imas, the Elf Slayer).
Summon Shinde Imas
9th-level conjuration (arcane, Azothian ritual)
This variant of the summon demon ritual allows for the Elf-Killer, Shinde Imas to be summoned
forth to the material plane. If performed properly, the ritual does allow Shinde Imas to be
controlled by the summoner and any secondary casters involved in the ritual, due to commands
placed upon Shinde Imas by the ancient Y’lldan Elves in ages past.
Casting Time: 9 hours
Range: Self (Shinde Imas bursts forth in a cloud of vapor from the mouth of the summoner)
Components: V, S, M (a living creature who must be sacrificed during the ritual’s completion)
Duration: Instantaneous
This variation of the summon demon ritual targets Shinde Imas specifically and brings it into
existence in the material plane. At the GM’s discretion, other variants summoning different lords
of the Shadow Lands might exist.
Twist the Flesh and Soul
4th-level transmutation (druidic, Azothian ritual)
Through the transformative power of druidic magic, this ritual allows the caster to make the
meek mighty and the mighty wise. In times of great strife and war, some ancient Azothians
sought out this type of druidic magic to gain an edge in combat. One legend speaks of a warrior
who was deep in love with a poet. The poet rebuffed the warrior’s advances, for while the
warrior was physically a pleasing specimen of athleticism, she was, to quote the poem, “dumb as
a stump.” To win the poet’s heart, the warrior sought out a wise druid to trade her muscles for
mindfulness. Through this ritual, the wish was granted, and the poet’s heart was won.
Casting Time: 4 hours
Range: 30 feet
Components: V, S, M (art objects depicting the desired quality and the desired sacrifice, with a
total value of 1,000 gp, which are destroyed in the casting of this ritual)
Duration: Instantaneous (see below)
This ritual allows the caster to alter the fundamental abilities of the target, transmuting
ephemeral traits into physical acumen, or vice versa. The target of the ritual must remain present
and still throughout the casting of the ritual. When the ritual begins, the caster selects one ability
score from Constitution, Dexterity, and Strength, as well as one ability score from Charisma,
Intelligence, and Wisdom. Upon completion of the ritual, the target receives a +2 bonus to one of
the chosen ability scores (to a maximum score of 22) while suffering a –2 penalty to the other
chosen ability score (to a minimum of 3.) These changes are permanent and may only be
reversed with another casting of this ritual, or with a wish spell.
If the target wishes to resist this ritual, they must succeed on a Wisdom saving throw. If they do,
the ritual fails, and the components are wasted. The primary caster and any secondary casters and
vessels suffer menthruac as normal. This will likely result in a very angry group of ritualists, as
this ritual is typically performed at the request of the target.
At Higher Levels. When you perform this ritual using a 5th-level spell slot, you may choose an
additional set of ability scores to affect. When you perform this ritual using a 6th-level spell slot,
you may choose a third set of ability scores to affect, permitting changes to all the target’s ability
scores. When you perform this ritual using a 7th-level spell slot, the bonuses and penalties to the
affected ability scores become +3/–3, +2/–2, +2/–2. When you perform this ritual using an 8th-
level spell slot, the bonuses and penalties to the affected ability scores become +3/–3, +3/–3,
+2/–2. When you perform this ritual using a 9th-level spell slot, the bonuses and penalties to the
affected ability scores become +3/–3, +3/–3, +3/–3.
Unleash Plague
5th-level necromancy (druidic, Azothian ritual)
Druids of old were tasked with the protection of the natural world from the encroaching forces of
Visitors and humankind. This dangerous ritual was employed, historically, as a means of
population control on Azoth. Now viewed as blasphemous to all but the most broken and evil of
beings, the secrets of plague-work are virtually lost to history.
Casting Time: 5 hours
Range: Self (1-mile radius)
Components: V, S, M (the corpse of a humanoid who died from an infectious, virulent plague)
Duration: Instantaneous (see below)
Through the power of this blasphemous ritual, you unleash the effects of a magically enhanced
disease into an area. The spread of the disease is magically aided, ensuring maximum infection.
Upon completion of this ritual, each humanoid within a one-mile radius who is not a primary
caster, secondary caster, or vessel involved in casting the ritual (all of whom are immune to the
disease spawned by the ritual) must succeed on a Constitution saving throw or become poisoned.
While poisoned in this way, the subject suffers the effects of one of the diseases detailed below
and is extremely contagious. After 24 hours, those infected by the initial casting of this ritual
must make an additional Constitution saving throw. If successful, they become secondary
infected and resolve their infection as such. If this second Constitution saving throw fails,
however, the target is permanently infected and contagious, and will remain so until death or
until a wish spell or similar magic is used to defeat the infection.
Any creature coming into contact with a creature poisoned by the infection created through this
ritual must also make a Constitution saving throw, becoming infected with the disease on a
failure. People so infected become poisoned and suffer the effects of the disease, including
causing any creature they come into contact with to make a Constitution saving throw to resist
infection. Non-humanoid creatures become contagious carriers who are not poisoned and suffer
no ill effects but may pass their infection on to others as detailed above.
At the end of each day, the secondary infected must make a Constitution saving throw. If the
target succeeds on three of these saves, they are no longer poisoned, and the ritual’s effect upon
them ends. Going forward, the subject is immune to reinfection from this instance of the ritual’s
disease. If the secondary infected fails three of these saves, they are now infected until they die
or receive treatment for their illness.
Since this ritual induces a natural disease in the secondary infected, any effect that removes a
disease or otherwise ameliorates a disease's effects applies normally, though the strain of
infection is particularly resilient. Any attempts to treat the illness with Wisdom (Medicine)
checks suffer disadvantage.
The GM should afford saving throws to NPCs important to the characters but may roll a d100 to
determine how large a percentage of unnamed NPCs is affected. They can make this roll at
advantage or disadvantage based on the average health and fitness of the NPC population —
taking the lowest roll for advantage, and the highest roll for disadvantage. The outcome of this
roll determines how many of the present NPCs become primary infected. The second day sees
half that percentage as secondary infected. While the number of primary infected remains the
same unless a wish cures them, the rate of secondary infected shrinks or grows by 2d10% each
day based on successful efforts (by the characters or local authorities) or lack thereof to contain
and treat the contagion.
When this ritual is cast, select one of the following diseases to be unleashed with its effects:
Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature
has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Body Wrack. The creature is overcome with shaking. The creature has disadvantage on
Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. While suffering
this disease, the creature cannot regain hit points.
Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage
on Strength checks, Strength saving throws, and attack rolls that use Strength. While suffering
this disease, the creature cannot regain hit points.
Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and
vulnerability to all damage. While suffering this disease, the creature cannot regain hit points.
Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence
checks and Intelligence saving throws, and the creature behaves as if under the effects of the
confusion spell during combat. While suffering this disease, the creature loses 1d6 from their hit
point maximum upon completing a long rest. If the creature’s hit point maximum is reduced to 0,
they die immediately.
Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on
Constitution checks and Constitution saving throws. In addition, whenever the creature takes
damage, it is stunned until the end of its next turn. While suffering this disease, the creature loses
1d6 from their hit point maximum upon completing a long rest. If the creature’s hit point
maximum is reduced to 0, they die immediately.
At Higher Levels. When you perform this ritual using a spell slot of 6th level or higher, you
may inflict one additional disease per level of the spell slot spent above 5th.
“Always the paladin that blows the stealth check”
Riku stopped in his tracks, staring wide-eyed: “That’s a 1966 Ford Mustang GT in Tahoe
Turquoise.” He shouldered his bow.
“A what?” Moira asked, sheathing her axe in response.
“A car. It’s a kind of vehicle in my world,” the elf replied, still gazing in awe.
“Ah, I see,” the dwarf nodded. “A Strange Thing. Your artificer will be very interested in that.”
“Yes, I’m sure she will be. Terra?” Riku said into the strange device of crystals and stone wires
Terra insisted was a walkie-talkie.
“Hey! Good, you’re still alive. Did you find something?” Terra’s voice crackled through the
device. The static was horrible, but that’s what they got for building a walkie with alchemy and
magic.
“More or less. Bring the group on in. They will all want to see this.”
Soon enough the whole party had joined them, staring at the old-timer covered in overgrowth.
“How long do you think it’s been here?” Connor mused, rubbing the stubble on his chin with a
gauntleted hand.
“Thirty years, I guess? Forty?” Nichelle guessed, setting her fists on her belt of many small
pouches, all fitted tight and muffled for stealth.
“Why don’t you go over and have a look-see, rogue?” Moira asked, giving Nichelle a sidelong
eye.
“I thought rogues were the scum on the bottom of your boot?” Nichelle replied icily.
“Aye, they are, but might as well use them when you got them,” the dwarf replied, grinning
tooth-achingly sweet.
“Hey, it’s okay,” Connor interceded, softening his voice for his sister. “She’s just trying to rile
you up. If you want, I can...”
“No, I got this. Watch out Mr. Clunky-Paladin,” she answered, pushing his hand aside to crouch
down as she had learned from Cartieré the Quick. Carefully she moved forward, making no noise
as she approached, keenly aware of every sound and motion around her.
The others watched her, standing clustered together by the tree line.
“What do you think artificer? Can you use it?” Moira asked, leaning over to whisper in the
hairfoot’s ear.
Terra shifted away, rolling a discomforted shoulder.
“I don’t know until I look at it,” she harrumphed just as softly, then fished her former smart
phone, now whirring with luminescent tubes and silver gears, out of her pocket.
“What are you doing?” Riku asked, putting his hand over the screen just as Terra prepared to
channel her magic through it.
“I’m going to run a search,” Terra answered.
“Don’t. It takes too much out of you. This isn’t that important,” Riku said, his immaculate
eyebrows pinching in worry.
“But I don’t know a whole lot about last-century cars…”
“That’s alright, I do,” Riku grinned, scratching one of his pointed ears. “My uncle had one of
those. I spent a whole summer rebuilding the engine with him.”
“Lot of good that will do without gasoline,” Cardinal added flatly. Zir voice would have been
barely audible if it wasn’t for the sharp diction.
Terra and Connor both eyed them.
“You know, if you don’t crack a joke soon, everyone is going to think your humor went with
your hair,” Connor quipped, forgetting to whisper.
“Who’s there?!” a cry shouted from the direction of the Mustang. Nichelle froze five feet from it,
before turning eyes of murder toward her brother.
“It’s always the paladin that blows the stealth check,” Cardinal muttered to Connor’s stunned
face. “How was that for a joke?”
On top of the car stood another short man, the hair on his feet proudly declaring his heritage, the
shortbow in his hands declaring his intentions.
“This is my Strange Thing!” he shouted, his beardless face looking hollow, his eyes bruised.
“Now shove off before I and my mates feather you from top to stern.”
“We mean you no harm,” Riku started and Nichelle backed up toward the group, but the stranger
only leveled his arrow at Riku.
“I know, elf. And you’re going to stay meaning me no harm.”
“I don’t think he’s got anyone else with him,” Nichelle said softly.
“So, what kind of engine does that thing have? A 200 CU?” Riku shouted.
That made the hairfoot pause. “What do you know about it?”
“Quite a bit, actually. If you’d like some help?”
Shaking his head, the stranger renewed tension on his bowstring. “You’re trying to trick me.”
Riku raised his hands placatingly, even as the rest of the group renewed their grips on their
weapons. “Not at all,” he reassured. “We don’t want to take your Strange Thing.”
“I kind of do,” Terra muttered.
“I think we can help you,” Riku called, ignoring Terra. “In exchange, if we can get the car
working, would you give us a ride?”
The stranger seemed to mull it over a moment, then lowered his bow. “No funny business, or
I’ll...” That was when the hairfoot passed out and tumbled down in the thickets next to the car.
The group rushed forward to help. Connor sheathed his sword and shouldered his shield to pick
the small man up, but Cardinal beat him easily.
“Don’t touch him. We don’t know what’s wrong with him yet,” Cardinal said as ze kneeled
beside the hairfoot. Closing zir eyes, Cardinal blew out a breath and set zir hand on the man’s
forehead. “He’s been poisoned,” ze said after a moment, sitting back to slap zir palms together.
Light emerged from zir hands as ze laid them over the stranger’s chest. Ecstatic bliss washed
over Cardinal’s face. The stranger took a deep, easy breath in and Cardinal released zir healing,
stumbling backward into Connor’s arms.
“Cardinal!” Nichelle cried.
“I got them,” Connor said, lifting his unconscious friend up into his arms, before turning and
walking a short distance to a tree.
“Well, that was exciting,” Moira commented from beside the Mustang.
“He’s doing better.” Nichelle checked on the hairfoot. “Those Othaarian incantations Cardinal
learned in Medellin are powerful.”
“Soul of a healer, that one,” Moira agreed. “Well, this fellow is subdued, let’s check out our
spoils.”
“Sure, you do that,” Nichelle replied coolly, “I’ll keep an eye on the real owner.”
Moira didn’t seem bothered by Nichelle’s derision and chuckled to herself as she hauled open
the driver’s-side door.
Riku and Terra had already moved to the front of the Mustang, tromping through partially
crushed undergrowth to flip open the hood.
“Yup, 200 CU engine,” Riku said, nodding approvingly.
“Tires are rotted away. That’s an easy enough fix,” Terra said, kneeling down to lay her hand on
it, much like Cardinal had with the hairfoot. Her purple glow of magic channeled into the tire,
and the decayed rubber undulated like a shivering animal before hissing as it refilled with air, the
walls of the tire reforming and sealing themselves.
“Oh, yes, beautiful!” Terra whooped as she stood up and beamed at her handiwork. “I love
magic. Have I ever said that? I love magic so much.” She beamed and proceeded to the next tire.
Riku shrugged and turned back to the engine, only to be distracted by movement in the cab.
“Moira, what are you doing?”
“Not much for spoils,” the dwarf’s voice sounded muffled form inside the car. “That hairfoot
was obviously living in here though.” She seized what had to be the stranger’s canteen and took
a quick drink, then grimaced before spitting it out.
“Spoiled?” Riku asked.
“Red wine. Can’t stand the stuff.” Gives me a headache,” she said as she capped the canteen and
replaced it. “So what is this thing anyway?”
“Think of it like a wagon with no need for horses or oxen.”
Moira blew out an appreciative breath. “The magical things from the land of the gods. Humbles a
soul, it does.”
Riku smiled indulgently, not interested in rehashing his arguments against Earth being some sort
of “land of the gods.” Thankfully it was an opinion mostly confined to Moira. His face turned to
worry as he glanced over his shoulder at Connor and Cardinal. For lack of a blanket, Connor had
apparently decided to lean himself against the tree and cradle Cardinal in his arms.
“Just friends, my axe. I got a flying castle for sale if you believe that,” Moira commented,
waggling her eyebrows at Riku.
“Best we stay out of it,” Riku said sternly. “Should I get a fire going? Looks like we’re stuck
here until these two recover,” his gesture included Cardinal and the unconscious hairfoot.
“Tires repaired!” Terra cut in. “Come on Riku. Get your elven butt over here and help me figure
out what else needs fixing.”
A short distance away, Connor smiled to himself at Terra’s loud enthusiasm. “She has really
taken to this place like a duck to water, huh Card?”
Cardinal groaned, then sighed. “What happened?”
“You passed out. I thought healing magic wasn’t supposed to do that?”
“I’m not sure. I haven’t tried to cure poison before. Must have done something wrong.”
“That’s okay. I got you buddy.”
Cardinal seemed to stiffen before sitting up to pull zirself out of Connor’s arms. “Yeah, thank
you.” Ze got up then, readjusting zir knee-length robe, giving every indication that ze were
heading back to the group.
“Hey. Hey Card, wait a minute.”
“Don’t call me that.”
“Cardinal, sorry. Can you just— can you just wait a second. I think we should talk.”
“What is it?” Cardinal turned back to Connor, folding zir hands into the wide sleeves of the robe.
Connor blinked, then looked down, shuffling his feet embarrassed. “Sorry. I just can’t seem to
get used to seeing you that way.”
“What way is that exactly?” Cardinal narrowed zir eyes.
“Oh, come on, don’t be like that. You know what I mean. You’ve changed. A lot. Since we came
to this place. It’s been really hard to adjust to it all.” Closing his eyes, Connor knew he said the
wrong thing the moment after he said it.
Cardinal worked zir jaw. “You of all people should know...” ze started to growl, but stopped and
took in a deep breath to force more serenity into zir voice. “It’s nobody’s business what I change
about myself or not. Especially someone who is supposed to be my friend. I don’t owe you or
anybody an explanation.”
“It’s all just coming really fast,” Connor tried again. “You’ve gone from atheist to totally
religious practically overnight. I barely feel like I know you anymore! No matter what changes
on the outside, you’ve always been Cardinal.”
“Just stop it...”
“No, Cardinal! You stop it. I’ve been right beside you every step of the way, but this is more
than that.”
“I’m sorry I’ve been such a burden!” Cardinal yelled, all pretense of serenity gone from zir
voice.
A roar interrupted the fight, and probably for the better, as Connor was regretting every stupid,
entitled word he said. The sound came from the Mustang as it burst into life.
“Come on guys! We got ourselves a new ride!” Terra called cheerily.
Cardinal didn’t even look back at Connor as ze marched away.
Chapter 7: East Azoth
The Realm sits at an unstable crossroads on the axis of reality connecting to countless worlds.
Visitors from Earth are frequent, and have brought marvels of architecture, art, and science.
Visitors from other worlds — the Netherworld, or the Shadow Lands — also travel to the Realm,
and their gifts are not nearly as welcome. Still, the people of Azoth take these incursions in
stride, merely referring to the occasional otherworldy oddity as a “Strange Thing.”
A low pale sun rises over the Realm to paint the sky in magnificent pastels every sunrise and
sunset. Twin moons grace the sky. The large moon has no name, as people simply call it “the
moon.” It’s the smaller one people refer to by its name, Ysgawyn, only in hushed voices, for
folklore claims this is the moon that lends the Realm its magic.
With the exception of a few islands, the continent of Azoth is all the known land in the Realm.
No recorded travel indicates lands beyond the great seas. Azoth is divided in half by the great
range of the Black Mountains, and our adventures take place in East Azoth.
The Seas of Azoth
The continent of Azoth is completely surrounded by water, and the names of the seas hearken
back to ancient tales rather than any proper geographical designations. Only the Epicians of
Brachmon have circumnavigated the full continent, though the harrowing journey is usually only
undertaken to show the crew’s prowess rather than for any practical purpose.
South of the continent lies the Naldonian Sea, flowing counterclockwise from Qaiwain in West
Azoth, to O’koth and the southern coasts of Ardonia and Fantasia in East Azoth. From here the
water continues to the Erebus Sea along the coastlines of Ardonia, Carahill, the west coast of
Fantasia, and Drohm. Storm’s Bay is an inlet of the Great River, named for the constant storms
that thrash above the water. These storms are magical rather than natural in essence, though no
records survive of the cataclysm that caused them. The Epicurean sea, named for the ancestors of
the Epicians, lies in the north and extends along the northern coast crossing from East to West.
If the Black Mountains make travel overland from East to West Azoth near-impossible, the
Boiling Sea in the northwest does the same. Active volcanoes spew white-hot lava into the sea,
creating a barrier of smoke and steam that sees even most Epicians turn back. The heated water
warms West Azoth’s coasts, and temperatures tend to be much higher than in their latitude
counterparts in East Azoth. Beyond that, if the ship survived the Boiling Sea, lies the Whirlpool.
Explanations for the Whirlpool range from magic — perhaps the same that caused Storm’s Bay
— to boiling water clashing with much colder northern waters, to underwater rifts and rock
formations. No ship has ever gotten close enough to get a definitive answer, and most give the
massive whirlpool a wide berth. Skragg’s Reef extends along the west coast of Azoth, its shallow
waters, teeming with ocean life and reef sharks, far too dangerous to navigate without a proper
map. The black waters of the Onyz Sea extend down the southwest shoreline of Azoth, before
flowing back into the Naldonian Sea.
Climate in East Azoth
The land of Azoth goes through a cycle of four short seasons which are designated as First
Month (spring), Second Month (summer), Third Month (fall), and Fourth Month (winter).
The Great River, branching from Storm’s Bay into the Black Adder River, marks the passage
into the north and the nations of Grey Hills and Brachmon. Weather conditions are harsh here all
year through, with the Ormuzd forest marking the last of the deciduous trees. Further north lie
tundra and mountain ranges, and beyond that an area of perpetual snow and ice which even
summer cannot warm.
The Enchanted Forest, Drohm, and the Great Field of A’zoth count toward central East Azoth.
This area sees heavy snowfall in winter, and hot summers. Here, more than in the rest of Azoth,
people live in accordance with the seasons. Most crops are fast-growing, planted in spring and
harvested in fall, though a few plant multi-seasonal crops which can weather the hard winters.
The south, comprising O’koth, Ardonia, and Carahill, sees the warmest climate. Its countryside
is dotted with vineyards and olive trees. In summer, social activities take place near dusk when
the temperature drops, and smaller villages seem completely abandoned at noon when the
scorching sun bears down. Even winter cannot bring snow to the south.
Culture
Realmborn come in all skin colors regardless of geographical location, as the various peoples
used to cover all of East Azoth before humans arrived. Grey Hills and the Enchanted Forest,
despite their northern locales, see as many black people as they do white. Likewise, Realmborn
come in all genders and sexual orientations. Where an organization is women-only, such as
Ardonia’s White Unicorns, no Realmborn need ask if that includes cis and trans women — of
course it does, because women are women. The people of East Azoth accept and welcome this
diversity. That’s not to say individual bigotry doesn’t exist, but it’s against the norm and yields
anything from a quick admonition to social exclusion depending on the severity.
Families in the Realm come in all variations. A cross-people couple might adopt, as they cannot
conceive biologically. Alternately, like same-sex cis couples, they might use a surrogate or
donor. While East Azoth knows of no magic to alleviate biological incompatibility, fertility
potions ensure it takes only one try to conceive. All families in East Azoth are wanted, as even
the smallest village has a physician versed in birth control for all sexes.
Realmborn are quite physical in their expressions of affection. They’re quick to welcome new
people with hugs or cheek kisses, and it’s common to see friends lean against each other as they
enjoy a meal, or a musical performance. Depending on their Earth culture, Visitors may find this
jarringly intimate. Fortunately, Realmborn also have a strong sense of individual boundaries, and
an Earthborn need only imply — through speech or body language — once that they’re
uncomfortable. Likewise, an Earthborn mistakenly believing this physical intimacy is an
invitation to more is quickly corrected.
Fashion preferences, while they differ from people to people, extend across all genders. Elves
take great pride in their magnificent hair, and a trader in alchemical hair potions does excellent
business visiting the Enchanted Forest. The people of Brachmon like to braid their hair and
beards. Meanwhile people from Carahill favor revealing attire and sweet-scented perfumes,
while the Ardonians prefer a sterner fashion.
The one thing that seems universal to all nations is a love of stories. Realmborn are happy to
offer free passage on a cart or ship, food and accommodations, and even tools and trinkets in
exchange for a riveting new tale. Earthborn with a talent for stories, who read many books or
simply paid attention to the plot of the latest movie they watched, need never find themselves
down on their luck.
Languages
The coastal tongues of East Azoth are remarkably like languages from Earth. Ardonian
resembles English, Carahall is a mixture of French and Italian, and Drohm shares traits with
Japanese — if all a more old-fashioned version than spoken on Earth today. The O’koth speak
several Mongolic languages, of which Mongolian is predominant on the Great Field. The hairfeet
of Olardell speak a very fast and chattering form of Portuguese. While each Brachmon nation
speaks its own language, from ancient Egyptian to the proto-Mayan tongue, their shared
Brachman language bears an uncanny resemblance to Old Norse.
Move further inland though, and the traces of Earth languages stop — perhaps there are no
Crossings here, or they’re so dangerous Visitors don’t survive long enough to leave their mark.
The people of the Enchanted Forest speak what’s known as Forestspeak, though with a
smattering of Waorani and regional differences between rainbow and forest elves. The people of
Grey Hills likewise speak Hillpeak, though it sees a wider divide in dialects owing to its orc and
troll populations. Dwarven Hillspeak, the most dominant dialect, is a sprawling language that
lends itself well to stories and song with an immense catalog of synonyms that singers,
songwriters, and poets utilize to compose epics. Meanwhile, Bryzine is more staccato and direct.
Orcs spoke a variety of languages before the arrival of humans but have developed a patois since
retreating to the Black Mountains. Minotaurs historically speak Plainspeak, a singsong language
that conveys meaning through harmonies as much as through words, though nowadays most are
also fluent in Drohm.
In addition to local languages, traders, travelers, and inn and tavern keepers share a language
called Cant. Cant finds its basics in Spanish — and if this seems odd because none of Azoth’s
nations speak the Spanish language, the Realmborn never seem to question it — but takes
phrases and words from every other language. Olardell especially has a heavy presence in Cant,
as the hairfeet are such prolific travelers and traders. Cant is a little different everywhere you go,
adding more Brachman in the north or more Carahall in the south, but the Spanish at its core
remains.
Most people in East Azoth are multilingual. The hairfeet of Olardell all speak Olardell, as well as
the sign language prevalent among their druidic neighbors. A hairfoot doing regular trade with
Carahill would also have that language in their repertoire. An elf living in Ardonia speaks both
Forestspeak and Ardonian, and second-generation immigrants often devise a new language that
combines both. Likewise, Ardonians living in a city alongside elves would have learned a few
common phrases at the least. The rangers of O’koth speak both O’koth and Ardonian, the
language of their allies, as well as the Werespeak common to the werewolves of the forest.
Learning at least the basics of the language of people you regularly deal with is simple courtesy
in East Azoth.
Visitors who speak the Earth equivalent of any East Azothian language can immediately
understand its counterpart, and with a little practice become fluent. Any who speak Spanish or
Portuguese can pick up Cant. Earthborn do retain an accent though.
Strange Things
Sometimes, people from Earth bring their technology with them, such as cell phones, portable
batteries, or digital cameras. They might not work for long — even if Crossing didn’t fry them,
the Realm has no power outlets — but they’re still physically in East Azoth. These items are
Strange Things. Other times, Realmborn use an arcane combination of technology and magic to
invent something wholly new. These are also Strange Things.
While Realmborn make no distinction between the two kinds of Strange Things, it’s easy enough
to spot the difference as the concept of “smaller is better” never caught on in East Azoth.
Ardonia’s massive zeppelins are Realm-made, but that small black box recognizable only to
Visitors as a portable battery hails from Earth. The former are far more prevalent than the latter.
While each nation sees Strange Things and accepts them — much as it does Visitors — as part of
living in the Realm, Ardonia and Grey Hills stand out. Ardonia is expert at creating Strange
Things, to the extent it doesn’t even name them that anymore — to the Ardonians, these are
simply the products of science. Science has given Ardonia, so far the only such nation in Azoth,
an aerial fleet replete with zeppelins, which occasionally accommodate passenger travel, as well
as ornithopters. It may have given them much more — rumors abound of massive light orbs that
could illuminate city streets at night — if not for their distrust of magic. Any invention whiffing
too much of magic rather than science is shut down and banned.
Meanwhile the trolls of Bryzine in Grey Hills sell more Strange Things than all other nations
combined — which admittedly still isn’t a lot. These items are invariably small, definitely hail
from Earth right down to the “made in” stamp, and can be quite anachronistic, such as a flip
phone or a transistor radio. These items are quickly snapped up by traders, for they fetch good
money either as oddity items, or as objects to be taken apart for research or components for
Realm-made Strange Things. Asked where they get these items, the Bryzine trolls merely shrug
and say their cave-dwelling cousins find them where the Grey Hills connect to the Black
Mountains.
Chapter 8: Nations of East Azoth
The end of the Forever War saw East Azoth coalesce into ten nations. While initially the various
peoples retreated to “their corner” of the half continent, the years of peace following saw great
trade, travel and migration. Recent years have seen the rise of an eleventh nation, though so far it
goes unrecognized by the others.
In this chapter you’ll find the principals of each nation, interesting locations to visit, and
adventure seeds to draw inspiration from.
[LAYOUT, THIS CHAPTER HAS ADVENTURE SEEDS IN SIDEBARS. THE
IDEA IS TO MAKE THEM STAND-OUT/EASY TO FIND, SO A GM NEEDING A
QUICK IDEA FOR TONIGHT’S SESSION CAN OPEN THE BOOK AND FIND
THEM ON A FLIPTHROUGH. ALSO FINE IF YOU HAVE A DIFFERENT IDEA
THAN SIDEBARS/BOXES TO ACCOMPLISH THAT.]
Ardonia
Long ago, a group of humans settled on the Isle of Ardonous. Living in relative seclusion, the
people devoted themselves to the worship of Othaaris, and tended to a land that knew no war or
strife. However, war found them instead. While Darkoth’s Forever War swept across all of
civilization, the remote Isle of Ardonous fell under the spectre of the Black Plague engineered by
the evil demon Terrorek. The humans knew that if they stayed, the island would be their grave.
Traveling north across the water, the surviving humans found a land they came to call Ardonia.
Clinging to their peaceful ways, they sought defense rather than war, and they marked the edges
of their territory by building a massive wall to protect themselves. However, a wall cannot offer
security. The first rulers of Ardonia struck a deal with Darkoth: When the Forever War ended, he
would not cross their walls, and they would not interfere with his designs on Azoth. Darkoth has
kept his word to this day, but one can only guess how long the agreement will hold if the nations
around Ardonia fall to him.
Ardonia’s isolationist policies have relaxed over the years, and access to the nation can be
secured at any border crossing station, simply by providing one’s name. However, the border
guards diligently record the names and descriptions of all outsiders, and the identities of
criminals or exiles are distributed to all border stations. Anyone who commits a crime within
Ardonia has almost no hope of escaping the land. Likewise, exiles know that there is no going
home, and they would be apprehended the instant they laid foot on Ardonian soil.
Ardonia is a land of both faith and knowledge. Scholars, thinkers, and scientists enjoy access to
massive libraries, academies, and forums to exchange thoughts and discoveries. Steps from these
institutions are cathedrals built to the Religion of Light, worshiping the goddess Othaaris who
blesses their holy land. While science and religion do not come into conflict with one another,
magic itself is considered a less desirable path. Though magicians suffer no persecution, the
people of Ardonia generally do not trust magic to protect them, in favor of their priesthood and
technology.
The kingdom is ruled by a hereditary monarchy, and King Daelin and Queen Gera enjoy
virtually unlimited power. They are honored as the Avatars of Ardonia, symbolizing the will of
their entire nation, and enjoy the support and political advisement of the Priesthood of Othaaris.
Ardonia is the most regulated, but also the safest land in Azoth. It benefits from the pledged
protection of the rangers from the nearby land of O’koth, but also the internal defense of the elite
White Unicorns. Without the looming threat of war constantly at their doors, the people of
Ardonia enjoy fine wine from their renowned vineyards, a nearly universal worship of Othaaris
woven into their very society, respect for education and the keeping of knowledge, and an
amicable attitude toward the practices of polyamory and free love.
Principals of Ardonia
Queen Gera
Queen Gera, a devoted servant of Othaaris, sits on the throne of Ardonia. Called the “queen
mother” by her people, she functions as a guiding figure to the entirety of her nation, though her
personal motherhood has been mired in tragedy; her only daughter died at birth, her eldest son
Kajig was banished for an unspeakable crime, and her youngest son Bakta died in war. The
future of the throne is uncertain, but for now, Queen Gera holds it in an iron grip. Though
Ardonia is a land of science and faith, the queen herself has a strong command of arcane magic
and does not hesitate to use any tools at her disposal in the ruling and protection of her kingdom.
King Daelin
The hereditary ruler of Ardonia, the gentle King Daelin devotes much of his time and energy to
the worship of Othaaris. Though he lacks power and influence as a ruler, his unwavering
dedication to the goddess has earned his nation the protection of the rangers of O’koth and brings
peace and joy to his people. Though some might see Daelin as “weak willed”, especially beside
his wife, Daelin simply recognizes the failings of a hereditary system and is more than happy to
leave the governance of his land in the hands of someone with the resolve to make tough
decisions.
Hallamda
As a captain of the White Unicorns, Hallamda serves as the primary teacher of recruits. She is
both a source of warmth and a strict instructor, drilling the teachings of Othaaris and the virtues
of sisterhood into her students. When deciding who will be inducted into their ranks, or who will
receive mercy for their wrongdoings, Hallamda’s word is perhaps the most powerful in all of
Castle Dyonissis.
Dellan
Though formally known as the Royal Minister of Information, spymaster would be a more
accurate title for Dellan. While the library of Isliadril is the repository for all of the collected
knowledge of the world, Dellan deals in the information that no one wants recorded. Though
Dellan is but one man, he has eyes, ears, and nimble fingers all across Ardonia, and relies on
them regularly to meet the ever-growing demands of his queen.
Tuwatha
A priestess of Othaaris, Tuwatha lives a calm and peaceful life of devotion and prayer within the
protected walls of Ardonia. However, she is eager to offer guidance to newcomers passing
through, as the chaotic lifestyle of adventurers is attractive to her. Her attention is easily won by
sharing stories of travels and encounters in the wilds outside of Ardonia’s safe walls.
The White Unicorns
The majestic White Unicorns serve as the holy knights of the Church of of Othaaris and are
blessed by the queen mother. The people of Ardonia are well acquainted with the image of the
armored women riding upon white or dappled warhorses, adorned with unicorn-horned barding.
Headquartered in the majestic Castle Dyonissis in the city of Medellin, under the command of
the high council of five veteran warriors, the all-female military force serves as the most
respected bastion of Ardonia.
Recruits for the White Unicorns are selectively drafted as children. Girls begin their training at
the age of five, old enough for trans girls to realize they’re girls, living together in spartan
dormitories, dining in communal mess halls, and spending most of their days in each other’s
company. In the beginning, even games are designed to teach the young girls combat skills,
strategy, and noble behavior. As they grow older, their lives become strict daily exercises in
discipline and honor.
Those select few who endure thirteen years of training under the head instructor, Captain
Hallamda, take a knee before the queen mother and are blessed upon their induction into the
White Unicorns. Soldiers of the White Unicorns are respected as holy warriors and called
“sister” even by people not of their order. For most, their service to Ardonia is a lifelong
appointment, and sees them interred at Castle Mesmar when their noble watch has ended.
Notable Cities
Castle Mesmar
Though the name would imply a single structure, Castle Mesmar refers not only to the sprawling
castle upon the hilltop itself, but also the town built around the base of the hill, in support of the
holy royal house. The people enjoy some unique comforts by living in close proximity to their
nation’s seat of power, not limited to bustling trade, the security of the finest military presence,
and any royal decree or celebration being an excuse to throw a local festival.
Abaroxas
Abaroxas is the nearest large city to the wall, and the first major locale travelers encounter if
crossing into the country from the Sirilian River. It is the educational center not only of Ardonia,
but all of East Azoth. It holds this position not because Abaroxas is exclusive with its
curriculum, but because no other repositories of knowledge are as safely guarded as those behind
the wall. The academies of Abaroxas close their doors to no one, and openly invite outsiders to
study and debate within their walls, in the interests of free thought and the trade of information.
It is not uncommon to see groups of intellectuals walking between libraries and eateries,
enthusiastically debating philosophy and physics. The most wondrous collection of knowledge
within the city, however, is housed in the monastery of Isliadril.
That being said, Abaroxas is not limited to purely scholars. The surrounding city comprises
merchants, farmers, craftsmen, and the like, who dispense their necessary services to the learned
types. Young academics who wish to study in Abaroxas often travel to the city as day laborers
and earn their room and board by serving the scholars whose ranks they one day hope to join.
Isliadril
Dwarfing the surrounding buildings by its sheer size, the gargantuan monastery of Isliadril
houses a famous library, and is also home to the Scribes of Isilarilin. The scribes are blessed by
the queen mother, not unlike the White Unicorns, and their dedication to the preservation of
knowledge is as vital to Ardonia as the knights’ protection of the people. The Scribes of Isilarilin
have sworn a sacred oath to seek out and record knowledge, and as such, count the world’s
foremost experts on Crossings, and the legacies left behind by Visitors, among their numbers.
Isliadril is truly “The Jewel of Abaroxas” as Ardonians name it.
Tongues wag that a different manner of archive lies in chambers constructed deep under Isliadril.
Local legend says that the Scribes of Isilarilin maintain a massive wine cellar, keeping barrels of
all the rarest and most exquisite wines ever produced in Ardonia or abroad. Though inventive
thieves have attempted to tunnel under Isliadril in the past, they are usually discovered when they
cause a sinkhole that brings a cobblestone road down on their heads before they ever reach the
theorized cellars. In truth, the cellars hold something far more valuable and more dangerous, as
the Disk of Mylnon makes a stop there once a year.
Gichtel
Located at the base of the O’koth Mountains where they intersect with the wall and surrounded
by rolling hills and flourishing vineyards that produce the finest red wines, wealthy Gichtel
serves as the trade center for all of Ardonia. Carts and wagons drawn by horse and ox alike fill
the streets, and the sky is dotted with hot air balloons ferrying small but valuable cargo over the
wall or the O’koth forest. Nearly all imported or exported goods in Ardonia first pass through
Gichtel, where trademasters weigh, value, and record it. Though a branch of the Noble Peoples'
Exchange of Carahill is established here, it is not the foremost financial power in town; houses of
trade exist all over the city, and each blazons its own seal of approval on goods that pass through
its oversight.
The residents of Gichtel want for very little, and even the poorest folk can easily find work
helping to carry crates, care for draft horses, and tend to the needs and wants of the wealthy
merchants that pass through, contributing to a booming service economy. Conspicuous
consumption is the name of the game in Gichtel, where money flows even more freely than the
wine.
Medellin
Built around Castle Dyonissis, the seat of the White Unicorns, Medellin is a city swelling with
military pride. Families pray to Othaaris that their daughters will be chosen to serve the White
Unicorns, even knowing their little ones will be selected at the age of five and taken away to the
castle barracks. Though this practice may be appalling to Visitors, the people of Medellin see no
fault with the concept, justifying it with the fact the girls won’t actually be fielded until the age
of eighteen.
Next to the White Unicorns, Medellin is also well known for its vineyards, producing some of
Ardonia’s finest white wines. Warmaiden White is a famed semi-sweet and floral riesling that is
produced only in Medellin and is often drunk when toasting to battle or victory, while Blushing
Banneret is a locally popular rosé.
Semirmas
Though many cities in Ardonia border the wall, Semirmas is unique in that it is literally divided
by the wall itself. As the largest port of entry into Ardonia, the centerpiece of Semirmas is a
massive gate through which a tributary of the Sirilian River flows. Ships and boats enter from the
river and are welcomed to the sprawling city of Semirmas in Ardonia, while a local ferry carries
people back and forth through the gate to visit the O’koth side of Semirmas on the other side of
the river, which is home to the famous rangers. Many of the residents of Semirmas provide
necessary services as bowyers and fletchers, blacksmiths, herbalists, and farmers. While they
work in close conjunction with the Rangers of O’koth, most of Semirmas’ residents enjoy the
protection of Ardonia’s side of the wall, rather than living within O’koth proper.
Kirkwood
Though Ardonia as a nation is known for its wine, Kirkwood is famed for its ale, and you’ll find
no finer ale than what they pour in the hamlet’s most renowned tavern, The Golden Fleece.
Though the small town possesses little more than farms, taverns, and a church to Othaaris, its
happy residents, merry atmosphere, and plentiful fields place it on the precipice of becoming a
major landmark. Just pay no mind to the unsettling fog blanketing the town at night, or rumors of
undead desecrating the local church…
Kirkwood’s penchant for ale likely stems from the fact that early vineyards around the town
produced rather unpleasant wine. The only remainders of this early era of failed grape cultivation
in Kirkwood are found in the local sweet and chewy favorite, malt loaf, made with raisins and
malted barley flour.
Vesta
At the southern tip of continental Azoth sits the oldest known Ardonian city, Vesta. It was here
that refugees arrived from the Isle of Ardonous, before spreading throughout the rest of the lands
that they would eventually surround by the wall. Though Vesta sees no protection from the wall,
it is perhaps even more defensive, surrounded on all sides by the sea and the mountains that
separate the Vestan peninsula from the rest of the continent.
Far from the eyes and governance of Castle Mesmar, the people of Vesta live quiet and peaceful
lives. The lack of arable land on the peninsula has led them to build a strong fishing and hunting
culture, replacing livestock with fish and wild game, and substituting foraged goods in place of
cultivated produce. Though the Vestan people worship Othaaris like the rest of the Ardonian
population, many people within the city also pay respects to the spirits of the forest and the sea,
not unlike the people of the Old Forest in O’koth. Though they do not worship the forest or the
sea itself, they believe the oldest trees and deepest waters are inhabited by powers beyond their
understanding and could be helpful or harmful to humans depending on how they are treated.
Bloody Hills
Bloody Hills sits within the borders of Drohm, nestled between the Orus river and Daath. The
Bloody Hills are the ancestral lands of the orcs, who were forced to retreat to the Black
Mountains after their defeat in the Great Field of A’zoth at the end of the Orc War. In recent
years, orc ambassadors have descended from the mountains and returned to Bloody Hills. These
ambassadors now travel East Azoth to petition other nations to formally recognize Bloody Hills
as a sovereign orc nation.
The response from other nations to this request has been lackluster, as none of them are keen to
see orcs return to central East Azoth from where they could more easily harass other nations.
They also realize, however, that Darkoth might consider it a small trade-off to give the orcs their
land back in exchange for loyalty in battle. If that happens, the other nations might offer the orcs
the smaller hills just west of the Orus, in the Great Field of A’zoth, instead. The main debate is
over whether they should make that offer now, both as a show of good will to the orcs and to
remove Darkoth from the equation or wait in hopes Darkoth does not recognize them either.
Welcome Village
Welcome Village sits near the foot of Bloody Hills, its name deliberately chosen to invite
ambassadors, traders, and travelers from other nations. Few have taken the orcs up on their offer.
Welcome Village is a testament to orc craftsmanship, with sturdy wooden buildings beautifully
decorated in bright patterns. Travelers to Welcome Village find inns and taverns clean, very
reasonably priced, and the food quite exquisite. Orc craftspeople are keen to show their wares,
from woodworking to silversmithing. The orcs politely, but very eagerly, ask all travelers to
recount to other people how good their experience in Welcome Village was.
Denizens of Welcome Village
La’ars K’Mor is the elected leader of Welcome Village. She carefully keeps track of the
ambassadors’ travels and results, and of which places seem welcoming and which are best
avoided for now. La’ars is wholly dedicated to the ambassadors’ diplomatic work, and outright
rejects the notion of forcing the issue through violence. She has a deep-seated belief that the
other nations, once they recognize the ambassadors’ good intentions, will do the right thing.
Fe’ilar T’Nar runs the Home Inn, which is the largest of several inns in Welcome Village. The
inn doesn’t pull quite the numbers Fe’ilar needs to make a profit, owing to low visitor numbers
in general. Fe’ilar takes great pride in their inn though and has asked traveling ambassadors to
collect recipes from other nations’ cuisine so they can make travelers feel at home.
Kig’ara D’Marko is the first, and admittedly so far only, orc officially accepted into the Arcana
Academy of Abaroxas in Ardonia. This signifies the first serious outreach between Bloody Hills
and Ardonia.
Marks of History
Orcs were a largely nomadic people before the arrival of humans. They traveled between the
territories of other peoples, alternately foraging and herding, trading with them, or raiding to
meet their needs. As humans settled into nations with borders and armies, orcs were increasingly
pushed to the center of their territory in Bloody Hills. Traces of this history are still visible in the
architecture of Bloody Hills — while the oldest orc buildings show careful craftsmanship, the
land around them is dotted with piles of rubble where hastily erected structures once
accommodated a rapidly growing population.
The Stone of Ne’stra
The Stone of Ne'stra sits atop the tallest of the Bloody Hills, carved with pictoglyphs narrating
the legend of Ne'stra, the first orc. Ne'stra descended to Graakahorda, the orcish word for hell,
where she visited three demons and blinded them to her presence — two she fooled with a clever
disguise, and the third she stabbed through the eye. Her descendants still enjoy this “invisibility”
to demons, and Graakahorda can never claim orc souls.
Hu’thar’s Palace
Little remains of Hu'thar’s palace above ground, though the hills below remain riddled with
passages and storage halls. Hu'thar was the last orc queen and receives little mention in orcish
history as hers was the shameful act of admitting defeat and leading her people to the Black
Mountains. Na’ier of the Boarelli believes Hu'thar left her crown in Bloody Hills and has quietly
sent agents to comb the palace for it.
Brachmon
Brachmon is a coalition of twelve nations, forged by scattered armies and displaced people after
the Forever War. Geographically cut off from other nations by the Great River and its icy
location, Brachmon finds itself often ignored by the other nations. This is fine by the Brachmon,
as their land provides near anything they need, and people of Grey Hills make excellent trade
partners.
The 12 nations of Brachmon have little in common with each other, but the northern cold leaves
little room for internal strife. Nor do the Brachmon feel the need for an over-arching culture or
political ideals. Instead, they consider their diversity one of their great strengths — where one
nation struggles, another can step in. Working together, they’ve carved out a place for
themselves where no other humans could. As the Epician saying goes, the rising tide lifts all
ships.
The Council of Brachmon consists of two members of each nation, as well as one Headman. The
Headman can be of any nation and, despite the archaic nomenclature, of any gender. Each nation
elects its councilors by its own methods, but Headman is elected by popular acclaim of all
nations. The Headman is also impeached by the same process, and a disgraced leader holding
onto power will find themself quietly lifted from their bed at night. The council votes on all
issues regarding the military defense of Brachmon, treaties with other nations, and trading
between the twelve nations. The council meets on an ad hoc basis as the need arises, and these
meetings can get very heated as the vote is won by simple majority. The Headman serves as tie-
breaker if need be, and ensures the debate does not devolve into physical violence, though
physical posturing is both allowed and encouraged.
Drohm recently launched an attack on Brachmon’s coast from both the sea and across the Great
River, as Darkoth considers its twelve nations divided and weak. The other human nations have
so far turned a blind eye, as most consider Brachmon a far-away blip on the map. The elves and
dwarves take far greater note though, as conquering Brachmon would leave the Great River
controlled by Drohm — opening the way for incursions into the Enchanted Forest and, beyond
that, Grey Hills. Neither of them lend any aid to the Brachmon so far, nor have the Brachmon
asked. The war has gone badly for the Brachmon to this point, though the approaching winter
may turn the battle in their favor as Darkoth’s forces are ill-prepared to deal with the punishing
cold.
Ashmedai
The Ashmedai are proud warriors who pride themselves on their legendary fighting skills. They
alone never suffered a single defeat in the Forever War, and they carry that legacy to this day.
Every Ashmedai is a skilled warrior in additional to learning a conventional trade such as
farming or blacksmithing, and the other Brachmon nations fear the day the Ashmedai break the
coalition and move to conquer the others. It’s a testament to the council’s skill, as well as
generations of working together, that the Ashmedai have not.
Currently the Ashmedai have left their home plains and are marching en masse to the Brachmon
coast to lend aid to the beleaguered Cha’ks and Epicians. The other nations provide them with
food and fresh horses along with way but even so the Ashmedai are racing against winter as the
northern ice comes down.
Galensh and Bratash, after proving themselves in single combat against other Ashmedai, serve as
the nation’s envoys to the Brachmon council. Galensh, a one-armed warrior, is also a great
tactician, a trait that serves her well as Ashmedai marches to war. Meanwhile Bratash is more
suited to peace — a farmer in addition to a warrior — and it’s likely Brachmon will call on them
once the nation can recover from the war with Drohm.
Cha’Tak
Cha’Tak is the nation closest to Drohm, separated from Darkoth’s land only by the Great River.
General Ramus of Drohm recently attacked their coastal cities in an effort to gain a foothold in
Brachmon, and so far has been very successful — in fact, the general is close to conquering the
capital city Cha’Tak.
What Ramus doesn’t understand — how could he, learning at the feet of Darkoth — is that a
people are not their stone cities. The Cha’ks are deliberately retreating to the western forest and
the nation of Ormuzd beyond, surrendering their cities as they go. Their goal is threefold: suffer
as little loss of life as possible, draw the Drohm forces further north, and await the arrival of
either the Ashmedai or winter — either, they believe, should make short work of Ramus’ army.
The Cha’ks are some of the finest jewelry smiths in all of Azoth, and their retreat leaves behind a
treasure trove for the taking. While this both fuels and pays for Darkoth’s drive for conquest, the
Cha’ks had no choice but to abandon their wares as food is a far more precious commodity on
their journey. Their fabled armaments, as their weaponsmithing is also second to none, they
either melted down or carry west with them. They also left several painted Woad warriors to
harass the Drohm forces whenever they threaten to move too far into Brachmon.
The Cha’ks appoint their councilors through direct elections, each for a staggered four-year
period. Councilor Ha’ta is a dwarven silversmith, and one of the richest men in Cha’Tak,
currently leading the civilian retreat to Ormuzd. Meanwhile the old warrior Ka’ta has come out
of retirement to lead the Woad warriors into battle.
Epicurus
The Epicians are masters of the sea, and their navigational command of the waters of Azoth is
legendary. They are the only nation to map out all of the seas surrounding the continent, even
venturing to West Azoth in longships called Dracos. While the Brachmon coalition forbids them
from attacking other Brachmon villages, the other nations they pass on their journeys don’t fare
as well. The Epicians engage in trade or raiding as it suits them, and many coastal villages have a
shelter for when the Epicians arrive, while others offer very favorable trade. The hairfeet from
Olardell, meanwhile, adopted an “if you can’t beat them” attitude, and hired the Epician ships for
their own maritime trade.
Epicurus is the second Brachmon nation under attack by Drohm, and unlike the Cha’ks cannot
simply give way lest Darkoth push further north to other Brachmon nations. The Epicians must
hold the line, and so far have weathered every attack Drohm’s Admiral Cebran has launched. In
fact, they stand poised to win the war at sea, prompting Darkoth to send field wizard Norvose to
join Cebran.
The Epicians always select one trader and one raider as their councilors, recognizing that both
are needed for Epicurus to thrive. Trader Canute, a second generation hairfoot immigrant who
suffers from severe anxiety, now sails for Olardell to secure a loan to build more Dracos.
Meanwile raider Lagarth leads the Epician fleet against Drohm.
Iodhan
Iodhan is the second most northern of Brachmon’s nations, stretching from the frozen coast to
the towering ice mountains to its west. Iodhan sees perpetual snow and has little in the way of
agriculture. Instead, the Iodhani are great hunters who migrate in the trail of their favored prey.
They use every part of the animals they kill, dressing in skins and furs, and likewise using skins
to create their signature domed huts.
While their northern position sees the Iodhani safe from most of Drohm’s incursion, a single
Drohm ship made it past both the Epician blockade and the nation of Seth before Iodhani vessels
stopped it. The Drohm survivors, few as they were, returned with tales of cannibals who wear the
skin of their enemies — none of them true, but rather deliberate propaganda to dissuade Drohm
captains from invading Iodhan a second time.
As perpetual nomads in frozen conditions, the Iodhani carry their culture through oral tradition.
Little wonder then that their councilors are always their lead storyteller and their apprentice. The
current pair is Iman, great-grandmother to more children than she can count, and a genderfluid
person Iodhani named Guran.
Kamalak
Kamalak sits near the heart of the twelve nations, on a vast steppe plain. The Kamlak are the
descendants of a great cavalry, and renowned horse breeders in peace time. They trade, and
occasionally gift, horses of any color save black to leaders of other Brachmon nations in
exchange for food supplies the steppe only grudgingly provides. The Kamlak’s military heritage
shows now, when Brachmon is under attack, as the warriors ride out on their black horses.
The Kamlak cavalry is led by General Hormok, who also serves as one of Kamalak’s councilors.
Her warriors ride black horses, the traditional mark of Kamalak’s ancestral cavalry, and paint
their bodies, weapons, and shields black as well. They attack under the cover of darkness, using
their superior knowledge of the terrain to attack and retreat in a single night — leaving the
Drohm forces to find the battlefield riddled with arrows and corpses, with no trace of the
attackers.
Hormok has ridden her army south, with the intent of halting the attack of Drohm generals Kiri
and San Vulba on Khur-Um. Instead she found San Vulba pushing north hard, with their armies
meeting on the border between Khur-Um and Kamalak. Hormok is determined not to let San
Vulba advance any further and holds a hard line regardless of any risks or losses.
Kamalak’s second councilor is a horse breeder named Azrok. While in peacetime they would be
the leading voice of the Kamlak, war has pushed them into a secondary position to Hormok.
Azrok doesn’t mind, as they realize different times require different leaders, though they’re eager
to rebuild once the war is done.
Khur-Um
Khur-Um is a relatively new nation formed from Brachmon traders along the Black Adder river.
The Khurmi are a communal people who share resources and assets to the betterment of all, and
poverty and homelessness do not exist in Khur-Um. Meanwhile trade with dwarves, orcs, and
trolls from Grey Hills has made Khur-Um very rich — so rich, in fact, the other Brachmon
nations question what they plan to do with all that gold.
Khur-Um’s wealth proved irresistible to Darkoth, who demanded his generals push past Cha’Tak
and Ormuzd to take the nascent nation. Of all Darkoth’s generals, only Kiri presented a plan with
even a remote chance of success, and even then, her troops are stretched precariously thin as she
must take Khur-Um and simultaneously prevent Ormuzd from cutting off her supply ships.
Young, ambitious, and determined to prove herself, Kiri embellishes her successes in the reports
she sends back to Darkoth. She may stand poised to conquer the Khurmi, who have no army to
speak of, but is at great risk of being cut off if Hormok’s cavalry succeeds in pushing San Vulba
back.
Khur-Um is led by a council of seven democratically elected officials, in addition to two more
elected councilors serving in the Brachmon council, as well as ambassadors to various Grey Hills
peoples. The two councilors are Latash and Joshin, both successful traders. Latash was born
without the use of their legs and uses an enchanted chair to move about.
No Khurmi official may serve for more than two terms of three years each, both to encourage
innovation and prevent corruption. Right now, Khur-Um’s small population lets every adult cast
a vote in the election. As the population grows, they’ll either have to invest in infrastructure to
facilitate elections or move to a representative system.
Ormuzd
The Ormuzd claim to be descendants of the first humans to travel to East Azoth. Their land holds
few temples or other buildings to serve as evidence to this claim though, and in Brachmon,
where every nation hails back to some great army or cavalry, deep historical roots would lend the
Ormuzd great prestige — as such, their tale is hotly contested.
The Ormuzd are stalwart people, and they offered to take in any refugees from Cha’Tak, but not
aggressors. They have no fit response to general Kiri taking their coastal lands to secure her
passage to Khur-Um — they know they need to reclaim the coast and cut Kiri off, but lack the
army to do so.
The Ormuzd are led by Beotach and Gurdel, who double as envoys to the Brachmon council.
Both are scholars, and their knowledge of history led to their election by popular acclaim.
Beotach petitioned Hormok of Kamalak for aid, but Hormok is currently fighting to protect her
own nation from advancing Drohm forces. Orcish Gurdel is now imploring the Ashmedai to
travel to Ormuzd rather than Epicurus and Cha’Tak.
Popol-Vah
Popol-Vah is the breadbasket of Brachmon, raising everything from grains to fruit and maize in
green lands warmed by underground volcanoes. The Popoli have little in the way of any other
produce but trade their crops for anything else they need. So great is their harvest, that they even
established trade beyond Brachmon’s borders.
The Popoli keep a treasure trove of seeds, collected throughout the generations, in their capital of
Popol-Vah. These include seeds of plants long extinct, as well as hybrid seeds. The Popoli hold
the long-term view on agriculture, avoiding monoculture and leaving wild greenfields in-
between crops.
The war with Drohm sees the Popoli called on to provide food for the moving armies of
Ashmedai and Kamalak. So far, their massive stores have provided all the armies need, and
Popol-Vah is far enough from the front lines it needn’t fear an imminent attack.
The Popoli are the only Brachmon who elect their councilors for life, barring impeachment,
believing this prevents them from leaving future councilors to deal with their predecessors’
problems. As a result, both councilors are very old. Councilor Wu’u is blind and nearly deaf,
though their mind remains as sharp as ever and they can perfectly recount every treaty they ever
signed. Councilor Kic’e is a decade younger, and even his back is bent and crooked with age.
Seth
The Sethites are some of the few Azothians to believe in a deity other than Othaaris. Specifically,
they believe in Brachman the all-father (or all-mother, as Brachman doesn’t care about gender)
and the warrior-scholar Set. It’s the latter they named their nation after, and who sees worship in
Sethite temples. Set is responsible for keeping the Brachmon safe, so they in turn may keep the
natural order of the world. In their many legends, Set uses a combination of cleverness and
physical prowess to accomplish this task. When Brachman rests in winter, Set comes down to his
temples to stand guard.
Seth sees a divide between those who own property, and those who do trade. The former are
responsible for keeping homes, lands and businesses in order, while the latter take the surplus to
trade for other goods. The traders are all priests of Set, owing to the belief that Set’s cleverness
will aid them in trade. As a result, most travelers to Seth mistakenly believe it’s a nation of
priests.
Seth always sends one property owner and one trader to the Brachmon council. The former is
currently Amun, a troll as clever as he is stingy. The latter is Nefertu, and their cleverness is only
matched by their glib tongue. Both are priests of Set — though this is not strictly a requirement
to serve as councilor, tradition gives priests an advantage in getting elected.
Tigonn
Tigonn is the northernmost nation of Brachmon, spread across the ice field between two vast
mountain ranges. This is a desolate land where nothing grows and even prey is sparse. The
Tigonni are as brusque as their land, preferring to be left alone and declining to attend the last
twelve meetings of the Brachmon council as it “did not concern them.”
The Tigonni believe crossing into their land relieves a person of their past, and the nation draws
a small but steady trickle of immigrants seeking to wipe their slate. Many of them are genuinely
reformed criminals, others, people who seek the northern solitude to forget some pain inflicted
upon them. All must adhere to the strict Tigonn laws, which outlaw all forms of abuse. Tigonni
punishments are hard, though none harder than against criminals who brought bodily harm to
others directly, or indirectly by denying needed food or shelter.
The Tigonni currently have no envoys to the Brachmon council.
Val-Hur
While officially Val-Hur controls a thin stretch of land between Ashmedai and the mountains
that border Iodhan and Tigonn, in reality they cluster in several partially submerged villages on
the coast. The Val-Huri themselves are semi-aquatic, with webbed feet and hands, and gills to
facilitate short underwater sojourns. They can also communicate with the great northern whales
and have forbidden the Iodhani from hunting them. This puts Val-Hur at odds with the
Brachmon council, who allow the Iodhani a strict hunting quota.
The Val-Huri are a people divided, who see no peace between them. None of the Val-Huri, nor
their faction leaders, know what set off the violence — only that it goes back many generations
and provides ample reason for vengeance. On four separate occasions, the Brachmon council
held a peace summit to broker an armistice between the Val-Huri, but no treaty ever held. As the
mountain ranges to the north, and Ashmedai to the south, keep Val-Hur’s violence contained
within its own borders, few Brachmon see the issue as pressing enough to try again.
Val-Hur changes councilors as easily as the wind changes direction, based on who recently
defeated whom. The Brachmon council welcomes them with proper decorum, but otherwise
largely relegates them to the sidelines as the next Val-Huri councilor is likely to ignore any
treaties their predecessor signed.
Zo-Hur
The Zo-Huri are peaceful shepherds, descended from people running the supply trains which fed
northern armies in the Forever War. Officially they control the fertile land between Kamalak,
Seth, and Epicurus. In reality, the Zo-Huri are nomadic and travel all of Brachmon with their
vast herds — though in Popol-Vah they must strictly keep to areas currently not readied for
crops. As they always adhere to local laws, and carefully replant after their animals graze an
area, none of the other nations take offense.
With war come to Brachmon, the armies of Ashmedai and Kamalak called upon Zo-Hur to
provide food. The Zo-Huri stepped up, herding their cattle in the wake of the great armies as they
marched south — close enough to supply the Brachmon, but out of reach of Drohm forces.
The Zo-Huri tend to send “whomever is closest” to serve as envoys whenever the Brachmon
council convenes. Unlike the Val-Huri, however, councilors always keep to agreements their
predecessors made. As such, the council doesn’t object to these rotating appointments.
Bryzine
The sound of metal on stone echoes as the people of Bryzine mine the ores found deep in the
Black Mountains. Rich in resources, this city on a bay along East Azoth’s north coast serves as a
trading post between mine troll communities and visitors from across Azoth.
Several peoples work the mining trade, but none have the advantage of the Bryzine trolls who
are distantly related to mine trolls. Bryzine trolls work hard to change Azoth’s perception of
trolls, which is largely unfavorable thanks to violent precedents. Bryzine trolls are peaceful and
visiting Bryzine is considered very safe for outsiders. Additionally, they are exceptional traders
and well-versed in commerce owing to the potential wealth in the resources they live amidst.
Many Bryzine trolls are multi-lingual to help facilitate trade.
Bryzine’s proximity to the Enchanted Forest and Grey Hills made it a useful trade depot for all
three regions. The rainbow elves and Grey Hill dwarves maintain friendly relationships with
Bryzine trolls’ elected council, comprising six members who oversee commerce, trade, and
wellness. Visitors from farther locales who only know of trolls from children’s books painting
them as monsters may be taken aback at first, but one interaction with a Bryzine troll is all it
takes to prove their fears unfounded. The Grey Hills dwarves have passed along some of their
blacksmithing knowledge, and Bryzine trolls produce well-crafted, albeit simple, armor and
weapons.
Making Bryzine an inviting place to visit and conduct business was a battle hard won. For
centuries, Bryzine was derogatorily referred to as “troll territory” by much of Azoth; although
the phrase is still used, it lacks its former bite. To accomplish this, Bryzine trolls had to placate
the mine trolls who have, in the past, eaten annoying trespassing humans. As such, Bryzines
trade food and money for gemstones sourced by the mine trolls.
Notable Cities
Shamir
The capital of Carahill is located in Old Shamir. The city is a thriving metropolis built around a
towering castle. The architecture is stunningly unique; nearly every building has a narrow street-
facing front that extends deeply behind and is two or three stories tall. These houses were built as
such to dodge the property taxes levied by the second Lady Falla, which charged based on the
road-facing area of a building’s ground floor. Though Lady Falla the Fourth rescinded this tax
law, the architectural styling of Shamir had already become quite popular and fashionable.
While the city of Shamir lacks protective walls, the castle is sheltered by a different layer of
defense. The streets of Shamir are a narrow, weaving tangle, not unlike the vines that crawl the
antique walls of its houses and shops. While the city guard and the locals know these winding
paths well, outside invaders never penetrated the city more than a few blocks before being boxed
in by the guard and summarily slaughtered.
Abraxas
Buried beneath Shamir, accessible only by a few hidden stairwells, lies the lost ancient city of
Abraxas. Some say the dark sorcery practiced in Abraxas gave the first Lady Falla the power to
conquer and unite Carahill, but her daughter collapsed and buried Abraxas out of fear that such
dark power could be used against her one day. For most, that is where the story ends, but a few
believe Abraxas was sealed away, rather than destroyed. Though kept secret from most, the
matriarchal line is well aware of the old powers that lie under their feet and know they might call
upon them some day.
Meung
A quiet, peaceful town, Meung is considered the breadbasket of Carahill. Though not famed for
any particular exports or delicacies, the rich soil and wide-open lands produce abundant crops
and feed hearty livestock. Meung often draws seasonal labor from miles away, and planting and
harvesting seasons can multiply the town’s population by three-fold. This can lead to tent towns
springing up near the largest growers.
Pickling and preservation are common pastimes in Meung, as abundant harvests sometimes
mean not all of their goods can be distributed before they begin to rot. Whereas most homes in
Carahill keep a wine cellar if they can, homes in Meung use their cool, dark basements to store
sealed jars containing pickled fruits, vegetables, and dried meats.
Seasonal farmhands work hard, and they play hard. The harvesting season has
drawn to an end, and the itinerant workers are planning one last big festival to
celebrate together before going their separate ways. This is generally a time when
major landholders become generous and donate food or wine to the celebration
out of gratitude.
However, a local landholder has become concerned that his storehouses may be
targeted for damage or arson, after he forced a separation between his child and
the pretty farmhand they fell in love with. During the festival would be a prime
opportunity for the jilted young woman to sabotage the storehouse then slip away
into the crowds.
But there is more to this story than meets the eye. The land-holder’s wife
intimates her husband doesn’t pay seasonal workers a fair wage — does that mean
other workers might also have reason to be resentful? Meanwhile his husband
admits the landholder is a sometimes overly strict parent — perhaps his child
seeks revenge for their broken heart? It’s up to the adventurers to figure this mess
out!
Ti-bor
A coastal city in Old Shamir, and the largest port in Carahill. At any given time, one can look to
the eastern horizon and see dozens of ships, sails unfurled, traveling to and fro. Their cargo
ranges from valuable imports and exports (especially on NPE ships coming from Olardell), to
civilian and military transport, to the freshest catch from Ti-bor’s coast.
Ti-bor’s thriving seafood market produces many delicacies popular throughout Carahill. Though
nearly any coastal eatery in Azoth can serve you some manner of fish, only those in Ti-bor serve
unique offerings like red-wine braised octopus with clams. Though Ti-bor is popular with a
growing community of connoisseurs, the tourism business is hobbled by certain other factors.
Chiefly, the odor from the fishmongers and its tendency to travel far beyond the docks has
contributed to a striking local phenomenon known as “fish rain.”
Heydon
Though Ardonia to the south may be famous for their wines, the town of Heydon is famous for
their appreciation of wine. Indeed, Heydon is known for its wine stewards, recognized as
sommeliers by Earthborn, who elevated the tasting, enjoyment, and pairing of wine with other
flavors to a high art form. Practices like decanting and allowing wine to breathe are slowly
beginning to gain traction outside of Heydon, but the ever-evolving fashions of wine tasting
make it difficult for those abroad to keep up with the trends.
The local wineries bottle a prized rosé made only of grapes that survive the harsh winter, and the
bitter cold imparts a remarkable sweetness to the wine. Though each individual winery may have
their own name for their particular bottles, the type of wine is known in foreign lands as The
Rose of Heydon.
Rubaton
Rubaton is the foremost trade city at the end of the Sirilian River, in the lands of Old Carahill.
Farmers from as far away as Heydon make the trip to sell their produce and livestock, and non-
perishable goods are imported from even more distant locales. Even the locals will tell you, it’s
impossible to walk a block in Rubaton without someone trying to sell you something.
For a city its size, Rubaton actually has a very small number of permanent residents, and a very
large transient population. For this reason, the primary economic forces of Rubaton are the
services that cater to travelers. Inns, eateries, stables for beasts of burden, and money exchanges
are the most thriving businesses in Rubaton, once you take a few steps off of the merchant-lined
main roads.
The Purple Heather Inn and Eatery
A father and two daughters run this pleasant, albeit middling inn with comfortable rooms and a
fine kitchen. Four silver pieces will rent you a two-bed room for the night, generally free of rats
and fleas, while the dining downstairs is hearty and likewise decently priced. You’ll find no
luxuries, but little to complain about either.
Garkin’s Inn
A comfortable inn that deals only with merchants, and only those whom they know, at that. Once
a merchant has built up a trustworthy reputation in Rubaton and met with hairfoot Garkin
himself, they may be honored with having their name kept on the guest list. Though Garkin’s Inn
is not especially luxurious, it keeps the riff raff out, and provides a comfortable place for
merchants to rub shoulders and make deals.
The Pig & Whistle
Named by its orcish owner with tongue firmly in cheek, the Pig & Whistle is a large, two-story
bar with an active, noisy atmosphere. With brightly burning hearths, frequent entertainment from
a variety of performers, and some kind of gambling (legitimate and otherwise) happening at any
hour of the day or night, there is no shortage of excitement.
Selthor
A town in rural Old Carahill, Selthor sits nearest to the border of Drohm, surrounded by orchards
of mulberry trees. Refugees from Drohm brought the secrets of silkworm cultivation to Carahill
long ago. Now, these flourishing mulberry orchards are the most common indicator of a thriving
silk-weaving business. Such orchards hold small mansions at the center, paid for with noble and
royal gold, as silk has become the most prestigious material produced in the land.
Though most well-known for its silk cultivation, Selthor has not forgotten its roots. The town
continues to uphold its practice of sheltering refugees, and the local guards frequently clash with
hunters from Drohm who’ve come to take back “missing citizens.” Under almost every wine
cellar is an additional hidden passage buried under floorboards or loose pieces of stone, leaving
just enough room for two or three folk to hide themselves until the coast is clear. The residents of
Selthor have grown to show no fear to the hunters from Drohm and stand their ground with the
knowledge that if they come to harm, the wrath of their queen will be soon to follow.
Elohim
Nestled between Ardonia’s wall and the Silvertip Mountains in Old Carahill, the town of Elohim
flourishes a mere mile from a well-traveled entrance gate to Ardonia. Though not a famed locale
in its own right, it serves as the primary funnel for travel between Carahill and Ardonia. Many
local businesses have sprung up around the transportation of goods, ranging from cart rentals and
repairs, to strapping young men and women willing to sell their services in loading and
unloading cargo.
After a fire devastated Elohim roughly thirty years ago, leaving naught but its foundations and
cellars, the locals endured the arduous process of rebuilding. However, local culture was strongly
influenced by the event, and it drove many people to build their own wine cellars as a form of
investment; even if they were to lose everything they owned, they’d keep enough wine buried
and protected to recover their lives. Though many cellars are kept hidden as protection against
thieves, one can assume even the poorest hovel has a few bottles of mediocre wine from both
Ardonia and Carahill kept under the floorboards.
Dendara
Before the lands of Carahill and Shamir merged, Dendara was Carahill’s capital, and many
people call it the old capital to this day. Though lacking the political clout of the proper capital in
Shamir, Dendara established itself as the financial focal point of the kingdom. While the streets
are not paved with gold as some rumors claim, the city seems almost entirely devoid of poverty,
with hardly a blemish on the cream-colored plaster walls and the sweeping brown shingle roofs.
The people of Dendara want for very little, though this was not always the case. Among bored
nobles, conspicuous consumption is the name of the game. Rich women flaunt white silk gowns,
knowing they’ll be easily dirtied and never worn again. Garden parties are catered with more
food than the guests could possibly eat. Though the city seems horrifically wasteful, it fuels a
unique export economy of its own, namely that of recycling what the rich throw away. The
historic poor of Dendara realized a white silk gown with a stained hem could be pulled from the
trash and made into luxurious curtains, to be sold to a well-to-do merchant the next town over.
Realizing that a noble’s trash could be a middle-class treasure, the impoverished people of
Dendara were soon wealthy by anyone else’s standards.
Dendara’s greatest claim to fame today is the presence of numerous banks, the most important of
which being the Noble Peoples’ Exchange, which offer funding to not only the people of
Carahill, but foreign political, mercantile, and military powers as well.
The Noble Peoples’ Exchange
A solitary tower stands in the center of Dendara, built in what was once a tower of the royals’
palace in Old Carahill. The most powerful financial institution in Azoth, The Noble Peoples’
Exchange is responsible for not only the minting of coin and collection of taxes within Carahill,
but also makes investments in businesses and neighboring territories that it feels will promise a
meaningful return. The exchange has not become the wealthiest institution in Azoth by making
poor decisions and will demand recompense from anyone who fails to deliver a return on those
investments.
Coins produced by the NPE are known for the crest of the swan on gold, the crest of the egret on
silver, and the crest of the hawk on copper. These intricate crests stand as confirmation that the
coins are pure and properly weighed, as promised by the exchange itself. Though Carahill may
not be as rich and prosperous as the neighboring nation of Ardonia, the Noble Peoples’ Exchange
has worked hard through the guarantees of their exclusive coinage to create the widespread belief
that Carahill’s economy is in fact more stable than Ardonia’s.
The NPE’s most revolutionary practice is the concept of paying interest to those who allow the
bank to hold their money, rather than solely collecting interest on loans the bank makes. The
NPE allows their customers to be investors in the bank’s various trades and pays them a cut of
the profits earned by the bank’s various financial endeavors (investments in construction, import
and export of goods, etc). No other budding financial institution in the world can mimic this
practice, as only the Noble Peoples’ Exchange has the resources to pay interest regardless of how
successful their own endeavors are.
Torluck’s Bridge
Torluck’s bridge is a well-known landmark on the path between the trade city Rubaton and
Dendara. Though the stream it crosses is a not a large one, the bridge allows safe, comfortable
and dry passage for carriages and carts. Dendara’s city guards make regular visits to the bridge,
so even though such a bottleneck would usually make easy pickings for thieves, the local bandits
tend to leave the bridge alone.
Though Torluck’s bridge is generally safe, a fearsome threat decided to make its
homestead in the shadows beneath the span. Showing a modicum more
intelligence than his brothers, this particular river troll decided to charge an
unreasonably expensive toll upon travelers crossing the bridge. When the
Dendaran Guard comes in search of him, however, he hides under the bridge
again until they are gone. The troll’s toll is cutting into the profit margin of the
merchants who have to take the route, and they’re willing to pay to see him gone.
Though the troll can be handled with violent means, its massive size and quick
regeneration of wounds will make it a fearsome enemy. It would be best to strike
a deal with the troll and convince it to leave, without having to pay it more than
the merchants’ gratitude could cover.
Drohm
Upon eastern shores buffeted by bitter ocean winds lies the great nation of Drohm — a vibrant
land forged in the fires of the Forever War and ruled by the cruel Lord Darkoth. While Darkoth
hatches plans for the rest of Azoth, the people of Drohm cling desperately to their way of life
attempting to salvage what they can from their insatiable ruler’s hunger.
Before the arrival of Darkoth, Drohm was a land of disparate city-states bound by similar culture
and familial bonds. The people of Drohm fiercely valued their independence from one another
and the uniqueness each city-state brought to their combined culture. When the Forever War
began, the warlord Darkoth antagonized other nations and Drohm’s leaders widely condemned
his actions. Unfortunately, those outside Drohm’s borders did not differentiate between
Darkoth’s forces and the rest of Drohm. When outside forces invaded Drohm, indiscriminately
attacking different city-states as if they were one force, the confederation’s leaders had no choice
but to rally behind Darkoth to save what they could of Drohm. Drohm became one true nation
united in protecting its borders and keeping its people safe.
Today, Drohm’s culture is a hold-over from its ancient past, centered on the family and the many
permutations family takes. It’s the eldest’s job to protect the youngest, and the duty of the
youngest to pay respect to their elders. This extends outside the family to encompass all of
society. At the very top of the hierarchy are mages, lords and ladies with extraordinary powers
beholden to the people beneath them. Next are the scholars, then a strong merchant class, and
finally the rest of society ranging from warriors to farmers.
Goblins and Dragons
Ancient historical records reveal the easternmost tip of Drohm once held a coastal land
predominantly populated by goblins. The goblins reported attacks by a black dragon, before
abruptly ceasing all communication with the rest of Drohm. When other people of Drohm went
to investigate, they found a massive castle floating above a new bay. From here, the warlock
Darkoth rose to power in the politics of Drohm, enslaving the goblins to serve as his guards and
assassins.
Few humans still remember this tale, but some goblins do.
House Spirits of Drohm
Traditional Drohm households, though the practice has fallen by the wayside among Darkoth’s
followers, do their best to attract house spirits. These spirits may inhabit most any object when a
place is imbalanced. Most citizens go out of their way to imbalance their home for the good —
giving to charity, growing plants, laughing with one another in hopes of drawing house spirits to
them. Caretaker spirits inhabit baby rooms to care for especially beloved children and festival
spirits love nothing more than swimming in the giant mead casks brought out for Drohm’s
Festival of Flowers. As long as spirits are kept happy, they bless a place with life, love, and most
importantly fun.
A Guise of Propriety
People of all walks of life in Drohm wear masks. Some choose simple fabric face-coverings
hiding their nose and mouth, whereas nobility prefer elaborately carved wooden masks painted in
warm hues. Wearing a mask around a person is a sign of respect, and while most people don’t
don a mask for everyday life, there isn’t a social occasion in Drohm without at least one masked
attendant. A woman may wear a mask to visit her wife’s grandfather as a sign of respect, and a
minister may cover his face when making an important speech. The type of face covering or
mask a person wears comes down to regional preferences within Drohm, however Earth masks
do make appearances when people are in the mood for something “exotic.”
Principals of Drohm
Lord Darkoth
Darkoth the great Darklord of Drohm rules his lands with an iron fist. A queer man with a love
of extravagant headdresses and dramatic eye make-up, Darkoth’s beauty hides a sinister heart
beating within his chest. With an innate charisma and startling magical abilities Darkoth could be
a beloved ruler feared by none and embraced by all — finding a nice husband or wife to rule
with, focusing on improving the lives of Drohm’s peoples — but instead he is utterly consumed
by his voracious appetite for power.
There are few within Drohm who dare stand up to Darkoth and even his most trusted advisors
know to hold their tongues lest they anger him. With a keen intelligence and cruel wit, the
Darklord understands how to bide his time and wait until revenge is its sweetest. Darkoth’s
greatest enemy is his own ego, which is so inflated he truly believes no one would ever defy him.
Within higher circles it’s whispered the ageless lord is of draconic lineage, a half-dragon prince
nearly impossible to kill. The truth is far more sinister. Darkoth is in fact a black dragon of
legend, a powerful beast born at the dawn of magic and carefully plotting his way toward the end
of time.
Zarkon
Grand Wizard Zarkon is the right-hand sorcerer of Darklord Darkoth. A member of one of the
great families of Drohm, in his younger years Zarkon attempted to overthrow Darkoth and take
the throne from him. The Darklord defeated Zarkon, blinding him in the process, and only spared
the young wizard’s life because of the sheer power he exhibited. Years in Darkoth’s employ
twisted Zarkon’s mind and ambitions for the throne — he still hungers for power but believes the
only way to a free Drohm is through becoming a bigger monster than his master. To that end he
bides his time until he can battle Darkoth once more.
Fvan, apprentice to Zarkon
Fvan is Zarkon’s unfailingly loyal apprentice, groomed by Zarkon from an early age in the
magical arts. Zarkon was sure to pick an apprentice with enough raw talent to impress, but a
weak enough will to mold into a loyal sycophant who would do anything for Zarkon. Fvan is
ambitious, but only so far as his ambitions serve to bolster Zarkon. What Zarkon doesn’t realize
is that his schemes worked far too well, leaving Fvan at best an insecure, murderous wizard with
a terrible jealous streak. If Fvan’s position as Zarkon’s second were ever threatened there is no
telling what he would do.
Norvose
A dark obsidian demon mask decorated with fierce tusks is synonymous with the Son of Fire,
Wizard of the Sun — field wizard Norvose, one of Darkoth’s most trusted aides. Where Zarkon
stays at Darkoth’s side, harboring furious ambition, Norvose glady rides into battle for Darkoth
with unfailing loyalty. Norvose truly believes in Darkoth’s vision of a united Azoth under
Drohm’s banner and is ruthless in accomplishing this goal.
When Norvose failed his lord early in his career Darkoth scarred him terribly for the misstep.
Out of respect for Darkoth’s judgment Norvose donned his demon mask permanently and
continues to wear it until Darkoth’s plan comes to fruition. Only then will he remove his mask
and rest knowing his actions helped bring about a united Realm.
Desvilba, apprentice to Norvose
Like his mentor, Desvilba believes in uniting Azoth under Drohm’s rule and is eager to prove
himself to Darklord Darkoth. In order to do this Desvilba actively puts himself forward for
missions against lesser targets Norvose is too important to handle.
General Ramus
The military leader of Drohm’s forces, General Ramus strives to win the Darklord’s favor.
Despite his numerous military victories, the general is always overshadowed by the wizards who
fight by his side — Norvose, Desvilba, the list goes on…. Darkoth has yet to show his true
appreciation for everything the ground troops do, and it sours Ramus’ mood regularly. Together
with his adjunct Captain Parkham, Ramus works to change the Darlord’s perception of his rank-
and-file soldiers and show him who is truly doing all the work.
The Commanders of Adorn, Daath, and Thraldor
Rounding out the leadership of Darkoth’s forces are generals San Vulba and Kiri, and Admiral
Cebran. Each controls a different city within Drohm and all are prized by the Darklord for their
various skills and ambitions. The least impressive of Darkoth’s generals is San Vulba,
commander of Adorn, who is a competent strategist, but content with doing the bare minimum to
maintain his position. San Vulba carries just enough military victories to escape Darkoth’s wrath
and just enough losses to ensure he’ll never be seen as a threat.
Unlike San Vulba, General Kiri, commander of Daath, is a bright, energetic woman. She’s
currently leading campaigns against Ormuzd and Khur-um and is poised to win at any moment.
While her ambition isn’t overtly obvious, Kiri’s eyes are firmly set on General Ramus’ position.
The old man does far too much bemoaning of his own fate and ignores his true duty — ensuring
the glory of all Drohm. Kiri has a strong preference for wearing all white, sometimes leaving
only her eyes uncovered.
Rounding out the trio of officers is Admiral Cebran, commander of Thraldor. Hardened in battle
against Epicurus, Cebran is one of Drohm’s most celebrated warriors. Set on dealing the
deathblow to the Epicians, Cebran now calls on wizard Norvose to aid in the fight and defeat
them once and for all.
Adventure: Unremarkable
General San Vulba is by all accounts an unremarkable human being. That is, until
you realize he is secretly working with the resistance in his city to shake off
Darkoth’s rule. San Vulba’s persona is a carefully constructed set of lies aimed at
making him seem completely uninteresting to the Darklord. San Vulba hopes to
turn general Kiri to his cause by appealing to her ambitions. Kiri’s warrior spirit
reminds San Vulba of the tales of warriors in the Drohm long forgotten before the
appearance of Darkoth. If San Vulba could get Kiri on the side of the resistance
she’d be a powerful ally.
Places to Visit
Castle Darkoth
Castle Darkoth rests on a flying island floating above an inlet filled with submerged skeletons
and guarded by goblins. The only entrance is via a magical portal directly under the island and
any uninvited guests must first deal with the skeletons and goblins before even spying that gate.
Once atop the island, Castle Darkoth is a sight to behold.
Surrounded by sprawling gardens filled with all manner of strange and magnificent topiary,
Castle Darkoth is an impressive glass and stone structure reaching far into the heavens. Within
the castle a rainbow of giant windows wreathed in carvings of long-forgotten dragons light
generously appointed hallways. Tiled floors leading through the castle seamlessly transition from
one hue of crimson, to a burnt auburn, to a sunny lemon, giving any visitor the feeling they’re
walking upon fire trapped in stone.
Deep within the heart of Castle Darkoth dwell the Perceivers. In a cave still part of the castle, but
alien in its darkness and dampness, the Perceivers sense the flux of arcane magic across Azoth.
These four humans are blind to everything save the ebb and flow of magic, and Darkoth uses
them as a powerful tool to manipulate the tides of fate. If they were ever removed it would strike
a devastating blow at Darkoth’s powerbase.
Daath
A city of fading beauty, Daath was once a great kingdom. When Darkoth defeated Daath and
annexed the city, its populace fled and the city fell into disrepair. General Kiri now oversees
Daath and works to make the city-kingdom once prized for its artisans into an efficient,
militarized machine.
First order of business was closing the artists’ studios to create barracks for her troops and setting
any skilled tradespeople left within the city the task of creating armor and weapons for the war
effort. While the general doesn’t hate art, she is devoted to warfare and prizes anything created in
furtherance of it, and believes the best way to protect her troops is to make sure they possess the
best weapons, armor, and training.
A few small hints to Daath’s past still remain in the city, cared for by an aging populace too
weak to leave during the exodus. One of them is the city gardens located in the center of Daath
and one of the only pristine green places left for miles around. Within the gardens people enjoy
the simple pleasures in life — a walk among the trees, a game of chess in one of the many
squares, or perhaps a picnic with their family.
One of the garden’s most recent features is the spirit living within it. Drawn to the overt sense of
calm in a sea of war the spirit made a home for itself in the gardens, focusing its efforts on giving
each visitor a sense of peace to leave with. The spirit schemes to increase this area of tranquility
until Daath is overrun with trees and flowers. Already vines grow over the garden’s walls,
inching ever closer to the military barracks.
Thraldor
Before Darkoth controlled all of Drohm and instated Drakhol as the capital city, Thraldor was
the largest city in Drohm. When Drohm was invaded the Thraldor family, who gave the city its
name, sought to unite the city-states under one banner — forming a council in Thraldor who
ruled as one governing body, negotiating with their neighbors to exile Darkoth for his deeds.
Before the Thraldors had a chance to enact their plan, Darkoth used spies to manipulate invading
elven forces into targeting the family, pinning many of Darkoth’s own actions on them.
Now, the city of Thraldor stands as a reminder of what Drohm was before the Darklord took
over. While Darkoth killed their leading family the people of Thraldor remain defiant of his rule
to this day. Allowed no political leeway due to Darkoth’s deep grudge against the city, Thraldor
is instead a commercial and industrial powerhouse.
Giant wooden houses four stories tall, maintained from the time before the Forever War, house a
plethora of different companies, merchants, and traders, each of them with a different
specialization, each of them trading, exchanging, working to improve Drohm’s economy. If not
for Thraldor moving business in and out of the nation, Drohm would not have the resources it
does today and the people of Thraldor make sure the Darklord never forgets that.
The Enchanted Forest
Flanked by the Black Adder River and the Great River, the verdant Enchanted Forest is home to
many people and several mythical species. Most notably, it’s the Kingdom of the Elves. This is a
whimsical region and visitors flock to its lush glades and vales. This whimsy reflects in the style
of the elves, both in their individual aesthetics and the architecture of their cities; however, the
elves take themselves quite seriously. They claim to be the oldest creatures to populate East
Azoth and take pride in their extensive and venerable history.
The Enchanted Forest is one of the most beautiful and lively forests in Azoth, filled with strange
and colorful flora. It houses many fey creatures, including fairy folk, pixies, satyrs, and griffons.
Visitors who treat these creatures with respect may enjoy a memorable experience — and
perhaps earn a trusty new friend. Fey creatures maintain a close relationship with the elves who
also reside in the forest, and although the more martial rainbow elves consider the fey and the
forest elves to fall under their leadership, they maintain mutually respectful and protective
relationships. Those who harm these creatures earn the wrath of the rainbow elves, who do not
take such offenses lightly.
Some of the creatures who live in the forest are rare, such as the legendary Last Unicorn, and
therefore draw poachers. The rainbow elves employ skilled groups of archers to keep an eye on
such occurrences. Hunters are allowed, within reason, and to aid in population control for some
of the more populous species, such as deer and rabbits.
Much of the region remains wild, although the rainbow elves have a large capital, a few large
settlements, and a smattering of smaller villages. Structures and buildings in the Enchanted
Forest’s villages often display similar architectural features: spires, gables, and large windows.
Most are constructed of sun-bleached chalk stone, which makes the buildings stand out like
white beacons among the green trees. The rainbow capital, Hyljardin, boasts some of the tallest
structures outside of Ardonia and Castle Darkoth. The forest elves eschew an official capital,
instead preferring to live in a non-hierarchical community of smaller villages governed by one
monarch. Every elven village displays memorials, often in the form of statues, depicting warriors
fallen to Shinde Imas. The forest’s pixies live in Pixiegrove, which for a city on their scale is
quite big, even if most other people consider it small in scope. None of the Enchanted Forest’s
other people have a large enough presence to necessitate their own capitals, and instead live
among the elves.
The Great River forms the southern border of the Enchanted Forest, separating the domain of the
elves from the Great Field of A’zoth. The river is guarded by ferrymen and passage across
requires a payment to support the rainbow monarchy, or an act of service. Letters of renown
from notable figures (especially rainbow elves) can aid in this crossing. The ferrymen take their
role very seriously and believe they are helping to protect the kingdom. When the ferrymen do
not permit travel, they report back to Hyljardin, which can result in legal action and even
imprisonment — not ideal for adventurers eager to continue on their way.
To the west of the forest lie the Black Mountains and the region derisively known as troll
territory. The rainbow elves have a prosperous trade agreement with the Bryzine trolls to the
northwest, but occasionally have to fend off attacks from other trolls that emerge from the mines
just south of Bryzine. Fortunately for the elves, the Enchanted Forest is well-fortified by natural
landmarks: two large rivers merge and cover most of the north, east, and south borders, and a
small mountain range slows down enemies emerging from the west. Adding to this, the rainbow
elves have the third largest standing army in East Azoth, next to Drohm and Ardonia.
Principals of the Enchanted Forest
Alieandor Goldtree
Alieandor Goldtree is the leader of the Goldtree dynasty, which rules over the rainbow elves.
Alieandor sired three sons: Randal, Arrior, and Yovan. Yovan was killed by Shinde Imas in the
war between humans and elves. Randal and Arrior are learned and skilled diplomats; however,
they are not guaranteed successors. The rainbow elves have an elected monarchy, and sovereigns
who do not act in the best interest of their people can be forced to abdicate. That said, those
appointed the position hold it for life even if it’s not passed down to their children.
King Greenbough
King Greenbough, alongside twins Princess Rhian and Prince Randell, rules over the Enchanted
Forest’s villages of forest elves. The twins are not related by blood to the King but are the
children of a former monarch. Due to the elves’ democratic form of monarchy, the twins remain
connected to King Greenbough, who does not have children of his own blood, but are not in line
for succession. Unlike the willowy Alieandor Goldtree, King Greenbough is stockier, although
he still moves with the grace that most elves possess.
Serene Silverfawn
Serene Silverfawn, renowned elven ranger, hails from Hulsing. After escaping a kidnapping and
reclaiming her life, Serene now serves others by helping them navigate Azoth. She is a highly
skilled archer and wields a trusty bola. Serene is highly empathetic and in tune with Azoth — if
something is wrong anywhere in the realm, Serene is among the first to sense it.
Places to Visit in the Enchanted Forest
Hyljardin
Spired towers stretch up toward the sky, towering above the forest canopy, heralding the
Enchanted Forest’s largest city, Hyljardin. Also known as the Ivory City, Hyljardin is a
picturesque city with a distinct elven style. Its largest building is the Ivory Castle, which serves
as its seat of government. The city is encircled by high walls, almost as tall as the towers, and the
buildings are all quite uniform, built out of sun-bleached chalk stone. There is a lively
marketplace in the heart of the city, along with several universities and training institutions.
Hulsing
Hulsing is a mid-sized city located in the southlands of the Enchanted Forest. Its inhabitants live
in humble abodes, although it boasts a larger citizenry than any of the Forest’s other cities save
Hyljardin. This region sits amid three hills, which differentiates it from the tree-packed terrain
that covers the rest of the kingdom.
Pixiegrove
As the name implies, this region of the Enchanted Forest is the domain of pixies. Marked by a
pixie ring — a magically created circle of fungi — wanderers stumble upon this grove more
often than actively seeking it out. It’s easy to miss these tiny creatures, as the wee pixies are
quite stealthy and capable of hiding. Those who are captivated by the grove’s sparkling dew-
drenched trees and flowers may be caught off guard by a pinecone bonking on their head,
followed by the sound of a tinkling laugh. The pixies are friendly little tricksters who like to toy
with visitors before revealing themselves. Pixies tend to favor fruit, and Pixiegrove is a copse
filled with various fruit trees and vines. The creatures make their homes out of these plants;
peering into a bird’s nest on a low branch may instead reveal a small group of pixies spying on
visitors while munching on a tart apple.
Grey Hills
The rolling terrain of the Grey Hills is traditionally the domain of the dwarves, though today they
share it with trolls from nearby Bryzine, as well as humans, elves and hairfeet drawn by the
excellent trade prospects. One look at the region justifies its name: the hills appear slate colored
in the shadow of the ever-present snow clouds that loom above. The dwarves live around and
within these hills, finding shelter and resources deep within them, building intricate fortresses
that reflect their reverence for battle. Dwarves are fiercely proud of their homeland and call upon
it to give strength in battle, often shouting, “For the Grey Hills!” as they face down an enemy,
warhammer drawn.
The Grey Hills are covered in a thin layer of ice and snow most of the year, and the frigid
atmosphere makes dwarves crave adventure and travel. The harsh environment inspires a love
for any activity that stirs the blood — notably combat, although imbibing ale while listening to
stories in front of a large stone hearth is also a favored pastime. Most dwarves travel far from
home, earning reputations across Azoth as fearsome warriors. Tales of the Forever War still
recount the most powerful armies breaking at the sight of dwarven warriors astride large beasts,
such as mastodons and bears.
Those living in Grey Hills tend not to be the most reverent creatures when it comes to organized
religion, but they are united in their devotion to revelry. There are many taverns throughout the
Grey Hills in which to spend the cold evenings. The dwarves are a practical bunch and are
distrusting of any fancy arcane magic. They feel this way tenfold toward magical creatures and
monsters found beyond the spectrum of the natural world. They see demons, undead, and other
unnatural scourges as monsters to be rooted out like mold, lest they spread their influence across
Azoth. The Grey Hills dwarves especially have no qualms about taking up the mantle of
protector and sacrificing themselves for the greater good.
Grey Hills is a monarchy led by dwarven King Tyros Kaeron, who enjoys the advice and counsel
of other leaders from across the nation. The king actively recruits heads of major families to
serve as his aides, though his dwarven disposition to battle sees many of these advisors drawn
from the ranks of former warriors. Other retired warriors want to die the way they lived: on the
battlefield. It is considered customary and moral to grant these fighters an honorable death by
agreeing to a duel should they request it. Death in the Grey Hills is treated with ceremony, and
several sprawling graveyards in the lowlands mark the resting place of some of the most
respected warriors in Azoth history.
Much of the culture in the Grey Hills is centered on proving one’s worth. Each village has its
own coming-of-age ritual which requires some display of bravery and strength. All young people
are called to participate, and youths from all peoples go through these challenges together.
Grey Hills has an active trade agreement with the kingdom of Brachmon and enjoys trading with
the trolls of Bryzine. Its primary threat lies in the population of stone giants who dwell in the
northern reaches and occasionally storm Grey Hills towns. When this happens, a combined force
of dwarves (predominantly) and other people ride to defend their homeland. Those who survive
and succeed in three of these encounters are drafted into an elite group of warriors known as the
Giantkillers. They sport a custom emblem on their armor to mark their status. Young warriors
often aspire to join the ranks of the Giantkillers.
Adventure: Fisticuffs!
In the milder lowlands, near the Black Adder River, is an old tavern called the
River Rock. Although it is welcoming to outsiders, most of its current patrons are
dwarves traveling from the high hills, in search of quests. At one of the wooden
tables sits a dwarf with a bushy white beard; the tavernkeeper calls him “Diggy.”
Bedecked in dented armor and sporting a large satchel filled with traveling wares,
the dwarf eyes the door, eager to find a new party with whom to adventure.
In front of Diggy are several empty goblets. As he stands to make his way to the
bar for another round, an unassuming visitor accidentally bumps into the
intoxicated dwarf. Diggy grins and swings! A bar brawl breaks out immediately;
anyone sitting in the tavern is pulled into the scuffle.
However, the unsuspecting visitor is an elven diplomat, traveling to the Grey Hills
from the Enchanted Forest. Elves and dwarves have long shared an alliance, and
Diggy’s attack confounds the elven visitors who wonder if the hill dwarves are
secretly hostile to this truce. Savvy adventurers who step in and mitigate the fight
may earn the respect of both the Grey Hills and the Enchanted Forest.
Places to Visit
Halithor
Halithor sits on the border of the Grey Hills and Brachmon. Many years ago, the territory was
disputed in a minor conflict between the two nations. But despite Brachmon’s sprawling
influence, they relegated Halithor to dwarven control, where it firmly remains. Still, this mixed
history is evident in the architecture.
Black Adder River
Black Adder River flows along the southern border, forming a natural boundary between the
Grey Hills and the Enchanted Forest. The climate of this region is milder and more pleasant than
the northern coast, and many dwarves migrate to the river during the warmer months.
Varkoruss is the major city of Grey Hills and the heart of its governance. Located underground
in the heart of the largest mountain — after which the city was named — Varkoruss is a
testament to dwarven ingenuity. Constructed entirely of stone, the spacious great hall is where
the king holds meetings with his council. Visitors can peruse galleries of sculptures of notable
Grey Hill heroes and nobility. Characters who earn the respect of the Grey Hills dwarves may
someday discover their own likeness depicted in stone within a gallery.
Kaeron
Kaeron is a coastal village named after the Kaeron ruling family, and sees a roughly equal
population of dwarves, humans, and hairfeet. Youths ascend to adulthood through an annual
ritual: during the Third Month, when the shores freeze over, they must capture one of the great
fish that swim below the icy surface. Kaeron citizens have a taste for fermented and pickled
foods, and visitors often purchase a local delicacy — a jar of moldering fish heads — upon their
travels to Kaeron.
Intricate knitwear is also a Kaeron specialty. Kaeron trades fish with Halithor for baskets of
wool, and local weavers process the wool and make beautiful, intricate sweaters, scarves, and
gloves to help fend off the chilly breeze from the coast. These wares are highly prized elsewhere
in Azoth and only sold in Kaeron.
But this year, something below the surface is killing the great fish. Locals suspect
that a creature they thought existed only in legends — a giant sea-beast — does,
in fact, lurk below the surface. They worry it may pose a greater threat to Kaeron
and eventually rise above the inky depths in search of a more substantial food
source.
Isle of Fantasia
Off the eastern coast of Azoth, surrounded by the azure waves of the Erebus Sea, lies the Isle of
Fantasia, a place shrouded in dark mystery. Little is known about this elusive island, which
remains veiled by an ever-present embankment of mist. Still, its tantalizing wild magic is a lure
for adventurers, who find themselves drawn to this enigmatic locale.
Many of the island’s inhabitants are druids who are selective about whom they permit entry —
only fellow druids are allowed to live among Fantasians. The druids are hostile toward outsiders,
and unwitting visitors may find themselves at their mercy. Despite their innate understanding and
reverence for nature, the druids dislike science, especially the experiments concocted in Ardonia,
and refuse to use technology or tools and weapons that they deem unnatural. Most of the druids
are spellcasters; their magic is rooted in the island itself, although powerful druids can carry it
with them wherever they go. Some employ simple weapons composed of organic materials, such
as wooden longbows, when they deem it necessary.
Fantasia’s environment is lush and moody. Deep green willow trees are clustered in the dense
forests. Although the island is sparsely inhabited by humanoids, it teems with life. Those who
listen identify a cacophony of sounds: leaves rustling in the sea breeze, rivers trickling over
rocks, birds chirping, and fungi blooming from the loamy soil. The weather remains cool, even
within the dense tree line that serves as a natural wall against sea spray.
Strange things occur on the Isle of Fantasia, adding to its mysterious reputation. This is a place
where Crossings happen with more frequency than other locations in Azoth. The sunsets on the
isle are truly spectacular — those who travel there and back excitedly describe the hypnotic color
show that appears above the island every night at sundown.
Most of the island is wild, and the druids do what they can to leave it undisturbed, living in
simple, naturally occurring shelters, such as the trunk of a tree that has partially rotted away or a
cave in a hillside. They subsist on diets of foraged morsels and refuse to hunt, farm, or cultivate
gardens. The druids live mostly independent from one another, although occasionally they form
families. They use a sign language among themselves so their voices don’t disturb the natural
world around them.
Adventure: Shipwrecked
A storm captures the adventurers’ ship and runs it aground on the shores of the
beautiful and mysterious island. No one comes to greet the survivors, but strange
voices emanate from the forest.
Beyond the treeline is a beautiful scene: a serene, verdant vale appears, through
which trickling rivers run and tiny fey creatures flit about. But the vale is not
unoccupied — a group of hostile druids kidnaps one of the unsuspecting
adventurers, or their companion, and holds them hostage deep in the forest.
Characters can negotiate for the return of their companion, or the kidnapped
character can befriend the druids, which may prove a harder task than finding an
escape.
Adventure: Passages
The adventurers overhear a rumor in a bustling port city, alluding to a strange,
ancient willow tree on the Isle of Fantasia. According to the rumor, an ornate door
large enough for a humanoid is built into the trunk of the tree. No one knows who
built the door or why it is there, but those who pass through the door end up in
other places far beyond the reaches of Azoth.
No one can substantiate the rumor, but the idea persists: the Isle of Fantasia may
hold the key to traveling through dimensions. But finding the door means
traversing the wild terrain and avoiding the wrath of the island’s powerful druids
— and risking a leap into the unknown on the other side.
Olardell
The hairfoot kingdom of Olardell sits on the western tip of Fantasia. The druids tolerate their
presence, or perhaps the hairfeet tolerate the druids — neither puts too fine a point on whom the
island “belongs” to. While the kingdom is far busier than the druids like, the Olardellians’
willingness to build up rather than out — thus keeping to their little corner — wins their tacit
approval.
O’koth
From wide open fields to rolling hills and dense forest, O’koth — which encompasses both
O’koth Forest and the south of the Great Field of A’zoth — seems like a land of unburdened
nature. However, this land has been touched all too much by the hands of man, scarring the earth
deep with war, bloodshed, disease, and destruction. O’koth’s neighbors long used the Great Field
as the most convenient ground for battle between themselves and their enemies, with no concern
for the people who called it their home.
When the “Minister of Peace” returned home after brokering truces between the human nations
following the Forever War, he formally declared the forest and fields a nation in their own right.
In honor of him, the nomadic people renamed their land O’koth. They still faced threats both
external and internal, as the Great Field was teeming with undead from the war, and the
werewolves of O’koth Forest had not grown any friendlier either. For this reason, the O’koth
Rangers formed from among dedicated men and women who sought to protect their homes and
families. To this day, the rangers train in swordsmanship, archery, and working with the natural
terrain and creatures of their land. Rather than serving as an aggressive army, they function as a
protective barrier around their land, scouting and warding off threats before they can cause
damage.
Though generations of O’koth had honored the spirits of nature, the rangers were highly
receptive to the teachings of Othaaris. The teaching of a goddess who encouraged people to
unlock their own inner power was a lesson that resonated with the rangers, who quickly
incorporated Othaaris into their faith, and the rest of O’koth soon followed. Their shared faith
served as a bridge with the nation of Ardonia, and the rangers soon folded Ardonia’s west wall
within their protection.
Principals of O’koth
Nilson Radeer
Nilson Radeer is a commander of the O’koth Rangers and is one of their most respected leaders.
Nilson leads blended troops comprising both rangers and Ardonia’s White Unicorns, and his
skills are acknowledged by anyone who has had the pleasure of working with him. Ever the
consummate soldier, Nilson is as skilled in the arts of survival and tactics as he is in direct
combat. Though often working peacekeeping missions, patrolling Ardonia and O’koth alike to
protect them from bandits and other threats, Nilson is no stranger to battle. He is a man of honor
and integrity who pledges his life to the defense of those who cannot defend themselves.
Tessa Black
To a stranger, Tessa is an unremarkable looking old woman with a hunched back, bony fingers
gnarled by arthritis, and clouded, half-blind eyes. To the rangers, she is one of the most fearsome
to ever stand among their ranks and remains their most invaluable teacher. In her lifetime, Tessa
has outlived her two husbands and one wife, seven sons, and two daughters, most of whom were
rangers who died in the line of duty. Instead of being consumed by grief, Tessa focuses on
teaching future generations of rangers. Though her body may be bent from age and old war-
wounds, her mind remains sharp, and she teaches the skills of survival to her students with
painful repercussions; a failed test results in an immediate rap across the knuckles with her cane,
though Tessa reminds them that the forests offer far harsher punishments than she could ever
mete out.
Win’aqai
Though the rangers typically comprise humans and elves, Win’aqai, the son of the current leader
of the centaurs, seeks to change that. Not (yet) an official branch of the rangers, Win’aqai and his
“light riders” bear the mark of Othaaris on their caparisons, the cape-like fabric draped over their
equine torsos, and they work as scouts and defenders of the woods around Qaiwain. It is
Win’aqai’s sincerest wish to prove his people’s particular talents to the Othaarian priesthood and
see them inducted into the official rangers.
Candellis
Candellis is a petite forest elf who travels the Great Field solo. Quick, nimble, small-framed, and
with a penchant for hiding in small holes or tall grass, they have a habit of living through
situations that their teammates don’t. This led them to dislike working with others. They glibly
claim that it’s difficult at their small size to bury so many bodies, but the flask they keep on their
hip suggests it bothers them more deeply than that. Though bitterly antisocial, there is no better
guide in the Great Field.
Notable Locales
O’koth Forest
The canopy of the woods is thick with the rich green leaves of old oaks. Occasionally, one might
come across a large tree, immeasurable in its age, and too large for even a dozen people to wrap
their arms around the trunk. At other times, one might find a clearing covered in burned-out
cinders, with green sprouts peeking through the blackened soil. The cycle of nature has proven
itself careful steward of O’koth Forest, while humans, elves, and other folk are merely grateful
guests within these woods.
The dense woods of the O’koth Forest can be as fearsome as they are protective. Though the
forests have avoided the wars of other lands, one must still be mindful of the dark shadows and
mysteries that lie beyond each fallen log.
The Old Forest
In the oldest forest on the western side of O’koth, the mixed communities of humans and forest
elves practice a form of animism, believing the forest is filled with spirits to be respected and
honored. Though they do not worship the spirits, they believe these spirits that inhabit the trees,
the wind, the flowing waters, and even the rocks, hold a far heavier sway over their lives than the
teachings of a goddess who no living person has ever actually seen.
Those who live in the Old Forest, far from the protection of the priests of Othaaris and their army
of rangers, do so at great risk to themselves. They know that the woods are also home to
werewolves, who travel in groups and can tear full grown humans and elves apart with their teeth
and claws or bring them into the fold of their packs.
Tattered Lily Run
Honored and respected as they may be, the life of a ranger isn’t for everyone. Abandoning one’s
noble and sacred responsibility is a shame that sees faithless rangers outcast. For this reason, ex-
rangers fled deep into the old forest and built a village of their own, known as Tattered Lily Run.
The arched wooden gate of the village is decorated with scarred or broken crests of Othaaris,
hanging there as a warning that “the good word” is not welcome here. Though generations have
come and gone, and children have been born and raised in Tattered Lily Run, it is hardly a family
town. The biggest industries in the village are the local beer breweries, taverns, and the fighting
pit.
Semirmas
When most people think of Semirmas, they think of the grand port town within the protective
walls of Ardonia. Most give little thought to the side of Semirmas that lies outside of Ardonia, on
the west bank of the Sirilian River. West Semirmas serves as the capital for the rangers, housing
their families and providing the best training in O’koth. Many younger rangers live in communal
housing, while older and more established rangers have houses of their own along the riverbank.
The streets of West Semirmas are seemingly lined with services catering to the rangers, from
blacksmiths, to fletchers and bowyers, leatherworkers, grocers and general stores, and of course,
places of worship. Small shrines to Othaaris sit at nearly every street corner, and almost every
store displays some reverence to the goddess.
At the center of West Semirmas is the town square. On the southern side lies the largest training
school of the rangers, and on the northern side a grand temple built to Othaaris. Within the
cathedral, the high priests and highest-ranking officers of the rangers work in unison to oversee
O’koth’s military and guide their sacred mission.
Adventure: Away with The Ferries
Traffic between West and East Semirmas has increased over the recent months,
and additional ferries opened to meet the demands of travelers. However, there
have been reports of merchants boarding ferries and then arriving on the other
side feeling disoriented and having lost hours of their day. They often don’t
realize until later that they’re missing coin or goods from their cargo.
A bold thieves’ guild has constructed a ferry that they can easily disguise by
hanging banners representing other legitimate ferrying businesses. Once every
few weeks, they select a mark and drug them once they’re out on the open water,
before the ferry pulls into a boat house and their wares are picked over to see what
can be fenced with ease. Because they regularly change their look and strike so
seldom, they’re impossible to pick out on sight, but attractive bait might do the
trick to draw them out.
Qaiwain
Qaiwain, meaning “home,” has been applied to several locales across Azoth, but the Qaiwain
hidden deep within the O’koth Forest is the most famed. The village of Qaiwain is hidden far
from the eyes of outsiders and stands as the only bastion of East Azothian centaurs. These tall
folk, with the lower bodies of horses and torsos of humans, were thought to only be creatures of
myth before rangers found Qaiwain beyond a deep thicket. The centaurs themselves tell tales of a
time when their people roamed freely across the Great Field of A’zoth, before disease decimated
their numbers. Fleeing from ill bands, a few centaurs founded the hidden village and from there,
their numbers would flourish in secret. Though they feared discovery by outsiders would bring
disease and war, instead, the priests of Othaaris brought them a renewed faith which the centaurs
enthusiastically embraced.
The architecture of Qaiwain is rather unique, owing to the centaurs’ anatomy. Most buildings are
proportionally quite tall, even as single-floor structures, and utilize a great deal of overhead
storage. Multi-story buildings have ramps rather than stairs. Centaur homes lack beds, as their
people tend to subsist on short, standing naps. When laying down is required, in times of illness,
injury, or weakness, they use beds of straw that can be readily replaced. Centaurs are repulsed by
the human tradition of laying on unwashable cushions that collect shed skin flakes, dirt, dust, and
hair.
The Great Field of A’zoth
One might look upon The Great Field of A’zoth, admiring the rolling green hills and
wildflowers, babbling brooks, and ancient dirt roads being reclaimed by nature, and think of this
as a peaceful place. However, the Great Field has seen more bloodshed than almost any other
part of the Realm, and several stretches of land are still stained red. The weeks-long final battles
of the Orc War, the great war between humans and elves, and the war which pitted Drohm
against Thorin, have soaked the soil with blood. The Great Field lies at the center of East Azoth,
and as such, the fields have been trampled underfoot in nearly every major conflict in the land’s
history. The peace that one finds here is only after so much dust has settled.
Signs of this bloody history are found dotted across the land, in the form of ruins that stand
where towns once flourished. The Great Field is not devoid of civilization, however. Nomadic
groups travel far and wide across the fields, often with herds of cattle or goats. A few brave souls
have settled villages, often near the occasional forest or hill, but they do so knowing they likely
plow their fields over unmarked graves.
Given the violent history of the Great Field, its residents are under no illusion they will live
peaceful lives. They know the field’s central location and wide-open terrain mean that they could
see soldiers marching across their pastures again at any time. Still, the people who make their
homes here consider war to be akin to natural disasters. Much like a great flood or a windstorm
sweeping over their land, wars of other kingdoms are something they have no hand in, war cares
not for their humble lives, and war will leave them solemnly picking up the pieces when it’s
through.
The Grassblade Travelers
The Grassblades are both a nomadic people and the name of their homesteads. They are known
for traveling across the Great Field for days or weeks at a time and set up where and whenever
best suits the herds. Though they seem to be focused on cattle as their primary livestock, the
culture of their people is built entirely around the elegant horses they breed. Unlike nomadic
groups that travel by foot, the Grassblades live surprisingly comfortable lives, in large tents and
huts with considerable amenities. The ability to draw wagons behind their horses allows them to
travel with more personal belongings than the average nomad could carry on their back.
The equine bloodline records kept by Grassblade households are carefully guarded, and every
family has their own advice and practices for breeding horses to produce the fastest, sturdiest
steeds. Some families claim that their teachings are descended directly from the ancient centaurs
who roamed the fields hundreds of years ago. Before the teachings of Othaaris spread to the
Great Field, these ancient centaurs kept and trained horses as a matter of religious practice,
believing wild horses to be closer to nature and spiritually superior to themselves. Other families
have ancient books with strange writing that an Earthborn might recognize as Arabic, suggesting
some of their knowledge was gifted by early Visitors.
The Pit
Nestled in the valley between two hills is a large, apparently man-made pit dug deep into the
earth. Over time, collected rain formed a muddy pond, though most times of the year the water
level remains at least ten feet below the grassy edges around the hole. Sometimes called “the pig
pit,” nomads claim the hole was a mass grave dug to throw the bodies of orcs into after a great
battle of the Orc War, in order to keep the corpses from spreading disease. Local nomads refuse
to pass too near to the pit, and some claim after camping in the area that they have seen orc-
shaped spectres wandering the crests of the hills around the pit.
Redadra
Redadra was the original capital of O’koth, before the land’s conversion to worship of Othaaris.
Its people are highly spiritual, and it is not uncommon to find small roadside shrines throughout
the old city. Each of these shrines might be decorated with flowers, small rocks, or offerings of
food, in gratitude to whatever nature spirits were thought to inhabit this land before humans and
elves built their homes here. Though a small minority of residents in Redadra do worship
Othaaris, they often do so quietly in the privacy of their own homes.
Redadra’s produce is considered universally superior. The tomatoes are more flavorful, the
potatoes heartier, and every leafy green is large and rich with nutrients. The people of Redadra
believe their gratitude to the land blesses them with this food, and they live well on a primarily
vegetarian diet. The farmers of Redadra are unconcerned with the fact they aren’t on any major
trade routes, as they are less than enthused by the idea of selling their harvest to people who do
not show the same respect for nature.
Olardell
While the Isle of Fantasia is not generally welcoming to outsiders, Olardell itself is a beacon of
warmth and prosperity. Set on the west coast of the mysterious island, the sprawling hairfeet
metropolis of Olardell is known for its gleaming white plaster walls, sweeping roofs, and
bustling port. Rather than being supported by outlying towns, Olardell is a single city comprising
numerous districts.
The hairfoot people consider every member of their society equal, from the lowliest beggar to the
wealthiest merchant. Every citizen is entitled to the same rights, the same protections, and the
same oversight of the law. Likewise, every citizen is intended to work for their share and
contribute generously to taxes, and the hairfeet generally lack ideas of inheritance; a business
owner’s children are not entitled to a share of their parent’s business unless they have proven
themselves skilled enough to continue running it. Olardell welcomes all people in its midst, so
long as they adhere to these laws. Buildings in Olardell historically being designed for hairfeet,
the city sees very few of the larger people move there permanently.
Though a prosperous kingdom, the city maintains a small footprint, not only on behalf of its
diminutive people, but in order to not push their luck with the druids that inhabit the rest of the
island. For this reason, the city has built upward rather than outward, resulting in the construction
of tenement buildings where homes are literally built on top of their neighbors. The concept of
an “apartment building” may not seem strange to Earthborn, but it’s actually quite revolutionary
in Azoth. Likewise, most commercial locales like shops and artisans feature storefronts on the
ground floor, and homes for their owners and sometimes employees on the floors above.
The residents of Olardell learn to barter as early as they can count, and a popular childhood game
involves bartering various game pieces among siblings rather than taking turns; half a deck of
cards for a set of red checkers, a handful of marbles for the board, and three wooden soldier
figurines for the black checkers is a good way to keep the children entertained for an afternoon.
As such, very little of the city’s internal trade is done with coin. Monetary instruments are
typically used for trading with foreigners.
Adventure: Don’t Count Your Chickens
Silver coins, one of the most common denominations, have been showing up with
strange properties in foreign lands. People first began to notice that the graceful
egret borne on coins from Carahill seemed sloppily shaped, and more closely
resembled a chicken. A deeper investigation revealed these coins to be thin stone
disks plated in silver, rather than solid silver coins.
The Noble Peoples’ Exchange of Carahill is deeply embarrassed by this forgery
and launched an investigation. However, evidence is beginning to point to the
coins coming from Olardell, passing through the hit-or-miss policing of its port
and directly into Carahill, without the oversight of the NPE. Unfortunately, no
one will talk to NPE officers about who might be involved, so the exchange must
send adventurers to do their questioning for them. Get to the bottom of the fake
coins, and a pile of real ones will be waiting for you in Rubaton.
Principals of Olardell
King Bordengam & King Philpenphio
Though seemingly an oxymoron, the kings Bordengam and Philpenphio serve as the egalitarian
monarchs of Olardell. Though most would assume having a king wouldn’t mesh with the idea
that all people are equal, King Bordengam and King Philpenphio are beloved by their people for
precisely the reason that they do not behave as though they are superior. They raised all of their
children to pay their own ways in the world, and the kings are paid a salary from taxes only
because the governing and betterment of the kingdom is their full-time job.
Grappo Pilden
Grappo is a traveling merchant, and loving husband of one of the royal princesses of Olardell,
Princess Millanie. Unlike other royal couples in Azoth, the low-born Grappo and his wife must
work to provide for their family just like any commoners would. While Princess Millanie runs a
moderately successful clothing shop in Olardell, Grappo’s efforts to provide for his family lead
him far and wide across Azoth, on both mundane and illicit business ventures.
Tildie Merdiwell
The tough-as-nails dockmaster of Olardell, Tildie oversees every ship that comes and goes from
her domain, and her militant crew of dock guards are responsible for verifying the inventory of
every foreign ship to pass through their port. Though smuggling is not be tolerated by any ship
flying a foreign flag, she’s more inclined to ignore it from her elven kin.
Bradnen Sildiver
Sildiver is an employee of The Noble Peoples’ Exchange, a business native to Carahill, and the
proprietor of the Olardell branch of the exchange. Though they appear old and bumbling, the
human remains a genius of numbers, capable of making quick calculations in their mind at a
moment’s notice.
Notable Districts
The Royal Quarter
At the center of Olardell lies the royal quarter, built around the impressive villa and gardens of
the kings. Contrary to the title, the remainder of the area is not populated entirely by the royal
couple’s many children, but instead by the wealthiest and most influential residents of Olardell.
The Port
The jewel of the kingdom is its port, which sees dozens of ships come and go every single day,
traveling to ports across Azoth. Olardell’s hairfoot sailors are more accustomed to long-haul
journeys than almost any others, though some attribute this to their small sizes, leaving them
more cargo space to carry food, fresh water, and other amenities. Their most important trade
route is their longest, with large fishing vessels traveling around the northeast coast of
Brachmon, west past the Grey Hills, and meeting with the Bryzine trolls. Along the way, they fill
their hold with fresh caught fish, which they trade with the trolls in exchange for every kind of
ore that can be mined from the Black Mountains.
The Siren’s Tale
A sign shaped like a mermaid’s tail hangs above the door, hammering home a pun that only the
proprietor thinks is funny. Still, The Siren’s Tale is famed as the most important tavern and inn
in Olardell. Conveniently located at the docks, the local sailors gather here as soon as they step
off their boats. Consequently, it’s not uncommon for the spouses and families of sailors to show
up here, angrily seeking out sailors who decided to stop in for a drink before coming home. As
such, The Siren’s Tale has numerous trapdoors, empty barrels, and other places to hide that make
it popular with its clientele.
Denizens of Ardonous
Terrorek
Though naming himself a god, Terrorek is nothing more than a demon who poisons and corrupts
all that he surveys. Appearing as a bipedal dragon skeleton, Terrorek sits upon his throne in what
was once the holiest of all places, now tainted down to its foundations. Learn more of the
demonic Terrorek in Chapter 12: Creatures, p. xx.
The Wailing Mother
The sobs of this creature can be heard when the wind whips through the deadened forests and
dried branches screech against one another. The passage of time robbed her of her identity, and
no one truly knows if the Wailing Mother is the ghost of one woman, or the amalgamation of the
souls of parents who mourn for their children lost to war. Regardless, the Wailing Mother roams
the island in search of her lost children, and flies into a rage when faced with anyone she might
interpret as a soldier.
Holy Knights of Rust
These men and women once dedicated their lives to the service of Othaaris, and while the black
plague rotted their bodies, their souls would not be so easily defeated. Though their holy duty
was an affront to Terrorek’s rule, he found their miserable, shambling existences entertaining,
and allowed them to continue inhabiting the island. The ages have eroded their crumbling
skeletons, their armor, and their purpose. The once-noble order of knights now seek fresh mortal
bodies to bear their rusted armor, possessed of souls seeking purpose once more.
Notable Locations
Plague Cathedral
Worshipers of Othaaris believe that at one time, the goddess herself walked the hallowed halls of
this cathedral. The cathedral’s vaulted ceilings, flying buttress design, and intricate stained-glass
windows are like nothing else in Azoth, and Earthborn visitors will recognize it as a reasonable
facsimile of the Notre-Dame de Paris.
When the forces of Ardonia and Drohm defeated Terrorek, they used the vestiges of the place’s
holy aura to bind Terrorek within the Cathedral. However, over the years, Terrorek’s evil seeped
into the very stone of the edifice, grinding away at the blessing that trapped him, until the halls
were saturated with undead taint. Now, the renamed Plague Cathedral no longer imprisons
Terrorek, but serves as the seat of his power.
The Mudgraves
The ruins of this inland town are now half-buried in mud, caught under a mudslide created by the
seemingly ceaseless rain of the Isle of Ardonous. The town’s hillside cemetery was swept into
the mudslide as well, leaving the streets scattered with bones sticking out of the mud. At night,
angry spirits roam the town whose name is long since lost, searching for their homes in the filth.
As the residents of the cemetery perished long before the black plague came, their confused and
wandering souls do not understand why their homes are gone. Confusion breeds anger, and the
ghosts will take out their rage on anyone who wanders into their territory.
Elven Bard
Medium people (forest elf), chaotic good
Armor Class 13 (leather)
Hit Points 18 (4d8)
Speed 35 feet
STR 10 (+0), DEX 14 (+2), CON 10 (+0), INT 14 (+2), WIS 14 (+2), CHA 16 (+3)
Skills Performance +5, Perception +4
Condition Immunities Advantage against being charmed, immune to magical sleep effects
Senses darkvision 30 ft., passive Perception 14
Languages Cant, Forestspeak (forest elf dialect)
Special Abilities Fey Ancestry, Trance, Keen Mind
Challenge Rating 1/8 (25 XP)
Actions
Rapier. Melee Weapon Attack: +2 to hit, Reach 5 ft. Hit: 4 (1d8) piercing damage.
Vicious Mockery. Range 60 ft., Spell DC 12, 2 (1d4) psychic damage.
Grey Hills Giants
The giants in Grey Hills aren’t usually openly hostile, but their selfish nature means that
anything that might be food will eventually be eaten if it sits still long enough to be grabbed.
Giants have been observed to eat bears, sheep, dwarves, even whole trees, and as such most
believe they are like goats in that they can consume nearly anything.
Despite their legend, these creatures are surprisingly rare, turning up infrequently to menace and
attack communities or travelers, but otherwise remain in the most remote areas of the region.
When they do turn up in settled lands the communities take all reasonable action to encourage
the giants to wander elsewhere, short of picking fights for fear of being eaten by the fistful.
Stone Giant Marauders
With little care for the people and lands around them, the marauder wanders down from the hills
seeking livestock, people, and plant life to consume. What they don’t eat on the spot they may
steal for later consumption.
Stone Titans
The eldest of the stone giants become more stone than flesh, attaining a natural camouflage when
sitting still. These ancient titans are lethargic, and do not brazenly wander like the younger
giants. Most ancient stone giants seem to be the anchors of their community, serving as leaders,
and recipients of excess food taken by marauders.
When ancient stone giants are seen traveling the lands, it is often with other giants in tow, and
though they are hard to provoke, they are substantially more potent than their smaller, younger
brethren. These ancient giants are even capable of serving as walking siege engines, laying waste
to whole towns from afar.
Cave Goblin
Medium people (cave goblin), chaotic evil
Armor Class 12 (unarmored)
Hit Points 22 (3d8 + 9)
Speed 30 ft.
STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 7 (–2) WIS 11 (+0) CHA 10 (+0)
Senses darkvision 60 ft., passive Perception 10
Languages Drohm
Challenge 1/2 (100 XP)
Aggressive. As a bonus action, the goblin can move up to its speed toward a hostile creature that
it can see.
Rampage. When the goblin reduces a creature to 0 hit points with a melee attack on its turn, it
can take a bonus action to move up to half its speed and make a spear attack.
Actions
Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Forest Goblin
Medium people (forest goblin), chaotic neutral
Armor Class 14 (leather)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR 16 (+3) DEX 16 (+3) CON 13 (+1) INT 8 (–1) WIS 11 (+0) CHA 9 (–1)
Senses darkvision 60 ft., passive Perception 10
Languages Drohm
Challenge 1 (200 XP)
Natural Camouflage. The forest goblin has advantage on stealth checks when in forests.
Cunning Action. The forest goblin can use a bonus action to take the Dash, Disengage, or Hide
action.
Ambush Attack. If the forest goblin surprises a creature and hits it with an attack during the first
round of combat, the target takes an additional 7 (2d6) damage from the attack.
Sneak Attack (1/Turn). The forest goblin’s weapon attacks deal 7 (2d6) extra damage if that
attack was made with advantage, or if the goblin had an ally within 5 ft. of the target and that ally
is not incapacitated.
Actions
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 5 (1d6 + 2) piercing damage in melee or 6 (1d6 + 3) piercing damage at range.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing
damage.
Skull Breaker
Medium people (goblin), chaotic evil
Armor Class 14 (leather)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR 16 (+3) DEX 16 (+3) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 15 (+2)
Saving Throws Str +5, Dex +5, Con +5
Senses passive Perception 11
Languages Drohm, Cant
Challenge 4 (1,100 XP)
Aggressive. As a bonus action, the skull breaker can move up to its speed toward a hostile
creature that it can see.
Brute. A melee weapon deals one extra die of its damage when the skull breaker hits with it
(included in the attack).
Reactions
Overpower. If the creature that attacked the skull breaker is Medium or smaller, they must
succeed on a DC 14 Strength saving throw or be knocked prone as the skull breaker retaliates,
attempting to throw them off their feet.
Actions
Multiattack. The skull breaker makes two melee attacks or two ranged attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) slashing
damage, or 13 (2d10 + 3) slashing damage if used with two hands to make a melee attack.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 9 (2d6 + 3) piercing damage.
Call Target. As a bonus action, the skull breaker can designate a hostile creature that it can see
as a priority target. All other goblins fighting with the skull breaker will gain advantage on their
attacks against this enemy until a new one is called. The skull breaker can only have one priority
target called at a time.
Hairfeet
There are few peoples in the world that understand the chaos of life as well as the hairfeet, and
few that can capitalize on it so well. Even the smallest hairfoot communities boast large
numbers, partially because they are a boisterous and loving people, and also because hairfeet
tend to have twins and triplets with unexpected regularity.
Nearly every hairfoot is born to a large family, with more siblings than they know what to do
with. These huge households create environments where natural leaders and diplomats will be
discovered just as quickly as troublemakers and rogues.
Open yet Insular
In a society with so many competitors and rivals it rarely pays to give away an edge, and so a
hairfoot is not quick to share their secrets, but they happily put what they know to use for you if
asked (and properly paid).
Hairfeet tend to collect friends with skills and unique knowledge that they can call on when
needed, trading favors and coin to get things done. With so many potential friends and allies in
their lives hairfeet are open and welcoming to strangers.
Tracker
Small people (hairfoot), any alignment
Armor Class 13 (leather)
Hit Points 18 (4d6 + 4)
Speed 20 ft.
STR 11 (+0) DEX 14 (+2) CON 12 (+1) INT 11 (+0) WIS 13 (+1) CHA 11 (+0)
Skills Survival +3, Perception +3
Senses passive Perception 13
Languages Olardian
Challenge 1/2 (100 XP)
Skirmisher. On each of its turns, the tracker can use a bonus action to take the Dash, Disengage,
or Hide action.
Reactions
Sidestep. As reaction to being attacked the tracker adds +2 to their AC. If the attack misses, they
can move 10 feet without provoking opportunity attacks.
Actions
Multiattack. The tracker makes two melee attacks or two ranged attacks.
Shortbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.
Shortsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Cutpurse
Small people (hairfoot), chaotic neutral
Armor Class 14 (leather armor)
Hit Points 29 (8d6)
Speed 30 ft.
STR 10 (+0) DEX 16 (+3) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)
Skills Sleight of Hand +7, Stealth +7, Perception +6
Senses passive Perception 16
Languages Cant, Olardian
Challenge 1 (200 XP)
Cunning Action. On each of its turns, the cutpurse can use a bonus action to take the Dash,
Disengage, or Hide action.
Pilfer (1/Turn). If the cutpurse has advantage on an attack roll or has an ally within 5 ft. that
isn’t incapacitated, and hits their target with a weapon attack they can take a single item from
that target’s carried belongings. The target can make a Wisdom saving throw with a DC of 10 or
half the cutpurse’s attack roll, whichever is higher, to notice the item being taken.
Reactions
Sidestep. As reaction to being attacked the cutpurse adds +2 to their AC. If the attack misses,
they can move 10 feet without provoking opportunity attacks.
Actions
Multiattack. The cutpurse makes two melee attacks.
Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3)
bludgeoning damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing
damage.
Hobgoblins
Though they share the same origins as their goblin brethren, they were transformed by the will
and might of Lord Darkoth into brutal, cunning warriors that are among the most fearsome
enemies known to Azoth.
Hobgoblins stand straighter and taller than normal goblins, with a yellowish cast to their mottled
skin instead of a sickly green. Their ropy muscles are lashed to lanky frames with almost no fat
to speak of. Their skull-like faces are often adorned with dark markings and streaks of pigment
around the eyes and temples.
Favored Warriors
The hobgoblin ranks serve under General Kor, a highly prized military advisor to Lord Darkoth
directly. Her keen tactical mind and desire for near perfection in battle has not only earned her a
place of respect among her human peers but has resulted in the hobgoblin forces becoming an
elite army of deadly fighters. Fearless, brutal, and efficient, they are rarely seen beyond the
borders of Drohm, but within that nation they are viewed with awe and given a wide berth.
Shadow Blades
Equipped with light armor, and long, single-edged swords, the elite hobgoblin shadow blades
prefer mobility and aggressive fighting styles over a more balanced approach to combat. Each
shadow blade trains with the same sword from the moment they are able to hold one and must be
capable of killing a target in no more than two strikes to be considered for active duty in General
Kor’s ranks.
Quiet Dissent
A small but growing faction of hobgoblins rebel against Darkoth’s brutal rule, and undertake
secret work to sow dissent and a desire for freedom among their kin. These disloyal hobgoblins
trade in stories of the lands glimpsed by agents sent beyond the borders of Drohm, and actively
seek out others who dream of being more than soldiers. Such a cause is often fatal when
discovered, but no punishment is so severe that it can quell the desire to be free of Darkoth’s
evil.
Shadow Blade
Medium people (hobgoblin), lawful evil
Armor Class 16 (studded leather)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR 18 (+4) DEX 16 (+4) CON 16 (+3) INT 12 (+1) WIS 12 (+1) CHA 10 (+0)
Saving Throws Str +7, Dex +7, Con +6
Skills Acrobatics +7, Athletics +7
Senses passive Perception 11
Languages Cant, Drohm
Challenge 6 (2,300 XP)
Improved Criticals. The shadow blade’s weapon attacks score a critical hit on a roll of 19 or 20.
Overhead Lunge (1/turn). The shadow blade can extend the range of their weapon, gaining the
Reach property for one attack.
Reactions
Riposte. When a creature misses the shadow blade with a melee attack, the shadow blade can
make a melee weapon attack against the creature. To do so they must be able to see the attacker
and be wielding a melee weapon.
Actions
Multiattack. The shadow blade makes three melee attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) slashing
damage, or 14 (2d10 + 4) slashing damage if used with two hands to make a melee attack.
Humans
From Brachmon to Ardonia, humans dominate the eastern shores of Azoth. Their tendency to
travel and explore means they can be found living in almost every nation of Azoth.
Remarkably Industrious
None of the other peoples can match the raw output of human production. No people on Azoth
can raise a city, equip an army, or launch a navy as quickly as the humans. This coupled with
their capacity to exploit a region for resources makes them an often-worrying force for change in
the world.
Humans may be second best to many of the most talented artisans of the world but being second
best at twice the pace has certainly had its uses, and contributed to the dominance of nations like
Drohm. It is fortunate that they make good neighbors and stalwart allies under most
circumstances.
Fight one, fight them all
Humans are deeply social creatures that are strongest when working together. One need look no
further than the militaries of Brachmon and Drohm to see how brutally effective humans can be
when united against an enemy. No matter how cruel and callous a human can get there will
always be another with the unwavering dedication to triumph over the evil their people are
capable of.
Ranger of O'koth
Medium people (human), lawful good
Armor Class 15 (banded mail)
Hit Points 58 (8d8 + 18)
Speed 30 ft.
STR 16 (+3) DEX 14 (+2) CON 14 (+2) INT 10 (+0) WIS 14 (+2) CHA 10 (+0)
Skills Investigation +2, Perception +4, Stealth +4
Senses passive Perception 14
Languages O’koth, Cant
Challenge 3 (700 XP)
Actions
Multiattack. The ranger makes two longsword attacks. If it has a shortsword drawn, it can also
make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing
damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage.
Roadside bandit
Medium people (human), chaotic evil
Armor Class 12 (leather)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR 16 (+1) DEX 12 (+1) CON 14 (+2) INT 12 (+1) WIS 10 (+0) CHA 12 (+1)
Skills Intimidation +3, Stealth +3
Senses passive Perception 10
Languages Cant, plus 1 local language
Challenge 1/8 (25 XP)
Actions
Short Sword. Melee Weapon Attack: +4 to hit, one target. Hit: 4 (1d6 + 1) slashing damage.
Vile cultist
Medium people (human), any evil
Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.
STR 11 (+0) DEX 12 (+1) CON 10 (+0) INT 12 (+1) WIS 11 (+0) CHA 10 (+0)
Skills Investigation +3, Perception +2, Stealth +3
Senses passive Perception 10
Languages Carahall, Cant
Challenge 1/8 (25 XP)
Actions
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing
damage.
Chill Touch. Ranged Spell Attack: +3 to hit, range 120 ft., one target. Hit: 4 (1d8) necrotic
damage, and the target can’t regain hit points until the start of the cultist’s next turn.
Shocking Grasp. Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) lightning
damage, and the target can't take reactions until the start of its next turn.
Minotaurs
While people of East Azoth are quick to call the minotaurs monsters, this grossly oversimplifies
the long and complicated history of these bovine people. While many other people of East Azoth
associate minotaurs with slavers, few spare a thought to how this came to be.
Early in the history of the slaving city of Drakhol in Drohm, various minotaur communities were
prime targets for parties of slavers, decimating whole villages at a time. Prior to this, the
minotaurs were a diverse people that ranged in appearance and attributes, from the long-haired,
woolly minotaurs who inhabited the mountains to the short-haired, long-horned minotaurs of the
plains. Yet, the demand for the sturdy, docile, and plentiful workforce was so great that all
minotaurs were targeted by slavers, then mixed together with no care for their differences or
individual cultures. Because of this, many of the individual communities’ cultures and languages
were lost as the generations passed, with only a few traditions passed down in syncretic forms as
the minotaurs were forced to create new families at their masters’ whim.
In the decades since, the minotaurs have worked their way up in their masters’ ranks as capable
laborers, claiming power and status in the city of Drakhol. These changes have allowed many to
gain, or take, their freedom back. This has resulted in some minotaurs who were once slaves
becoming slavers themselves.
The Free People of the Plains
A few minotaur families chose to leave Drakhol altogether once they claimed freedom, returning
to the plains or the mountains to reform their old communities. The most successful of these are
the People of the Plains, a diverse group of minotaur warriors and artisans that managed to claim
and hold enough territory to sustain themselves. Slaves of other peoples have joined the People
of the Plains and often symbolize their affiliation by wearing horns themselves.
Ironically, the new communities are often targets for slavers, sometimes pitting minotaur against
minotaur as these refuges become an increasingly popular destination for escaped slaves. While
these communities are willing to aid any slave in need, they are very suspicious of strangers in
general. Minotaurs also have a difficult time escaping the association with slavers, despite
numbering fewer slavers among them than the humans of Drohm, which has led them to face
discrimination whenever they go into villages other than Drakhol to trade their goods or services.
Minotaur slaver
Large people (minotaur), lawful evil
Armor Class 16 (chain mail)
Hit Points 112 (15d10 + 30)
Speed 40 ft.
Str 18 (+4), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 14 (+2), Cha 13 (+1)
Saving Throws Str +7, Dex +4, Con +5
Skills Perception +5, Intimidation +4
Senses darkvision 60 ft., passive Perception 15
Languages Drohm, Cant
Challenge 6 (2,300 XP)
Herd sense. Minotaurs fighting in a group of four or more allies within 10 ft. gain advantage on
attack rolls. Perception increases by +2 when Herd Sense is active.
Actions
Multiattack. The minotaur makes two axe attacks per turn. When using a bonus action to make
an attack, the minotaur may use the Gore ability.
Hand axe. Melee Weapon Attack: +7 to hit, 5 ft. reach, one target. Hit: 11 (2d6 + 4) slashing.
Gore. Melee Weapon Attack: +7 to hit, 5 ft. reach, one target, Hit: 8 (1d8 + 4) piercing. Can be
made as a second attack in a turn with disadvantage.
Great Ogre
Large giant (ogre), chaotic evil
Armor Class 10 (leather)
Hit Points 73 (7d10 + 35)
Speed 40 ft.
STR 20 (+5) DEX 8 (–1) CON 20 (+5) INT 5 (–3) WIS 7 (–2) CHA 7 (–2)
Senses darkvision 60 ft., passive Perception 8
Languages Black Mountainspeak
Challenge 4 (1,100 XP)
Actions
Tree Swipe. Melee Weapon Attack: +7 to hit, reach 10 ft., up to two adjacent targets. Hit: 18
(3d8 + 5) bludgeoning damage. The great ogre sweeps its tree-club in a wide arc, hitting up to
two creatures that are within 5ft. of each other.
Rock. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit:
12 (2d6 + 5) bludgeoning damage.
Orcs
The orc nation is a broken one, long vilified by history and twice driven to the verge of collapse.
Their homelands in the Bloody Hills are under the rule of Drohm, and orcs not content to
struggle in that harsh land instead roam East Azoth preying upon people or serve the interests of
Lord Darkoth.
In Azoth most people take a dim view of orcs, remembering only the time when they were
marauding across the lands, sacking villages and burning fields. The reputation and image of the
orcs is one they earned, but not one they truly deserve, as they were once the victims of
aggressive expansion which nearly ended them as a people.
Now the orcs are a fractured, disparate people caught in the shadow of their own history.
Powerful Pigmen
Orcs are tall, muscular pigmen with skin of brown, black or pink color, though they are often
covered with splotches of other hues. They have beady eyes, thin bristly hair, and large snouts.
They are naturally organized and social creatures, which is what has made them so effective at
adapting and conquering in the past. They are not territorial or selfish by nature, except in mating
season when the men compete with each other fiercely to win the approval of their women, who
control the homes and families of orc society.
Orcs are frequently born in multiples, often three at a time, but six or more children are not
unheard of. Orc women shepherd and protect their young, put them to work, and teach them all
they are meant to know as adults. Men travel in bachelor groups, raiding, hunting, and patrolling
the lands, taking on young men to teach them their role in society. Non-binary orcs join either
group as they desire, or as they believe their aid is needed.
An Empire Broken
Long before the orcs rose up to war against the humans, the largely nomadic people lived in
relative harmony with their neighbors. They traded, farmed, and hunted throughout East Azoth
without issue. When the humans arrived in East Azoth the orcs were caught off guard by a new
foe they didn’t understand, who wanted their fertile lands to hunt and farm for themselves and
were expanding far more quickly than the orcs could handle.
They were driven out of their homes, and many became raiders preying on settlements just to get
by, while others collected in the Bloody Hills.
It was only natural that they would one day rise up and make a final push back against the people
that had claimed their homelands. The orcs waited until the humans were weakened by the
Forever War to launch this campaign, and for a brief moment they enjoyed great success, before
a coalition of other nations drove them off.
The allied armies shattered the orcs and drove them to the Black Mountains. Despite all this, the
orc people are not defeated. Now they strive to return to their old ways of peace and prosperity in
the Bloody Hills. They have no taste for war, and certainly no interest in being ruled by humans,
but they also know that conquest is not an answer.
Orc Ambassadors
The orcs are attempting to get their native lands in the Bloody Hills returned to them as
sovereign land, and their communities send out ambassadors to win over the other nations. It is
their hope to restore their crumbled nation, and to rebuild trust in the orcs, to make it clear that a
unified orc people will not simply give rise to another war.
The orcs recognize this will be a slow process, and that the wounds of the past will take many
years to heal, if they even can be. As such, orc ambassadors are chosen for their wisdom,
charisma, and patience more than their martial ability, though they rarely travel without at least
one protector to safeguard them and their mission.
Souls to Graakahorda
There is not much in the way of orc religion, though one belief does persist in most every
community of them, and that is Graakahorda, orc hell. When a non-orc is slain by an orc, this is
where they are said to go, cast into a realm of blackness and shame.
For many orcs, belief in this hell is not a serious one and the curse of damnation to Graakahorda
is merely meant to express their hatred or contempt for a particular foe. There are small numbers
of orcs that truly believe in this place, however, and only damn others to the eternal shame of this
hell if they are deemed truly deserving. Of course, to curse someone to Graakahorda is only the
first step, as an orc must then kill them.
Strangely, the orcs have no hell or plane of damnation of their own, death itself being shame
enough under the right circumstances. When an orc dies naturally of age or illness they are
mourned quite deeply, but warriors and soldiers that die in battle are never openly mourned or
honored, as their death is seen as a fundamental failure to execute their very purpose as fighters
and protectors.
Ambassador
Medium people (orc), chaotic good
Armor Class 11 (unarmored)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR 16 (+2) DEX 12 (+1) CON 12 (+1) INT 14 (+2) WIS 12 (+1) CHA 12 (+1)
Skills Insight +3, Persuasion +3
Senses passive Perception 11
Languages Cant, Drohm, O’koth
Challenge 1/4 (50 XP)
Actions
Long Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing
damage.
Raid master
Medium people (orc), any chaotic alignment
Armor Class 13 (hide armor)
Hit Points 30 (4d8 + 12)
Speed 30 ft.
STR 16 (+3) DEX 12 (+1) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 12 (+1)
Skills Intimidation +3, Perception +3
Senses passive Perception 10
Languages Cant, Drohm
Challenge 1 (100 XP)
Aggressive. As a bonus action, the raid master can move up to their speed toward a hostile
creature that they can see.
Call the Charge. If the raid master uses their Aggressive feature, any orc that can see them gains
+10 ft. of movement on their next turn.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing
damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Pixies
Pixies are small fey creatures native to the Enchanted Forest. They love nothing more than to
play pranks on hapless adventurers, especially those who do not respect the forest or its
inhabitants. Pixie pranks take a deadly turn when a creature is overtly evil or destructive, but
these tiny creatures are not above mercy and will negotiate with any intelligent creature.
Within the Enchanted Forest pixie society is communal. Each pixie contributes to the collective
and takes what they need from the shared resources they contribute to. There’s nothing a pixie
enjoys more than to laugh at a good story, surrounded by good friends and delicious treats.
Anyone overly greedy or selfish finds themself ostracised from pixie society until they find a
way to make amends. Making amends can entail anything from bringing something of high value
back to the community, to returning home, antenna bowed, with a hilarious story about how you
just can’t cut it in the big folk’s world.
Pixies are born asexual with a small antenna on their head. If a pixie decides on a gender, they
grow sex characteristics similar to those of humans and male pixies lose their antenna. Most
pixies decide on a gender when they wish to procreate with a partner but may switch during their
lifetime. The transition from one gender to another takes roughly a season.
Prankster
Tiny fey (pixie), any chaotic alignment
Armor Class 13 (leather)
Hit Points 28 (8d4+8)
Speed 30 ft., flying
STR 4 (–3), DEX 14 (+2), CON 12 (+1), INT 11 (+1), WIS 14 (+2), CHA 14 (+2)
Saving Throws Dexterity +4, Wisdom +4
Skills Acrobatics +4, Deception +4, Perception +4, Persuasion +4
Condition Immunities charmed
Senses passive Perception 13
Languages Cant, Pixie, Forestspeak
Challenge 1/2 (100 xp)
Disappear. As a bonus action the pixie may disappear and become invisible. They may reappear
at will, and the invisibility ends if they make any overt actions which give away their position.
Innate Spellcasting. The pixie may use the cantrip mage hand at will.
Stop Hitting Yourself. As an action the pixie targets someone within 30 ft. The target must
make a DC 11 Wisdom saving throw or attack themself with their weapon (or fists if they have
no weapon). The pixie may do this once per target, per day.
Actions
Tiny bow. Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 1 (1d4–2) piercing
damage, 4 poison damage. Pixie arrows are no larger than a toothpick, and in order to take down
larger opponents they dip them in poison. Enemies hit by the arrows must make a DC 11
Constitution saving throw or fall asleep. Victims who’ve fallen asleep may be woken by allies
with the equivalent of a good nudge. Once a person has fallen prey to the poison’s sleep effects,
they’re immune, but still take the additional poison damage each time they’re hit.
Swarm of Pixies
Large swarm of Tiny fey (pixies), chaotic neutral
Armor Class 13 (leather)
Hit Points 75 (10d10 + 20)
Speed 30 ft., flying
STR 9 (–1), DEX 15 (+2), CON 12 (+2), INT 14 (+2), WIS 11 (+0), CHA 14 (+2)
Skills Acrobatics +4, Deception +4, Insight +2
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, grappled
Senses passive Perception 10
Languages Cant, Pixie
Challenge 2 (450 XP)
Innate Spellcasting (Fey Magik). The swarm’s innate spellcasting ability is Intelligence (spell
save DC 13). The swarm can innately cast the following spells, requiring no components:
At will: minor illusion, 1/day each: dispel magic, dancing lights, major image
Split. As a bonus action the swarm can split into two Medium sized swarms. Each new swarm
has hit points equal to half the original swarm’s, rounded up. Each swarm maintains the rest of
its stats including AC, attack bonus, etc. The 1/day spells of the swarm’s innate spellcasting may
only be used once by either swarm, not by both.
Swarm of Chaos. The swarm can occupy another creature’s space and vice versa, and the
swarm can move through any space large enough for a Tiny pixie. It is impossible to Disengage
within the cloud and anyone trying to leave it provokes an opportunity attack. Standing adjacent
or within the pixie cloud negates the rogue’s Sneak Attack feature.
Actions
Sting. Ranged weapon attack: +4 to hit, reach 0 ft., every target in the swarm’s space. Hit: 5
(2d4) piercing damage.
Trolls
Trolls inhabit many different places within Azoth. Most prefer life in nuclear groups with a few
other trolls of the same people whom they can stand being around. Larger groups of trolls are
almost always exclusively mine trolls who work together to mine valuable resources, or Bryzine
trolls, the smaller, more amicable members of the troll family.
Mine Trolls
Mine trolls are hairless, virtually blind, and lack regenerative abilities. They spend most of their
days digging the hideous eyesores of glittering ore and gems out of the caves they live in. Mine
trolls detest anything that reflects light and as such have a natural tendency to mine for precious
ore and gems, to clear out their otherwise beautifully dank living quarters. Smart enough to know
how much other people value ore and gems, mine trolls work with their Bryzine cousins who sell
off the ore for a good price and relay shared profits back to the mine trolls. Mine trolls are
peaceful insofar as they’d never take offensive actions against other creatures but are fiercely
territorial. If an uninvited guest enters their mines, they make short work of them, desperately
wanting to be left alone.
River Trolls
River trolls are the largest and most aggressive of trolls. They live in small groups of two or
three and make riverbanks their home. Their motivation is simple, wanton destruction. River
trolls love nothing more than to destroy someone’s good day, take their valuables, and most
often, take their lives. They despise fair fights and will do anything in their power to pick off
weaker targets and leave stronger foes without support. Luckily, river trolls are a short-lived,
cowardly lot who, facing insurmountable odds, will always run away to fight another day.
Rock Trolls
Rock trolls are the most populous trolls in Azoth. A natural stony hide covers their bodies, with
dense patches of fur sprouting through the cracks in their flesh like grass between cobble stones.
They make their homes around rocky outcroppings or mountainous regions. Their favoured
dwellings are caves, and each rock troll marks their home with a unique stacking of stones only
legible to other trolls. The way in which a rock troll stacks their rocks details their lineage,
victories, and also whether they’re amicable to receiving visitors or not. The other people of
Azoth, ignorant of this trollish tradition, tend to misread these signposts and anger the rock trolls
who happily punish intruders for their rudeness.
Swamp Trolls
While populous in the Fetid Swamps of West Azoth, little is known about the enigmatic swamp
trolls in East Azoth. Most stories of these creatures say they live in sizeable communities and see
themselves as protectors of the swamps. Some reports say swamp trolls are able to speak with all
animals and even plants, but that has never been substantiated.
Troll
Large giant (troll), chaotic neutral
Armor Class 15 (Natural Armor)
Hit Points 105 (10d10+50)
Speed 30 ft.
STR 18 (+4), DEX 13 (+1), CON 20 (+5), INT 7 (–2), WIS 9 (–1), CHA 7 (–2)
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Bryzine, Cant, Rock Stacks
Challenge 5 (1,800 XP)
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. Prerequisite: river, rock, or swamp troll. The troll regains 10 hit points at the
start of its turn. If the troll takes fire damage, this trait doesn’t function at the start of the troll’s
next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Mine Senses. Prerequisite: mine troll. The mine troll does not regenerate, it has tremorsense,
and can live up to a month eating nothing but mineral ore. Bright flashes of light stun mine trolls
for 1 round.
River’s Might. Prerequisite: river troll. River trolls regenerate 20 hit points per round rather
than 10. As an action the river troll may double in size gaining +40 hit points, +15 ft. speed, and
+1d6 (3) damage. River trolls are considered Challenge 7 (2,900 XP).
Rocky Hide. Prerequisite: rock troll. If the rock troll suffers a critical hit, the attacker must roll a
d20. On a result of 1-2 their weapon, whether axe or fist, breaks on the troll’s rocky hide. If the
attack was a spell, the spell bounces off the troll’s hide and hits the caster instead.
Swamp Walk. Prerequisite: swamp troll. The swamp troll ignores difficult terrain in its natural
habitat – the swamp. If the swamp troll is standing in water, on dirt, or any combination of the
two, rather than moving on its turn the swamp troll may melt into the ground and reappear
anywhere within 30 ft.
Actions
Multiattack. The troll makes three attacks: one with its bite and two with its claws.
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Claw. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
“Do you stay, or do you go?”
“So this is it? The end of the line?”
“The moment of truth?”
“The time of cliché questions?”
Everyone looked at Terra, who only smiled and shrugged. “Come on guys, I’m not going to see
most of you again, gotta give you all one more joke for the road.”
Nichelle hugged Terra, tears dripping down her face. “You will always be in my heart,” she
whispered to the young woman who had become a closer friend than she ever thought possible.
“You’ve decided to stay then?” Terra asked, tears pooling in her own eyes.
“When it comes to any decision, you can gather all the data you want and think it over, calculate
thoughtfully, and it will all be useless. You will never have enough data to make a decision,”
Anomalin, the Wizard of the Black Mountains interjected before Nichelle could answer.
“Why is that?” Nichelle asked.
“Because when it comes to the moment of choice, you’re going to make a snap judgment,
whatever you do.” He smiled and walked away from the two now-pensive women.
“I’m still not sure he’s a wizard,” Terra said to his retreating back.
“That’s what everyone says he is,” Nichelle countered, and not for the first time since they met
the strange man in the Black Mountains.
“Look at his clothes! The modern glasses alone make him seem more like an old hippie who
wandered into a ren faire than the kindly, portly wizard I pictured in my mind.”
“I would still recommend you all say good-bye now just the same,” the wizard called back,
leaving both women wondering if he’d heard them.
Anomalin stopped in front of a cave entrance, and turned dramatically to look at each of the
group.
“Congratulations all. You have reached the end of your quest. Probably,” he added with a shrug.
“Probably?” Connor asked, sharing a glance with Riku as he crossed his arms, the proper beard
on his face making him look imperious. “What’s going to jump out at us now? Goblins and
trolls, or more librarians? Because I’ve definitely had enough of librarians to last a lifetime.”
The wizard chuckled and shrugged.
“So that’s the way home?” Terra asked, pointing at the cave behind the wizard.
“Right now it’s just a cave,” Anomalin answered.
Terra narrowed her eyes. “And what will it be later?”
At that the wizard laughed, “I forgot. You did say you ran into my brother Malinon. That one
does love his tricky questions.”
He moved to stand in front of Riku, and Terra realized he wasn’t going to answer her question.
“Wait, you didn’t answer me. You’re just deflecting...”
“Riku Kobayashi, elf of Earth and adopted son of the rainbow elves. The oldest and possibly
wisest of your group,” Anomalin declared.
Riku shrugged with a smile, “That’s debatable.”
“See, elf,” Anomalin smiled. “And you are certainly wiser now than when you began. The tatters
and tears of your cloak support the story of your travels.”
“I suppose,” Riku said warily.
“Anything else you would like to add?” Anomalin prompted.
“What is this? An after-school special?” Terra asked.
“No idea what that is, but probably.” The wizard readjusted his glasses. “Riku?”
The elf knit his eyebrows. “I didn’t find wisdom in my time here, master wizard,” Riku said
firmly, but not disrespectfully. “But I found peace, a kinship I had never really known before.”
Riku looked at each of his companions. “I learned so much from each of you. Thank you for that.
I need to take that back to my life on Earth. There is too much I left undone. I need to be a better
father to my kids and a better friend to my ex-wife.”
“That sounds like great wisdom to me,” Anomalin nodded, and moved on to Terra before Riku
could say more.
“And you, hairfoot? Feisty and funny, and always straightforward. You’ve unlocked the secrets
of artifice and your own potential.”
Terra shrugged, “I learned a few tricks, but you know what, old man? There’s a lot more I want
to learn and I can’t do it here. Playing with old technology is fun, but limited.”
“Indeed it is,” Anomalin nodded. “You understand that once you return to Earth, it will be like
starting over again. A good portion of what you learned here will be useless.”
Terra blinked, “Are you trying to talk me into staying?”
“There are no guaranteed doors between your world and the Realm. Once you leave, you may
never be able to return. I’m just making sure you understand the implications of your choice.”
“What’s the point of telling me, if it doesn’t matter anyway? Since I’m going to make a snap
judgment no matter what, right?”
That stopped the wizard for a moment. Chuckling a laugh, he bowed his head to the young
woman: “And very clever indeed.” He winked and moved on to Connor.
“Sir paladin. Resplendent in your fine armor. You have harnessed the strength within yourself
and brought it out to defend that which you love.”
“Well, yeah. I mean, I try,” Connor shrugged.
“Is it enough for you?” the wizard asked.
Connor blinked at the question, then furrowed his brow as he thought about it. The wizard
offered no further help. Cardinal looked away.
“Love is always enough,” Connor concluded suddenly, before turning away from Anomalin to
stand by Cardinal.
“Connor, what are you doing?” ze said, looking nervously at everyone but Connor.
“I’m not truly a paladin,” Connor declared.
“Connor, what are you talking about?” Nichelle asked.
“A paladin dedicates themself to something higher, and while I’ve practiced the formalities, I
could never dedicate myself to something like that. There never seemed to be anything that truly
called to me.”
“Darkoth called to you,” Cardinal spat, finally looking at Connor’s pained face.
“Cardinal, we all agreed to forgive him for that,” Terra started, but Connor cut her off.
“I lost my way, and I made a stupid decision that hurt you. My best friend. My best love.”
He looked at Cardinal, his eyes caught between hope and uncertainty. Behind him, his sister
squealed.
Cardinal looked at the wizard for help, but Anomalin’s face remained a cross between stoic and
high-as-a-kite. No help there. “What do you expect me to say to that?” ze answered Connor.
The silence lasted an eternity.
“You don’t have to say anything. I intend to stay by your side if you allow me, no matter where
you go. And if you won’t let me, I’ll still love you, but I’ll go.”
“Connor,” Cardinal’s eyes filled with tears.
“Cardinal Cohen-Abrigo, the child who stands between two families, and now two worlds.
Singularly talented at enduring the shifts and complications of life,” Anomalin cut in. “Which
world do you choose?”
“I can’t choose. I don’t want to,” Cardinal turned away, and Connor wilted visibly as he accepted
zir rejection. “But wherever I go, I want Connor to be there.”
Ze turned around, wrapping zir arms around Connor’s neck. Connor only realized what was
happening a moment later, before crowing with joy as he spun his love around. The others
cheered as they rushed to hug the reunited couple.
At last they settled, and everyone realized Anomalin was staring fixedly at Nichelle.
Discomfited, she looked to her brother, who squeezed her hand reassuringly.
“I suppose that leaves me,” she said.
“And what about you, Nichelle?” Anomalin asked.
“Well, I don’t know, you tell me,” she sassed, crossing her arms defensively.
That made him laugh. “No one tells you anything, O Queen of the Shadows, Duchess of the
Streets, Hero of the People. You took on so much, and with such speed and urgency. This world
was moved by you. You shook it into action in a way I have not seen since I became a mover and
shaker myself. The rogue who has been the heart of this group.”
Nichelle blushed as the others murmured their agreement.
“Wherever you choose to go, you will bring that heart with you. It was what you brought with
you, and what you take with you,” the wizard intoned.
Nichelle nodded, laying her hand over her heart. “Yeah, it is.”
“And maybe that will do it,” Anomalin broke the figurative spell that had enveloped the group,
to turn to the actual one he had been casting.
“The cave!” Terra declared in surprise.
Around the entrance of the cave, five glyphs had appeared, each glowing its own color. With an
imperious finger, Anomalin pointed to each. “Wisdom. Intelligence. Strength. Constitution.
Dexterity. And,” now Anomalin grinned a smile of a much younger and more devious man as he
laid a hand on his own chest, “Charisma, obviously.”
A sixth glyph appeared, completing the arch around the cave entrance. A shimmer of light came
into being, with sparks and sparkles drifting down like falling stardust.
“Is it really a door home?” Riku asked, stepping closer to examine the shimmering.
“Probably,” Anomalin answered.
“You say that a lot,” Terra said sharply.
“I’ve never walked through this doorway. In fact, this is the first time I’ve managed to open it.”
“So why did it open now?” Nichelle asked.
“No idea. I suppose it opens only when the circumstances are right.” Anomalin replied. “Now,
my final question! Do you stay, or do you go?”
Chapter 11: Running the Game
Welcome, Game Master. This is your chapter, where we’ll talk about the ins and outs of running
Legendlore for your players. While this chapter is invaluable to starting Game Masters, even
experienced ones should read it to capture the experiences that set Legendlore apart from other
games.
Session Zero
As the Game Master of a new campaign, it’s both exciting and intimidating to take on the
challenges of telling a story within the Realm. A world of endless possibilities lies before you,
with a million stories just waiting to be told. You likely already have some ideas of the stories
you want to tell, and your players will have their own ideas of the adventures they want to go on.
Sometimes these ideas may come into conflict.
The term session zero refers to a “planning meeting” prior to the start of a Legendlore
campaign. This is a time for you, the Game Master, to sit down with your players and make sure
you’re all on the same page as far as what you plan to put into the campaign, and what you hope
to get out of it. This is a wonderful opportunity not only to make sure that everyone’s schedules
mesh with one another, but also their expectations of the game. How much political intrigue or
interpersonal drama do your players expect, as opposed to smashing monsters and gathering
loot? How do they feel about conflict between party members? These are important subjects to
cover before you begin rolling dice.
This is also the time to figure out the type of content your players are comfortable with,
including how violently you describe combat outcomes. Rather than just approaching an
individual player whom you think may have concerns with certain content, broach the subject
with every player on a level playing field. Not only does this reduce the anxiety of being singled
out, but you may find that players have personal needs and concerns they may not have voiced if
they hadn’t been asked. If you decide to speak with your group of players in an open, public
forum, make sure they know that they’re also welcome to come to you privately if they would be
more comfortable.
It’s important to remember that the Realm is a diverse and welcoming place, where sexism,
racism, homophobia, ableism, and such are considered cruel abnormalities. That being said, you
still want to make sure that you’re working within the comfort zones of your players. During
your session zero, you may want to discuss with your players two elements known as lines and
veils. Roleplaying author Ron Edwards coined these phrases in 2003, and in Legendlore, these
terms are used to signify elements of storytelling that a player is uncomfortable with; a veil is a
“soft limit,” an element they can tolerate as long as they’re not having to deal with it explicitly or
directly, while a line is a “hard limit,” an element they prefer to avoid entirely.
For example, if a player is terrified of insects, he may consider bugs to be a line. In this situation,
there will be no roaches skittering across the cellar floor, and no maggot-infested carrion lying
on the roadside. If you had plans for a giant centipede enemy, axe it now; your player’s comfort
is your top priority. Likewise, an arachnophobic player may consider spiders to be a veil, in
which case they’re okay with walking into a cobweb-lined hall, as long as they won’t be dealing
with a direct focus on spiders. If a veil seems vague to you, ask for further detail or clarification;
you’re always better off discussing these things up front, rather than tripping over a raw nerve
during the game.
Another useful safety tool while playing is the “X card” originally designed by John
Stavropoulos. Placing a piece of paper or index card with an X in the middle of the table grants a
“bailout button” for players, and if at any time they feel uncomfortable with the content of a
scene, they can tap the X to nonverbally signal to the Game Master that they aren’t okay with it.
This allows you to alter your content, dial back your descriptions, or skip a scene on the fly.
Because players are playing themselves in Legendlore, session zero is a good time to figure out
how they view themselves in the Crossing. While in Chapter Two we discussed how the
Crossing brings out the You in you, it’s important for Game Masters to fully grasp how players
want differences in their characters to be handled. For example, a wheelchair-bound player may
choose to play an able-bodied character, or they may feel that their chair is a part of their identity
and will preserve it in their adventurer. This is the time for you to figure out with the player how
they want it addressed. They may prefer having regular obstacles to overcome, such as rough
terrain or stairs, or they might appreciate having access to levitation magic or other tricks to give
them mobility in spite of their unique situation. This is the player’s choice to make, and as the
Game Master, it is your obligation to craft your storytelling around it.
That being said, not all of the stories that you tell will always make your players happy or
comfortable. They may face challenges that will frustrate them, they may endure tragedy, lose
party members, or fail to achieve their goals. The key difference is whether you’re drawing
drama from the personal discomfort of your players, or from the adventure itself.
Building Your Story
With the interests and feelings of your players in mind, you can now craft your adventure. If you
already had a story in mind before session zero, you should take time to look over your notes and
see if anything should be modified with the knowledge that you’ve now gained. Knowing what
classes your party will comprise can help you tailor experiences and NPC interactions, such as
providing mentors for the inexperienced adventurers. In fact, as brand-new arrivals in a world
they’d never even heard of, the characters may rely on mentors to get them started.
The tools of storytelling can be as simple or as complex as you choose. Some Game Masters may
utilize props, images, music, miniatures, maps, and other aides. Others may confine their game
entirely to the theatre of the mind. All that your players need to bring to the table are their
character sheets, pencils, dice, and a willing suspension of disbelief.
Suspension of disbelief refers to a person’s willingness to accept things that may not be realistic,
in favor of the narrative. Most people who consume any form of media, including books, movies,
and TV shows, are willing to suspend disbelief in order to enjoy the presented story without
question. When the hero of a story survives a shipwreck and washes up on the shore of a
deserted island, no one balks at how unrealistic his survival was; they accept that this unlikely
event is necessary for the story to be told.
That being said, suspension of disbelief can be stretched too far. Most people who sit at your
table will be willing to accept magic, dragons, and mysticism with an open mind. They might
not be willing to accept more familiar things, like unrealistic social interactions. If a seemingly
strong-willed and independent NPC suddenly becomes helpless and in need of the party’s rescue,
your players may look for more depth (a trick, an impostor, etc.) than you intended. Consistency
is key in storytelling, and when you establish facts and rules in your world, you need to follow
them more often than you break them, in order to build a cohesive storyline that your players can
follow.
Try to remember that at the heart of your campaign is a story, and it should follow the same basic
flow of a written story. There must always be some form of conflict for the party to seek a
resolution to.
Exposition
In the beginning of every campaign, you should introduce characters to the setting and situation.
For most parties in Legendlore, this involves their Crossing. The new party may be surprised by
their situation, and shocked by the changes they see in themselves. A budding adventurer may
also be pleased with the changes in their new form, reflecting the “self” they have always known.
Give them time to come to grips with the new development, but not so much time that they begin
to meander.
Keep in mind that the starting equipment associated with an adventurer’s class does not simply
materialize on their bodies in the realm after the Crossing. As the Game Master, it’s your duty to
see that whatever equipment a character is owed is delivered into their hands in relatively short
order. They might be confronted with a minor conflict and conveniently discover their starting
equipment among the loot of the battle. It could be discovered in a cache hidden by a thieves’
guild. Equipment might be given to them by a more experienced Visitor who came to the Realm
long ago and recognizes the confusion in the eyes of the party.
For more experienced parties who have already established themselves in the Realm, the
exposition phase will involve meeting new people, visiting new lands, or being introduced to a
newly developing situation.
Inciting Incident
When crafting a story, you should ask yourself, “Why would my players care?” The inciting
incident is your answer. This event functions as a sort of “call to action,” which will drive the
party forward. Though mere curiosity may sometimes be enough (causing a commotion in the
street, under the assumption that they will investigate), you can craft a more predictable story by
bringing the conflict directly to the party, such as a pickpocket lifting a party member’s
belongings, or a tense visit from the local guard. This incident will bring the party’s attention to
the overall conflict of the story.
This is also a great time to utilize the information you learned in your session zero. If your
players seem driven to become heroes, give them an opportunity to do something heroic, like
saving kidnapped children or defending a helpless village. If they’re more driven by coin and
glory, provide them with an irresistible opportunity to pursue riches and fame. You never want
your players to feel as if they’re being led by the nose and giving them motivation to get
involved on their own is preferable to strong-arming them into the story.
Rising Action
Now that the party has become involved in the story, it’s time to raise the stakes. If the party
previously learned that the queen’s advisor was unhappy, now is the time to reveal the fact that
the advisor is actively planning a coup d’état. This is also the time to involve the personal
storylines and interests of the party with the overall plot. This may take some planning and
careful navigation, but the rising action phase of storytelling allows you to secure the party’s
investment in the adventure.
Crisis
The clock is ticking, and the party can no longer afford to dawdle in the tavern. The “do or die”
moment propels the party to action, giving them a sense of urgency — perhaps the advisor’s co-
conspirator has arrived with their troops. Though a moment of crisis is not always necessary to a
story, it can help focus the party on what needs to be done if they’ve begun to meander. Take
care to not introduce the crisis element too early in the story, or your party may feel
unnecessarily rushed, and will press on toward the climax of the story without interacting with
other important NPCs or elements, properly preparing or gearing up, etc.
Climax
Not every story climaxes with the beheading of the evil monster. Depending on the story you’re
crafting, the climax might involve the public presentation of undeniable proof of political
treachery. Or, the story might climax at the height of an epic battle. Take cues from your players
here and give the characters a chance at reaching the solution they want. If they seek a peaceful
resolution, you needn’t hand it to them on a platter, but you should give them a fair shot at it.
Everything the party has done throughout their adventure has led them to this point, and it
functions as a sort of payoff for their labors. For many players, the satisfaction of the story’s
climax may be more valuable than any loot or experience points the adventurers may accrue.
Gaining Experience
Legendlore encourages creativity and cooperation, and that holds for the
characters’ problem solving. Negotiating a treaty with a hostile creature or
sneaking around their territory instead of confronting them head-on, should net
full experience points for that encounter. Likewise, encounters shouldn’t all be
based on overcoming other creatures. Designing an aquaculture system to combat
drought, guiding a merchant across the Great Field, or setting up a trade
agreement between two villages are all reasons for character advancement. You
can reward a big accomplishment as you would a hard encounter, and smaller
accomplishments as easy encounters.
Denouement
Most epics don’t end with “and then she stabbed the demon king in the heart. The End.” The
denouement phase lets the story wind down at a more natural pace, giving time to tie up loose
ends of the plot. This is also a time to reward the adventurers for their victory. Depending on the
scope of their success, they may be awarded treasures or gold, be granted titles or property, or
win less tangible prizes, like the favor of a prince or the admiration of a town.
End
Once everything is wrapped up, you and your players can decide if their story has ended, or if
it’s simply “to be continued” until the next adventure comes their way. In Legendlore, the
ending may involve the party finding a Crossing back to Earth, or that may be relegated to a tale
for another day. Even if the party does return home after the end of the adventure, this does not
necessarily mean that their story is finished; dreams, omens, or other phenomena may draw them
to return to the Realm.
Running the Game
There is no single correct way to be a Game Master. Some Game Masters may eschew detailed
descriptions of scenery in order to jump to the “meat and potatoes” of their story, while others
may invest great time and detail into describing the party’s surroundings. Likewise, some Game
Masters may flex their dramatic muscle by acting out every NPC the party encounters, while
others may prefer to simply describe the gist of the information an NPC delivers. The best style
for you will be influenced by what your players enjoy most, but in the end, your personal tastes
and comfort must prevail in order for you to deliver consistent content from session to session.
Note-taking is one of the most valuable skills a Game Master can hone. Whether you utilize
digital aids like a laptop or tablet or prefer the classic tactile experience of a pen scratching on a
ruled notebook, you’ll find that you benefit from writing quick notes before, during, and after the
session.
Pre-session notes allow you to create reminders of important details in your story, statistics for
monsters that you know will appear during the session, and mechanics or rules that you find
yourself frequently referencing in the books. During a session, you’ll want to write reminders for
yourself of character actions that will impact the story later, such as adventurers making positive
or negative impressions on important NPCs. After the session, be sure to write down reminders
while they’re fresh in your mind. Make notes as to how easy or hard combat was, when you felt
player attention or enthusiasm may have lulled, and any elements of the story that your players
seemed to have really grabbed onto.
The Rule of Cool
Because the Crossing brings out the You of the players in the Realm, players are encouraged to
play the version of themselves that they are most happy with. If a player imagines themself as a
powerful wizard or a mighty warrior, that is how they will be portrayed. In the end, people
generally like to perform epic feats, overcome great obstacles, and generally just feel cool.
The “rule of cool” dictates that the Game Master may sometimes allow for minor breaches of the
rules in order to allow for a particularly epic moment. These situations need to be handled with
care, not only because they can lose their spark if overused, but also because too much wiggle
room in the rules can create the sense that the game is not properly governed. However, if your
rogue wants to cut the rope holding the chandelier and ride it to the rafters as the chandelier
crashes down, this may not be the time to calculate the character’s weight, the weight of the
chandelier, and other matters of physics. Instead, think of whether or not it would cause any
damage to the integrity of your game to just let something cool happen.
Laying Down the Law
As the Game Master, you are the first and final word on the rules of the world. Not only is your
interpretation of the Realm and its culture the primary source for your players, but you will also
be called upon to make determinations on rules, skills, and abilities. It is important for the Game
Master to be comfortable with the rules of the 5th edition fantasy roleplaying system, and also
become familiar with the classes your players have chosen.
When there is a dispute at the table over how an ability functions, or how a rule should be
interpreted, the Game Master’s decision is final. More importantly, the Game Master controls the
pace of the game and discussion. There are times when the Game Master has to make a quick
ruling in the interests of not slowing down the game, and then discuss or research the matter in
greater detail later.
You may find that there are certain rules that simply don’t work well with your group. For
example, your group may decide that resetting death saves every time a character is stabilized is
too easy. In a situation like this, you’re welcome to create a house rule that says death saves only
reset after a long rest. Consistency is key in any rulings, and it’s important that you make your
preferred house rules known to the party from the beginning (or as soon as they’re established)
so that no one is unpleasantly surprised by a rule being different from what they expect.
Off the Rails
Rolling with the punches is the true challenge in running an adventure. While you’re in control
of the world, the situations, and the NPCs, you are not in control of the players and they will
often behave in ways you might not have expected.
This can happen a variety of ways. Sometimes, adventurers may become fascinated with an
unimportant side-NPC because you attached a clever personality or a funny voice to them, and
will align themselves with that NPC, even if they have nothing to do with the plot. At other
times, they’ll follow an unintended red herring and be convinced that something you mentioned
offhandedly two sessions ago is the key to the plot, no matter how many other clues and plot
threads you put in front of them. Or sometimes, they may even decide that, for whatever reason,
a vital NPC needs to die.
Indulge and Redirect
If your players are having a good time, there’s nothing wrong with indulging them. After all, the
whole point of the game is to be entertained. If the party is having more fun chatting with the
town drunkard than they are with the bartender who holds all of the valuable information, you
don’t need to shut down the drunkard’s dialogue entirely. Find a way to bring the conversation
and focus back around to the important plot threads without throwing roadblocks.
Create Consequences
Because the party is composed of people playing a version of themselves, you generally hope
that this means they’re reticent to kill, steal, or harm innocent people. However, some players
may treat the game as a sort of catharsis, allowing them to behave in ways that would not be
socially acceptable in the real world. The problem is, these behaviors aren’t socially acceptable
in the Realm either, and can be highly disruptive to an adventure or campaign.
If your party is behaving badly, killing and stealing from whomever they please, you need to
make it clear that there will be consequences for their actions. Seeing their faces on wanted
posters may sufficiently impress upon them that their behavior won’t be tolerated. An overnight
stay in a local jail may also straighten them up. Be sure to provide adequate warning before
bringing a strict punishment crashing down on their heads; they need to know that their actions
are not compatible with the story you’re telling, before their heads are on chopping blocks.
Open A Dialogue
Not every in-character issue needs to be addressed in-character. If one or more of your players
are being actively disruptive to your game, take the time to approach them between sessions to
talk about their behavior. Instead of being accusatory, instead ask if they feel they’re avoiding
the thread of the story, and why. It’s possible that they’re simply not able to see the direction the
story is taking and need a little extra guidance to get back on track. However, they may also
simply not be enjoying the story, and losing interest. If players lose interest, it’s time to
determine whether you should alter your plot to be more entertaining to them, or if they’re
simply not a good fit for the style of game you’re trying to run.
Guess We’re Doing That Now
If your party is uncooperative and seems resistant to following the story, maybe it’s time to write
a new story. Not every party is suited to every campaign. There’s nothing wrong with shelving
your previous idea and writing a new adventure that will better suit the tastes of your players. If
they’d rather get drunk in the tavern than solve the mystery, there are plenty of entertaining
tavern events you can throw at them.
Dealing with Death
Death comes for everyone eventually, and the more characters throw themselves into dark
dungeons and tense political climates, the more likely it will come to them. Death is an ever-
present threat in most roleplaying games, and can add a sense of tension to every encounter;
conversely, if the players have a sense that their characters won’t be killed no matter what they
do, they can become more reckless, or simply less invested. When death does darken the door of
the party, there are several ways of dealing with it.
Whoops, Didn’t Mean to Annihilate You There
Learning to balance difficulty is a complicated subject. While the 5th edition fantasy roleplaying
system does provide tools such as challenge ratings (CR) to help determine what your party can
handle, it can’t take into account variables such as how well equipped the party is, or how skilled
the players may be. It can be frustrating to watch your players easily tear through every
challenge you place in front of them, but it can be even worse to realize that you may be about to
accidentally kill the entire party.
One method of mid-game re-balancing can be to adjust the total hit points of a monster, lowering
the threshold the party must reach to succeed. You may also choose to make the monster’s dice
rolls in secret (behind a screen) in order to fudge the rolls. If a critical hit will instantly kill a
party member when you don’t want to, you don’t actually have to tell the players that you rolled
a 20.
It can be tempting to bring in additional help in the form of NPCs to bolster the party or heal
fallen allies. Tread carefully here though, because it quickly becomes obvious to the players that
they’re being saved, and the attention and glory will fall to an NPC rather than their own
characters.
Resurrection
Dying and coming back from the dead is not a journey for the faint of heart. In Legendlore,
characters who have been resurrected often return changed in some way; the revival of the body
does not necessarily imply that their memories and personality will remain intact. Resurrection is
seldom as incidental as casting a spell; instead, it is a narrative journey that may involve the
recovery of one’s remains, the preservation of their soul, and perhaps even the search for the
memories and fragments of their personality that made them who they were in their previous life,
before restoring them into a new one.
That being said, you may choose to make resurrection as painstaking or as nonchalant an
endeavor as you like. If you feel that a complex quest for resurrection would be an unnecessary
speed bump in the story you’re telling and you’d rather just get things back on track, you’re
welcome to gloss over the trials in favor of expediency. That being said, try to keep your
handling of death and resurrection consistent; if one character’s death is hand-waved and quickly
reversed, but another is turned into a complicated ordeal, it can be disruptive to your story and
quickly throw players out of their suspension of disbelief.
If the party must embark on a series of trials to restore their deceased friend, consider ways you
can continue to involve the player of the dead character. By allowing them to play accompanying
NPCs, rolling for monsters along the way, or involving them in the creation of their resurrection
quest, you can make sure that death isn’t punishing the player.
New Character
If resurrection seems unreasonable, is too difficult for the party to manage, or isn’t desired by the
player for whatever reason, you can always allow a player to introduce a new character via the
Other You method of character creation. Essentially, this is a version of the same person who
comes from an alternate dimension, or an earlier or later point in their life. They may be just like
the previous version of themself, or they may have distinct differences, some of which may not
be apparent at first. The new version who arrives will lack any of the knowledge or experiences
the previous one had acquired since Crossing and may have differing impressions of their friends
from Earth. In cases where a newcomer to the Realm would have a significant level gap
separating them from the rest of the party, you might establish that they’ve been in the Realm for
some time now, and only now are crossing paths with the rest of the party.
Total Wipe-Out
In situations in which the party suffers a “total party kill,” it may be difficult to pick up and carry
on. First, you need to decide if you want to carry on; for most campaigns, the death of all of the
involved characters is an end to the story. However, if you as the GM and your players all wish
to proceed with the story, you have some options.
Consider whether an interested third party has a reason to want to resurrect the adventurers and
has the means to arrange for the resurrection of that many people. This third party may do so for
entirely benevolent reasons (not wanting the party to fail in their important mission), or they may
have a more selfish drive (wanting to have control over the would-be heroes).
If a full-party resurrection simply isn’t feasible, you might consider introducing an entirely new
party of adventurers via the Other You mode of character creation. These new characters may
closely resemble the old ones or have some significant differences. What’s important is that they
arrive in a world that has been significantly altered by the failures of the previous party and are
given sufficient motivation to try to fix the damage done. This allows players to see what sort of
impact their previous characters had on the world (and the devastation wrought in their absence),
and may also give the new party the opportunity to come across abandoned gear left behind by
the old party, or meet NPCs who they once knew in a different light.
Getting Home
People will have varying reactions to suddenly being dropped into a world of fantasy, and this
will be influenced by how positive their new lives in the Realm are compared to the mundane
lives they left behind. It’s not unreasonable for inexperienced adventurers to react to the
Crossing with a distinct cry of “I want to go home!”
Of course, there is no drama without conflict, and your job as the Game Master is to provide
them with reasons to stay in the Realm, or significant barriers to returning home. While there are
many Crossings into the Realm, there are far fewer leading out, and those that do won’t always
send someone back to Earth.
How you handle your party’s desires to return home will be determined by the kind of story you
want to tell. If you want the Crossing to be a pivotal plot point and finding another Crossing
home to serve as the end goal, then you’ll want to provide additional trials for the party to
overcome in pursuit of their homecoming. However, if you want to run a more lighthearted
campaign, you may want to provide a more quick and reliable Crossing home, thus encouraging
your adventurers to come back to the Realm in-between their “ordinary world” obligations.
Passage of Time
Though the sands never stop flowing through the hourglass, there is nothing to say that time
passes in the Realm and on Earth at the same rate. If the goal of your story is for the adventurers
to return home, your story will likely benefit from a 1:1 ratio where time passes on Earth and in
the Realm at the same rate. This introduces a heightened sense of pressure, in that the
adventurers know that the weeks or months they’re spending in the Realm will be weeks or
months that their friends and family on Earth are worrying about their disappearance, not
knowing if they’re alive or dead.
However, if you’re looking to run adventures in the Realm in which your party Crosses regularly
without a high degree of tension associated, your story may benefit from an asymmetric flow of
time. If a month’s journey in the Realm can be completed over one weekend on Earth, it can
encourage players to pursue more in-depth stories without the need to return to one’s career,
education, or social obligations. An asymmetric timeline can also benefit the party in terms of
large-scale political developments; the adventuring party may return to the Realm after a work-
week to discover that in the two months of their absence, there was a massive attack that changed
the territorial lines of the map.
Good and Evil, Law and Chaos
In both Earth and the Realm, there are obvious examples of good and evil almost everywhere
you look. Charity and selfishness, love and hatred, kindness and cruelty, and countless other
dichotomies sway the hearts of people and impact the world around them. That being said, most
people are not wholly good or evil, and while nearly all living beings have the capacity for
goodness within them, it can be shocking to realize the potential for evil they possess as well.
No one is inherently good or evil in the Realm. No people are predisposed to evil or goodness,
and there are no deities that predetermine the actions of people. Everyone is responsible for their
own choices. Not only will good people do bad things, or bad people do good things, but often
times one person’s hero is another’s villain.
If you’re seeking some form of designation or alignment, consider the ideas of law and chaos
instead. While “good” and “evil” are highly subjective, a person who is lawful is generally one
who obeys the orders of their society, while one who is chaotic shirks these guidances in favor of
the freedom of anarchy. The actions of a lawful individual may be more predictable, while a
chaotic person is more prone to listening to their intuition and behaving in unexpected ways. In
Legendlore, we even see this on a large scale with Ardonia and Drohm both being lawful (the
former having strict laws, the latter an unrelenting dictator). The dichotomy presented by the
most “good” and the “evilest” nation both being lawful could be interesting to explore.
Try not to impose ideas of good, evil, law, or chaos upon your party. People are multi-faceted
and may behave in unexpected ways when under duress. It is not your place to tell a player they
are playing their character wrong, but instead, to provide guidance if they’re behaving in a way
that’s harmful to their fellow players’ enjoyment of the game.
Chapter 12: Creatures of East Azoth
East Azoth is full of creatures, both natural and created through magic or alchemy. Some live in
dungeons or forests, some on the dead shores of Ardonous, and others exist only in legend.
Those who adventure into the wilds of the Realm must be aware of the dangers and beauties that
lie in wait. Here is a small compendium of possible creatures encountered in East Azoth. Groups
gain experience points fitting the creature’s challenge rating if they overcome it as an obstacle,
whether that’s through combat, negotiations, trickery or general cleverness. Legendlore
encourages avoiding combat by talking to creatures or going around them.
You can also add any creatures from the 5th edition fantasy roleplaying game, though beware
demons and devils in the Realm hail from the Shadow Lands, and Azoth has its own dragons.
Bat People
Large beast, evil alignments generally
Every child in East Azoth heard the same threat from their parents: “Behave or the bat people
will get you.” Every child knows this could be true. The creatures, very large bats rather than
people despite the name, come in the night. As large as an average person, they fly on silent
wings, capturing their prey before it is aware of the danger. There’s never just one either. If
anything remains of their prey, it is a bloodless corpse with very little left to identify the victim.
To see a bat person and live is a rare thing, to kill a bat person an even rarer thing. A few
adventurers tell tales of seeing the creatures being ridden by favored servants of Lord Darkoth,
though no one knows how he controls them. Everyone else is potential food as far as most bat
people are concerned.
From the Darkness. Bat people attack at night and always in groups.
Limited Speech. They squeak and pip to each other in their own language, but can imitate
spoken words when discoursing with Darkoth, or Darkoth’s servants.
Silent Wings. Bat people use their gliding flight to their advantage. Their favored tactic is to
pick up prey and drop it to its death.
Armor Class 13 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 20 ft., fly 90 ft.
STR 15 (+2) DEX 17 (+3) CON 16 (+3) INT 11 (+0) WIS 12 (+1) CHA 7 (–2)
Skills Intimidate +0, Perception +3, Stealth +4
Damage Resistances cold
Condition Immunities poisoned
Senses blindsight 120 ft., darkvision 60 ft., passive Perception 11
Languages Bat Speak, Cant
Challenge 2 (450 XP)
Echolocation. Bat people cannot use blindsight if deafened.
Keen Hearing. Bat people have advantage on Perception checks that rely on hearing.
Scent of Magic. Their heightened senses allow them to smell arcane magic, making them
especially deadly to arcane practitioners.
Night Prowler. Bat people have advantage on Stealth checks in dim light or darkness.
Actions
Multi-attack. Bat people make two attacks: one with their bite and one with their claws.
Coordinated attack. Bat people gain advantage when attacking from the sky with one or more
others of their kind.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Used as mount
Bat people still act independently as mounts and retain their own place in the initiative order.
Bearing a rider puts no restrictions on the actions bat people can take unless Lord Darkoth
ordered specifically to the contrary. Otherwise, they move and act as they wish. They might flee
from combat, rush to attack and devour a badly injured foe, or otherwise act against the rider’s
wishes. If so inclined, a bat person can attempt to throw their rider, in which case they must
make an Acrobatics (Dexterity) check vs. the rider’s Dexterity.
In either case, if a bat person provokes an opportunity attack while bearing a rider, the attacker
chooses whether to target the rider or the bat person.
Demons
Scholars of Azoth refer to the Shadow Lands as “the gap which is neither reality nor thought.”
Only demons can exist in this anti-world of cold, dark mist. Time has no meaning here, and
every moment lasts an eternity. The Shadow Lands’ three rulers — they style themselves two
kings and a queen — crave reality and this fuels their desire to conquer the Realm.
Demons can be summoned by a mage or a group of mages (see Chapter 6: Magic, Spells, and
Rituals, p. xx), often at peril to the arcanists’ own lives. There is never a good reason to summon
a demon.
Drawas
Large fiend, chaotic evil
“Do not fear when the shadow smiles back, you’re already dead anyway.”
Of the illusive rulers of the Shadow Lands, Drawas is the most vicious. Those that perceive this
demon sense a being made entirely of shadows, except for the sharp-toothed smile that cuts
across his black, formless face — that is, until he moves out of his shadow, revealing a skeletal
torso that seems to float above his shadowy lower half, and the vicious scythe he wields. Like the
other sovereigns of the Shadow Lands, he desires to conquer reality, yet has failed in all of his
previous attempts.
Armor Class 18 (natural armor)
Hit Points 200 (16d10+112)
Speed 40 ft.
STR 24 (+7), DEX 20 (+5), CON 24 (+7), INT 22 (+6), WIS 22 (+6), CHA 16 (+3)
Saving Throws Con +12, Wis +11, Cha +8
Skills Deception +8, Intimidation +8
Damage Resistances All non-magical attacks; cold, electricity, and fire damage
Condition Immunities charmed, frightened
Senses truesight 50 ft., passive Perception 16
Languages Telepathy (120 ft.), Cant
Challenge 14 (11,500)
From the Shadows. When Drawas is in his shadow form, he adds +11 to his AC, but he cannot
attack. When he transitions from this shadow form to his more skeletal form, he loses this AC
bonus but can attack.
Reactions
Reactive. Drawas can take one reaction on every turn in a combat.
Actions
Multiattack. Drawas can make three attacks per turn.
Deadly Harvest. Drawas, when in skeletal form, is armed with a giant scythe. This is treated as
a two-handed slashing weapon. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20
(2d12 + 7) slashing damage. If the initial target is hit, the slash attack continues through to strike
an adjacent second target for half damage.
Eophon
Large fiend, neutral evil
With a bulbous and rotting body and a skull for a face, Eophon is one of the most vile demon
sovereigns ever to emerge from the Shadow Lands. Where there is life, she brings death, and a
smell of toxic decay follows her wherever she goes. She made previous attempts to conquer and
claim reality, only to be vanquished back into the Shadow Lands.
Armor Class 19 (natural armor)
Hit Points 210 (20d10+100)
Speed 40 ft.
STR 18 (+4), DEX 20 (+5), CON 20 (+5), INT 20 (+5), WIS 18 (+4), CHA 16 (+3)
Saving Throws Con +10, Wis +9, Cha +8
Skills Deception +8, Intimidation +8
Damage Resistances All non-magical attacks; cold, electricity and fire damage
Condition Immunities charmed, frightened
Senses truesight 50 ft., passive Perception 14
Languages Telepathy (120 ft.), Cant
Challenge 14 (11,500)
Reactions
Eophon may cast counterspell by sacrificing summoned souls equal to the level at which she
wishes to cast it.
Actions
Heed unto me (recharge 5-6). Eophon possesses the ability to summon forth 2d10 tormented
souls to fight for her. Each soul has the statistics of a zombie.
Necromancer. Eophon is a 20th-level necromancer. As an action, she can cast any necromantic
spell by sacrificing summoned souls equal to the level of the necromancer spell she wishes to
cast. The save DC for Eophon’s spells is 19.
Ki’oaja
Large fiend, lawful evil
The most stoic of the rulers of the Shadow Lands, Ki’oaja stands like a tall, imposing statue of
living brass. Their evil is clinical and calculating, their actions often expressing little emotion.
Ki’oaja came closest to conquering reality with their precise, methodical strategy and it is hard to
determine where Ki’oaja stands with Terrorek now.
Armor Class 20 (natural armor)
Hit Points 243 (18d10 +144)
Speed 30 ft.
STR 24 (+7), DEX 18 (+4), CON 26 (+8), INT 22 (+6), WIS 20 (+5), CHA 16 (+3)
Saving Throws Con +14, Wis +11, Cha +9
Skills Deception +9, Intimidation +9
Damage Resistances All non-magical attacks; cold, electricity and fire damage
Condition Immunities charmed, frightened
Senses truesight 50 ft., passive Perception 15
Languages Telepathy (120 ft.), Cant
Challenge 17 (18,000)
Endless Darkness. Ki’oaja has the natural ability to grow or shrink using the enlarge/reduce
spell at will. When they shrink, they do not take disadvantage or any other penalties from being
smaller.
Reactions
Reactive. Ki’oaja can take one action on every turn in a combat.
Actions
Multiattack. Ki’oaja can make 3 attacks per turn.
Brutal Smash. Melee Weapon Attack: +13 to hit, reach 15 ft., up to three adjacent targets. Hit:
17 (2d8 + 8) bludgeoning damage plus 11 (2d10) necrotic damage.
Shinde Imas
Large fiend, chaotic evil
Also known as the Elven Slayer, this demonic creature is a great beast of pure evil. It was
brought forth with black magic and is considered the greatest of the human’s’ sins. Raised from
the fringes of existence, Shinde Imas almost succeeded in its dark purpose to wipe all elvenkind
from existence. It only failed when vanquished by a great elven hero wielding the Yu’lldian
Blade. With the sword’s magic, Shinde Imas was banished from the Realm. The rainbow elves
hold the Yu’lldian Blade in trust against the day Shinde Imas should be summoned to fulfill its
purpose once more.
Singular Purpose. Shinde Imas is a lone fighter, though the creature is not above using an army
as cannon fodder if that advances its singular goal to kill every elf in existence.
Armor Class 18 (natural armor)
Hit Points 230 (20d10 +120)
Speed 30 ft.
STR 20 (+5), DEX 10 (+0), CON 20 (+5), INT 19 (+4), WIS 12 (+1), CHA 15 (+2)
Saving Throws Con +12, Int +10, Wis +7, Cha +8
Skills Intimidation +8 (Additional +4 Intimidation against elves)
Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks
Condition Immunities charmed, frightened
Senses blindsight 120 ft., passive Perception 11
Languages Cant, Telepathy
Challenge 15 (13,000 XP)
Elf Scent. Shinde Imas can scent an elf clearly from 180 ft. away and can track by that scent
alone. It can also sense how many elves it’s hunting by scent. Spells that obscure all senses, such
as pass without trace, allow for Shinde Imas to make a Wisdom (Survival) check against the
spell’s save DC.
Reactions
Reactive. Shinde Imas can take one reaction on every turn in a combat.
Actions
Multiattack. Shinde Imas has four arms and can make an attack with each arm, though it prefers
to only wield two swords. If it only makes two attacks, those attacks do twice the damage as it
uses both hands on each side to give the attack more power.
Longswords. Shinde Imas fights with two +1 longswords. Melee Weapon Attack: +12 to hit,
reach 10 ft., one target. Hit: 30 (2 × (2d8 + 6)) slashing damage. If Shinde Imas scores a critical
hit, it rolls damage dice three times, instead of twice. Shinde Imas preferentially targets elves.
Terrorek
Huge fiend, lawful evil
Cruel, selfish, and incapable of compassion, Terrorek is the very embodiment of death and
decay. While he is near impossible to destroy, he can be beaten back, and has been by champions
of the light, forcing him to rebuild his army anew. Terrorek hails from the Netherworld, where
only the dead dwell, and East Azothian scholars have been unable to determine if the
Netherworld is part of, or separate from, the Shadow Lands.
Terrorek looks like the skeleton of a bipedal dragon. He considers himself a god and believes it
his divine right to conquer and destroy all of the Realm, starting with the kingdom of Ardonous
where his reign of carnage and destruction began so long ago. Were it not for the uneasy alliance
between Ardonia and Drohm, Terrorek might have succeeded in his dark plans back then. For
now, he is imprisoned on the ruined island of Ardonous, limited by the holiness of the Cathedral
of Othaaris that was used to bind him and his power. All bindings decay in time though, and
darkness stirs anew.
Armor Class 19 (natural armor)
Hit Points 304 (21d12 +168)
Speed 40 ft.
STR 22 (+6), DEX 15 (+2), CON 26 (+8), INT 22 (+6), WIS 20 (+5), CHA 18 (+4)
Saving Throws Str +12, Con +14, Wis +11, Cha +10
Skills Deception +10, Intimidation +10
Damage Resistances All forms of non-magical damage, and all damage from magical weapons.
Condition Immunities charmed, frightened, poisoned, stunned
Senses truesight 50 ft., passive Perception 15
Languages Telepathy (120 ft), Cant
Challenge 20 (25,000)
Orb of Death. Terrorek wields the Orb of Death and can also give the artifact to his loyal
servants. See Chapter 13: Magic Items and Strange Things, p. xx, for details.
Legendary Resistance (3/Day). If Terrorek fails a saving throw, he can choose to succeed
instead.
Rejuvenation. If Terrorek is destroyed in the Realm, he reforms in the Plague Cathedral on
Ardonous in 1d10 years, regaining all hit points and becoming active again.
Lair Action (Plague Cathedral on Ardonous)
Summoning (recharges on 6). Terrorek can summon a horde of zombies to his aid.
Alternatively, he can summon eight skeleton knights. The undead fall inert if Terrorek is
banished or destroyed.
Actions
Disease Cloud. When he first appears, Terrorek emanates a plague cloud with an 80-ft. radius. A
creature that ends its turn completely within the cloud must succeed on a DC 18 Constitution
saving throw or take 14 (4d6) necrotic damage and become stunned until the start of its next turn,
unless they hold a plague ward (see Chapter Thirteen). Constructs and undead are unaffected.
This cloud remains until Terrorek is banished back to the Netherworld.
Disintegrate. As an action, Terrorek can shoot black rays to disintegrate a target he can sense
within 60 ft. If he targets a creature who is able to dodge, the target may attempt a DC 19
Dexterity saving throw. If they fail, they take 75 (10d6+40) damage. If this brings them to 0 hit
points, the target is disintegrated into a pile of dust, including anything they were wearing or
holding. Terrorek’s disintegrate can chain to another creature who is touching the first and also
fails the save, for half damage. All non-magical objects are immediately disintegrated.
Multiattack. Terrorek can attack with two claws.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.
Dragons
Dragons are mythical beings, in that none of the people of East Azoth have ever seen one. They
are commonly thought to be extinct, though rumors persist of a dragon’s lair in the Black
Mountains as well as dragons still dominating the sky in West Azoth. Bards worth their salt can
recount that dragons are long serpentine creatures with wings and four limbs. Dragons are also
rumored to be multi-colored, but most historians and magicians know the truth: true dragon
scales were photo-adaptive, taking on the colors of the environments they lived in or changing at
the dragon’s will. An ancient song describes a dragon dance, reporting that such performances
were considered the most beautiful expressions of art in ancient times.
All dragons breathe fire, are natural-born shapeshifters (though legend claims artifacts and
trickery can trap them in person form) and possess telepathic powers. Young dragons are called
wormlings, which is still used as a term of endearment for small children throughout East Azoth.
Dragons are neither inherently good nor evil, though tales do often revolve around a few who
became incredibly self-centered and eventually evil as a result.
Dragon Magic
Based on their environment, all dragons have the ability to access natural magic or abilities per
the table below. If a dragon spends a year in a new environment, they can switch their current
dragon magic for the dragon magic of the new environment.
[TABLE PLEASE]
Environment Additional abilities
Cave Can cast darkness at will. Is blind itself and has blindsight
River As an action, water magic drowns a target, Strength (Athletics) DC 15 to break free
Desert Can cast confusion at will
Forest As an action, self-heals 4d6+3 hp
Plains +4 Constitution bonus
Swamp Can cast pass without trace at will
Urban +4 Dexterity bonus
Ocean As an action, gravity magic crushes a target, Constitution DC 13 to endure the
deadly weight
Mountain As an action, ice magic freezes a target, Wisdom (Survival) DC 15 to survive
[/TABLE]
Adult Dragon
Huge dragon, any alignment
Armor Class 19 (natural armor)
Hit Points 256 (19d12 +133)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR 27 (+8), DEX 10 (+0), CON 25 (+7), INT 16 (+3), WIS 13 (+1), CHA 21 (+5)
Saving Throws Dex +6, Con +13, Wis +7, Cha +11
Skills Perception +7, Stealth +6, Deception +11
Damage Immunities Fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17
Languages Cant, Draconic, Telepathy
Challenge 17 (18,000 XP)
Shapechange. All dragons can shapechange into any living form they choose indefinitely.
Actions
Multiattack. In dragon form, dragon’s get three possible attacks, only one of which may be a
bite attack. When in an alternative form, adult dragons can form dragon claws on their hands and
get one attack with each.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing
damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning
damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that
area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save,
or half as much damage on a successful one.
Young Dragon
Large dragon, any alignment
Armor Class 18 (natural armor)
Hit Points 136 (16d10 +48)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR 19 (+4), DEX 12 (+1), CON 17 (+3), INT 16 (+3), WIS 13 (+1), CHA 15 (+2)
Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Skills Perception +4, Stealth +4, Deception +5
Damage Immunities Fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14
Languages Cant, Draconic, Telepathy
Challenge 10 (5,900 XP)
Shapeshifting. All dragons can shapechange into any living form they choose indefinitely.
Young dragons appear as an adolescent of whatever people they’re imitating.
Actions
Multiattack. In dragon form, dragon’s get three possible attacks, only one of which may be a
bite attack. When in an alternative form, young dragons can form dragon claws on their hands
and get one attack with each.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8+4) bludgeoning
damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that
area must make a DC 17 Dexterity saving throw, taking 56 (l6d6) fire damage on a failed save,
or half as much damage on a successful one.
Wormling Dragon
Medium dragon, any alignment
Armor Class 15 (natural armor)
Hit Points 65 (10d8 + 10)
Speed 15 ft., climb 15 ft., cannot fly yet
STR 14 (+2), DEX 10 (+0), CON 12 (+1), INT 12 (+1), WIS 12 (+1), CHA 16 (+3)
Saving Throws Dex +2, Con +2, Wis +3, Cha +5
Skills Perception +3, Stealth +2
Damage Immunities Fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13
Languages Telepathy
Challenge 3 (700 XP)
Dragon Magic. Wormlings do not have access to dragon magic yet, but Detect Magic reveals
their magical potential.
Shapeshift. All Dragons can shapechange into any living form they choose indefinitely.
Wormlings always shapechange into a child of whatever people they are imitating.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.
Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning
damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 15-foot cone. Each creature in that
area must make a DC l3 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or
half as much damage on a successful one.
Drake
Large dragonkin, any alignment
Dragonkin are wingless four-legged creatures resembling, to people from Earth, car-sized
Komodo dragons. In the wild, under optimal conditions, drakes can grow even larger. Like their
more mythical dragon cousins, their scales are photo-adaptive and take on the colors of whatever
environment they inhabit. When changing environments, it may take from a few hours to a few
days for their scales to adjust.
Unlike their cousins the dragons, drakes do not breathe fire and they do not fly, though they have
vestigial wings. Drakes are not very intelligent, and people of Azoth consider them animals. In
the wild, they are territorial, dangerous, and found throughout East Azoth. Merchant caravans
use a domesticated variety, called desert drakes, to carry goods and some nobles think it
fashionable to ride in palanquins on their back.
That’s not a Pet. Most encounters with these creatures in the wild are dangerous, though the
smaller forest drakes often ignore other creatures or people unless attacked.
Desert Drakes. These common drakes are a livestock breed. They tend to be smaller and
squatter than their riding or wild cousins and are only as dangerous as any livestock animal.
These drakes are not magical and have no special abilities, but do have photo-adaptive scales.
Drake stables are colorfully painted in order to promote the colors the stable owner wants to
offer to clients. This is purely for vanity’s sake and some festivals even have competitions for the
most colorful desert drakes shown. They are omnivores, eating dragongrass mostly, but
occasionally snack on a barnyard cat that’s not quick enough.
Lone Drakes or Herds. Drakes in the wild are often solo predators, but it is not uncommon —
and far more dangerous — to encounter a mated pair in the spring month during laying time.
Contrarily, domesticated drakes cluster together in herds of about six to eight. Unless protecting
their eggs, drakes do not fight to the death, but are not squeamish about eating the adventurers
they kill.
Armor Class 15 (natural armor)
Hit Points 93 (11d10 +33)
Speed 30 ft.
STR 17 (+3), DEX 10 (+0), CON 10 (+3), INT 8 (–1), WIS 11 (+0), CHA 12 (+1)
Senses darkvision 60 ft., passive Perception 11
Challenge 5 (1,800 XP)
Camouflage. Drake coloration changes over the course of a few hours to match the background
of any new environment they enter, with no conscious effort on their part. This effect grants
them advantage on Dexterity (Stealth) checks.
Actions
Multiattack. Drakes can make either a tongue and a wing attack, or a bite and a wing attack.
Tongue. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. The drake shoots out it’s
sticky tongue and tries to grab the target. Hit: The target must make a DC 13 Dexterity saving
throw to dodge. On a failed roll, the drake draws them within melee range for a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
Wing Attack. The Drake can attack with its vestigial wings. Each creature within 10 feet of the
drake must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 4) bludgeoning damage
and be knocked prone.
Gol-thim
Huge construct, same alignment as its creator
Gol-thim are huge creations of stone, guarding ruins of long forgotten civilizations or a
particularly wealthy noble’s vacation home. They are also named Column Born since in their
dormant state they reside within columns and walls. No one knows exactly where most of the
gol-thim come from. The gol-thim themselves can’t reveal this either, as they do not seem to
have anything more than a rudimentary intelligence. When destroyed they eventually regenerate
in the same spot, even if their pieces are scattered or crushed. Some alchemists have managed to
create their own gol-thim, but closely guard the secret of how to make them. Gol-thim are
especially prevalent in old Abraxas under Castle Shamir.
Cutting the Stone. Gol-thim are only defeated, albeit temporarily, when their glowing eyes are
destroyed. Taking out one eye weakens a gol-thim by half its total hit points. Even if both eyes
are destroyed though, the gol-thim regenerates in approximately three days.
Disturbing the Rock. Gol-thim step out of their column when a certain trigger is met, such as
saying an ancient phrase, or trespassing somewhere.
Armor Class 17 (natural armor)
Hit Points 121 (12d12 +55)
Speed 30 ft.
STR 20 (+5), DEX 9 (–1), CON 20 (+5), INT 3 (–4), WIS 11 (+0), CHA 1 (–5)
Damage Immunities poison; bludgeoning, piercing, and slashing from non-magical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Can understand any language of creator, telepathic communication only with creator
Challenge 9 (5,000 XP)
Telepathic Bond. The gol-thim can magically convey what they sense to their master, and the
two can communicate telepathically.
Immutable Form. The gol-thim is immune to any spell or effect that would alter its form and
can only be reshaped by its creator.
Magic Resistance. The gol-thim has advantage on saving throws against spells and other
magical effects.
Magic Weapons. The gol-thim’s fists are magical attacks.
Actions
Multiattack. Gol-thim make two attacks per round.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning
damage.
Standing Sentinel. If a gol-thim’s creator dies, the gol-thim attempts to merge into the nearest
wall or column and then goes inert. It does not move again unless attacked or disturbed, in which
case it automatically attacks until the gol-thim is destroyed, or the threat neutralized. It then
returns to its inert state. If the creator should come back for any reason, they can reclaim their
gol-thim.
Griffon
Large beast, good alignments
“Luck follows a friend of a griffon,” is a well-known proverb in the villages and towns near the
Enchanted Forest, and there is much truth in the saying. Griffons are friends to the elves of the
Enchanted Forest, which the two share as their home. Toward the end of the Forever War, the
leader of the griffons even gave the elves a mystical egg that could summon them if the elves
were in need. This egg is enshrined in the Temple of the Griffon in Hyljardin.
Griffons can serve as riding mounts but are more like partners or companions than obedient
animals. To ride a griffon without consent is akin to assault. When they consent to be ridden,
they usually refuse to leave the forest for long, as it is harder for them to find safety or hunt
outside their natural habitat. Griffons hunt for small prey but are also partial to fruit.
Griffon Friendship. Griffons form life-long friendships with people. This friendship usually
begins with an act of service to the griffons, such as protecting a young griffon from danger,
reconciling an exiled griffon with their nestmates, or composing a particularly amazing ballad.
The griffon grants their new friend a feather when the deed is done. Those who hold feathers
may be able to beg a ride from a griffon from the same nest. If the feather is ever destroyed, lost,
or sullied the griffon is likely to take offense and end the friendship. Griffons greet thieves who
pass stolen feathers off as earned with beak and talon.
Force of the Feather. Griffons tend to be defensive fighters and work in coordination with other
griffons and their riders. Rarely does a griffon outright attack unprovoked and they even refrain
from engaging in a fight if they do not deem it necessary.
Armor Class 12 (natural armor)
Hit Points 59 (7d10+21)
Speed 30 ft., fly 80 ft.
STR 18 (+4), DEX 15 (+2), CON 16 (+3), INT 13 (+1), WIS 14 (+2), CHA 12 (+1)
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Cant, Forestspeak, Griffon
Challenge 3 (700 XP)
Forest Symbiosis. Griffons have a deep connection to the forest, and have an additional +4 AC,
+2 Wisdom (Perception), and heal 2d6 hit points after a long rest, within forests. Forests with
griffons in them are lusher and more vibrant.
Forest Magic. Griffons have access to druidic magic and can cast any cantrips, plus three 1st-
level druid spells per day.
Keen Sight. Griffons have advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
damage.
Used as mount
Ridden griffons act independently. Griffons retain their own place in the initiative order, and
bearing a rider puts no restrictions on their actions. They work in coordination with their riders,
but otherwise move and act as they wish. They might flee from combat, rush to attack a foe, or
otherwise act against the rider’s wishes.
Attacking a griffon bearing a rider provokes an opportunity attack. After that attack of
opportunity is resolved, the attacker can target the rider or the griffon. If so inclined, a griffon
can attempt to throw their rider, in which case they must make an Acrobatics (Dexterity) check
vs. the rider’s Dexterity.
Night Creatures
Night creatures have not been seen since the Forever War, over 800 years ago, but the dark-
dwelling creatures that once terrorized all of East Azoth now slowly return to stalk the shadows.
Night creatures can disguise themselves as one of the living, but their true form is that of a
walking corpse with parchment skin and white hair. They have fangs, and can turn into bats,
wolves, and mist. They feed on the blood of the living.
Night creatures are led by their elders, who are very alluring creatures, often surrounded by
followers eager to serve or be turned into another undead. Night creatures are resistant to most
damage, save a stake through the heart and fire. They cannot cross running water, and the light of
day weakens them dramatically regardless of what form they’re in. Common night creatures
need not sleep during the day — though their elders do — but strong sunlight does burn them.
Urban Areas. Night creatures tend to gravitate where the living collect, usually villages or
towns.
Night Creature
Medium undead, evil alignments
Armor Class 15 (natural armor)
Hit Points 60 (8d8+24)
Speed 30 ft., climb 30 ft.
STR 16 (+4), DEX 18 (+4), CON 18 (+3), INT 17 (+3), WIS 15 (+2), CHA 18 (+4)
Saving Throws Dex +6
Skills Perception +4, Stealth +6, Deception +4
Damage Vulnerabilities piercing, fire
Damage Resistances slashing and bludgeoning from non-magical weapons
Damage Immunities cold
Condition Immunities poisoned
Senses darkvision 120 ft., passive perception 15
Languages whatever language they spoke before becoming a night creature
Challenge 3 (700 XP)
Polymorph. Night creatures can transform into a small bat, wolf, mist, or a member of the
people they were before their death. While in bat form, the night creature can’t speak, its walking
speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are
unchanged. Anything it was wearing transforms with it, but nothing carried does. It reverts to its
true form if it dies.
While in mist form, the night creature can’t take any actions, speak, or manipulate objects. It is
weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and
stop there. In addition, if air can pass through a space, the mist can do so without squeezing,
though it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution
saving throws, and is immune to all non-magical damage, except the damage it takes from
sunlight.
Spider Climb. The night creature can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
Haste. For a total of one minute per day, the night creature’s speed is doubled, it gains a +2
bonus to AC, has advantage on Dexterity saving throws, and gains an additional action on each
of its turns. The action can be used to attack (one weapon attack only), Dash, Disengage, Hide,
or Use an Object. The minute does not have to be continuous.
Weaknesses. The night creature takes 20 acid damage if it ends its turn in running water. If the
night creature passes through running water, it takes 10 acid damage and can make a DC 19
Dexterity saving throw to halve this. A stake to the heart immediately paralyzes a night creature
until removed. If a night creature begins its turn in direct sunlight, it takes 20 radiant damage.
While in sunlight, it has disadvantage on attack rolls and ability checks. Each round it is in
indirect sunlight the night creature must make a DC 15 Constitution saving throw, or take 1
radiant damage.
Actions
Multiattack. Night creatures can make two attacks, only one of which can be a bite attack.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4)
bludgeoning damage. Instead of dealing damage, the night creature can grapple the target to
facilitate a bite attack (escape DC 14).
Claws. Night creatures can form retractable claws at the ends of their fingers. Melee Weapon
Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the night
creature, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic
damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage
taken, and the night creature regains hit points equal to that amount. The reduction lasts until the
target finishes a long rest. A person slain in this way and then buried in the ground rises the
following night as a night creature.
Elder Night Creature
Large undead, evil alignments
Armor Class 16 (natural armor)
Hit Points 114 (12d10 +48)
Speed 30 ft., climb 30 ft.
STR 16 (+4), DEX 18 (+4), CON 18 (+4), INT 17 (+3), WIS 15 (+2), CHA 18 (+4)
Saving Throws Dex +7, Wis +5, Cha +7
Skills Perception +5, Stealth +7, Deception +7
Damage Vulnerabilities piercing, fire
Damage Resistances slashing and bludgeoning from non-magical weapons
Damage Immunities cold
Condition Immunities poisoned
Senses darkvision 120 ft., passive perception 17
Languages whatever language they spoke before becoming a night creature
Challenge 7 (2,900 XP)
Polymorph. Night creatures can transform into a small bat, wolf, mist, or a member of the
people they were before their death. While in bat form, the night creature can’t speak, its walking
speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are
unchanged. Anything it was wearing transforms with it, but nothing carried does. It reverts to its
true form if it dies.
While in mist form, the night creature can’t take any actions, speak, or manipulate objects. It is
weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and
stop there. In addition, if air can pass through a space, the mist can do so without squeezing,
though it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution
saving throws, and is immune to all non-magical damage, except the damage it takes from
sunlight.
Spider Climb. The night creature can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
Haste. For a total of one minute per day, the night creature’s speed is doubled, it gains a +2
bonus to AC, has advantage on Dexterity saving throws, and gains an additional action on each
of its turns. The action can be used to attack (one weapon attack only), Dash, Disengage, Hide,
or Use an Object. The minute does not have to be continuous.
Weaknesses. The night creature takes 20 acid damage if it ends its turn in running water. If the
night creature passes through running water, it takes 10 acid damage and can make a DC 19
Dexterity saving throw to halve this. A stake to the heart immediately paralyzes a night creature
until removed. If a night creature begins its turn in direct sunlight, it takes 20 radiant damage.
While in sunlight, it has disadvantage on attack rolls and ability checks. Each round it is in
indirect sunlight the night creature must make a DC 15 Constitution saving throw, or take 1
radiant damage.
Actions
Multiattack. Elder night creatures can make three attacks, only one of which can be a bite
attack.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4)
bludgeoning damage. Instead of dealing damage, the night creature can grapple the target to
facilitate a bite attack (escape DC 14).
Claws. Night creatures can form retractable claws at the ends of their fingers. Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature that is grappled by the night
creature, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 20 (6d6) necrotic
damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage
taken, and the night creature regains hit points equal to that amount. The reduction lasts until the
target finishes a long rest. A person slain in this way and then buried in the ground rises the
following night as a night creature.
Rocs
Large beast, neutral
The majestic rocs inhabit the Black Mountains, though they venture into East Azoth on the
summer winds. They look and behave like pterodactyls to Earthborn. Legend speaks of a
singular and huge King Roc, but no one has seen it in recent times.
Roc eggs go for a fair price, as people try to tame them, but the danger inherent to collecting
eggs often leaves a dead egg thief. Rocs can serve as flying mounts, and some royal households
have attempted to create roc rookeries, but the creatures usually refuse to lay eggs in captivity.
Black Mountains. Rocs are symbolically associated with the Black Mountains and some see
them as a totem for the wizard Anomalin who dwells there. They make their nests in the upper
crags of the Black Mountains, which make them very precarious to reach. While the rocs
principally remain in the mountains, it is not unheard of for a roc to fly 50 miles to farmlands in
search of easy prey, harrowing a farmer’s flock. Some nearby villages solved this by making
regular offerings of meat to the rocs, and one village even extended this to a yearly roc festival.
Death from Above. Rocs are vicious hunters, often attacking creatures larger than themselves or
even people. Rocs are solo hunters and it is rare outside of their mating season to see more than
one in the wild at a time. People who ride rocs always have to be wary of letting the rocs get too
close to one another for fear that the creatures will attack each other because of their territorial
nature.
Armor Class 15 (natural armor)
Hit Points 114 (12d10 +48)
Speed 20 ft., fly 160 ft.
STR 24 (+3), DEX 12 (+1), CON 20 (+4), INT 7 (–2), WIS 10 (+0), CHA 9 (–1)
Saving Throws Dex +4, Con +8, Wis +3
Skills Perception +3
Senses passive Perception 13
Challenge 8 (3,900 XP)
Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The roc makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 21 (4d8 + 3) piercing
damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing
damage.
Used as mount
Ridden rocs do not act independently but are treated like any other mount. However, if a roc is
too close to another of its kind there is a 10% chance it will attack the other bird despite its
rider’s wishes. If so inclined, a roc can attempt throw its rider, in which case it must make an
Acrobatics (Dexterity) check vs. the rider’s Dexterity.
[@EDITOR CAPITALIZATION IN THE 5 SACRED BEASTS ENTRIES
DELIBERATE BECAUSE THEY ARE SACRED.]
Sacred Beasts of the Seasons
The five Beasts of the Seasons exist throughout East Azoth and appear only during their
designated season. No one knows why this is, but it has always been thus, and everyone takes it
as a matter of course except Visitors from Earth. The Seasonal Beasts are considered holy,
sacred creatures and most people — good and evil — tend to leave them be. Bards tell stories of
four unholy beasts too, but only a few and unconfirmed sightings of them have been reported in
centuries.
Primavera Pájara
Large celestial, good alignments
The Primavera Pájara is a bird only seen during the spring month. It is a large bird of prey that
sports a brilliant rainbow of feathers. Often as large as a horse, they are considered a sacred
symbol of spring and to find one of their feathers is considered a sign of good luck.
Sacred Bird of Spring. Primavera Pájara leaves spring in the shadow of its wings. The lushest
forests and meadows are often a riot of plants and flowers, with the Primavera Pájara singing in
the midst of it all. The Primavera Pájara is considered a sacred animal and those who have a dead
or captured bird as a trophy are considered abhorrent, but to have one of their feathers on display
is considered a blessing.
Only One. Each spring sees only one Primavera Pájara, yet each year may see a different one.
To see a black and gold bird is extremely rare.
Reclusive Bird. This sacred bird almost never fights when it can run or hide. It will bite or claw
in order to escape.
Armor Class 15 (natural armor)
Hit Points 65 (10d10 +10)
Speed 10 ft., fly 120 ft.
STR 20 (+5), DEX 17 (+3), CON 13 (+1), INT 10 (+0), WIS 14 (+2), CHA 14 (+2)
Skills Stealth +5, Insight +4, Perception +4
Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 14
Languages telepathy
Challenge 4 (1,100 XP)
Blessing of Spring. Primavera Pájara can bestow a blessing upon those it chooses, be it for a
good deed done or reasons indiscernible to others. The Primavera Pájara seems to breathe a
perfumed fog over the person. Those blessed receive a temporary +2 Dexterity bonus, become
immune to lightning and poison damage, have all hit points restored, and all spells reset as if the
target had taken a long rest. The Dexterity bonus and immunity last for a day.
Curse of Spring. When a Primavera Pájara is killed, a burst of rotten-smelling fog erupts from
its body across a 50-ft. radius. Those hit by this fog receive a permanent –2 to Dexterity and take
1d10 poison and 2d10 lightning damage. The Primavera Pájara’s killer’s alignment shifts to
either evil, or unlawful (player’s choice).
Actions
Beak. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) piercing
damage.
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing
damage. The target is grappled (escape DC 15). Until this grapple ends, the target is restrained,
and the Primavera Pájara can’t use its talons on another target.
Elvish Deer
Huge celestial, good alignments
Contrary to their name, these giant deer seen in the summer month do not have any direct
associations with the elvish people. There is, however, a legend of giant elves who rode upon
their backs — a feat best not emulated as the majority of Elvish Deer do not tolerate riders and
try to kill whomever they can throw from their backs. Some noble people have attempted at
various times to hunt or ride Elvish Deer for sport, usually with disastrous results.
Sacred Beast of Summer. Elvish Deer are sacred animals seen only in the summer month.
Those who keep one as a mount or trophy are considered abhorrent by other people. To see a
golden deer is extremely rare and considered a blessing.
Herd. Elvish Deer move in herds of eight to fifteen, and when attacked they tend to flee as a
group. Herds have been known to befriend people, or even whole villages that spend a lot of time
interacting with the herd, and often extend their blessings more frequently upon them. No one
knows where the herd disappears to during the other seasons.
Armor Class 15 (natural armor)
Hit Points 95 (10d12 +80)
Speed 60 ft.
STR 19 (+4), DEX 16 (+3), CON 14 (+3), INT 10 (+0), WIS 14 (+2), CHA 14 (+2)
Skills Perception +5, Stealth +6, Insight +5
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15
Languages telepathy
Challenge 5 (1,800 XP)
Summer’s Bounty. Elvish Deer can bestow a blessing upon those they choose, be it for a good
deed done or reasons indiscernible to others. The Elvish Deer seems to breathe a grass- and
loam-scented fog over the person. Those blessed receive a temporary +2 Strength bonus, become
immune to fire damage, have all hit points restored, and all spells they cast do maximum damage
or cure maximum health. The Strength bonus, immunity, and spell effect last for a day.
Summer’s Curse. When an Elvish Deer is killed, a burst of fiery heat erupts from its body
across a 50-ft. radius. Those hit by this fog receive a permanent –2 to Strength and take 3d10 fire
damage. The Elvish Deer’s killer’s alignment shifts to either evil, or unlawful (player’s choice).
Actions
Multiattack. The Elvish Deer can make two attacks per turn.
Ram. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
damage.
Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4)
bludgeoning damage.
Dire Chipmunks
Small celestial, good alignments
As large as a raccoon, Dire Chipmunks are the sacred creatures of fall. Though they run around
in the spring and summer months, they are only the size of ordinary chipmunks then. Once the
fall month comes, they grow in size seemingly overnight. Dire Chipmunks are not particularly
dangerous, but they are fearless and will pillage garbage bins and sheds with no care for the
dangers. They create large stockpiles of food and stolen shiny objects. Some of the greatest
treasures are found in Dire Chipmunk stockpiles. Many villages hold harvest festivals that center
around that theme.
Sacred Creature of Fall. Unlike the other seasonal beasts, Dire Chipmunks are not rare to see,
but are still considered lucky when they are around. There is usually a dozen in any one place,
gobbling up nuts and fruits. Despite their abundance, to see a black and white one is quite rare
and is considered a sacred experience. No one hunts Dire Chipmunks unless they are a true
monster or an idiot. They are semi-intelligent, probably.
Stockpiles. All Dire Chipmunks in an area bring their treasures to the same hidden stockpile.
Anyone who finds it is considered very lucky, and could make a fortune off the valuable items in
the pile. However, people who try to take more than one thing from the stockpile are quickly
overrun by Dire Chipmunks seemingly appearing from everywhere. Most would-be thieves wake
up far away, without their own possessions, and a Dire Chipmunk’s claw mark on their face.
These greedy transgressors never find the stockpile a second time.
Armor Class 12 (natural armor)
Hit Points 54 (12d6 +12)
Speed 30 ft., climb 30 ft.
STR 12 (+2), DEX 15 (+2), CON 12 (+1), INT 10 (+0), WIS 12 (+1), CHA 13 (+1)
Skills Perception +3, Stealth +3, Insight +3
Damage Immunities bludgeoning
Senses darkvision 60 ft., passive Perception 13
Languages telepathy
Challenge 3 (700 XP)
Fall’s Cornucopia. Dire Chipmunks bestow a blessing upon those they choose, be it for a good
deed done or reasons indiscernible to others. The Dire Chipmunk leads the person to their
stockpile. Upon touching the pile they are blessed and receive a temporary +2 Charisma bonus,
become immune to bludgeoning damage, have all hit points restored, and may pull the exact item
they most desire from the stockpile. The Charisma bonus and damage immunity lasts for a day,
and the item lasts forever.
Fall’s Scarcity. When someone pillages a Dire Chipmunk stockpile, or kills a Dire Chipmunk,
an overwhelming horde of Dire Chipmunks bursts from everywhere to attack the transgressor.
The villain receives a permanent –2 to Charisma, takes 3d10 slashing damage, and loses one
item of the GM’s choice. Their alignment shifts to either evil or unlawful (player’s choice).
Actions
Multiattack. Dire Chipmunks can make one claw and one bite attack per turn.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Snow Beast
Large celestial, good alignments
The Snow Beasts are seen only during winter in East Azoth, though they appear year-round at
the top of the Black Mountains. Snow Beasts group together in families of three to eight. They
are large and roughly bear-like in appearance but have curved horns curling around their broad
flat faces. Their coat is white like pristine snow.
Sacred Beast of Winter. Snow Beasts are considered a sacred animal. That doesn’t mean there
aren’t those who seek to hunt one, but doing so comes at great peril, as killing one can result in
permanent damage to the hunter. Those that have a Snow Beast trophy are usually treated with
abhorrence for having defiled a sacred animal.
Snow Beast Family. Snow Beasts live in small, mobile families, often consisting of a mated pair
and smaller Snow Beasts that may or may not be related to them. It is rare to see a Snow Beast
calf, and to do so is considered a blessing. Even rarer is to see a blue Snow Beast, which hasn’t
been sighted in over a hundred years. Snow Beasts fight and survive in groups, banding together
if anyone goes after one of their family. They are semi-intelligent and never seek out conflict.
Armor Class 16 (natural armor)
Hit Points 105 (10d10 +50)
Speed 40 ft., 40 ft. climb
STR 22 (+6), DEX 13 (+1), CON 16 (+5), INT 10 (+0), WIS 12 (+1), CHA 7 (–2)
Skills Perception +4, Stealth +4, Insight +4
Damage Immunities cold
Senses darkvision 60 ft., blindsight 30 ft., passive perception 14
Languages telepathy
Challenge 6 (2,300 XP)
Winter’s Blessing. Snow Beasts can bestow a blessing upon those they choose, be it for a good
deed done or reasons indiscernible to others. The Snow Beast seems to breathe an icy crystal fog
over the person. Those blessed receive a temporary +2 Constitution bonus, become immune to
cold damage, have all hit points restored, and any existing ailments or conditions cured. The
Constitution bonus and immunity last for a day.
Winter’s Curse. When a Snow Beast is killed, a burst of icy fog erupts from its body across a
50-ft. radius. Those hit by this fog receive a permanent –2 to Constitution and take 3d10 cold
damage. The Snow Beast’s killer’s alignment shifts to either evil, or unlawful (player’s choice).
Actions
Multiattack. The Snow Beast can make two gore attacks, or one trample attack per round.
Gore. Snow Beasts can charge with their horns. Melee attack: +8 to hit, one target. Hit: 17
(2d10+6) piercing damage.
Trample. Snow Beasts can attempt to trample a target in their path as a full round action. The
target can either make a DC 17 Dexterity saving throw to dodge out of the way or make an attack
of opportunity before getting trampled. Those trampled take 30 (4d10+8) bludgeoning damage.
Sphinx
Large celestial, neutral
The Sphinx is an odd beast that seemingly only appears at the turning of the seasons. Every
Realmborn sees at least one in their lifetime, and many Earthborn tell tales of similar meetings.
The Sphinx is a creature with a leonine body and wings, though its head is always that of a
person.
The Pfixer Theory of the Sphinx. When one encounters a Sphinx, it’s always during the day on
which the season changes. Something always feels off. The world seems brighter, the edges
sharper. There is no sound. Those in the middle of a fight suddenly find themselves alone. Those
on a journey find themselves losing the path. The encounter can be no more than a sighting that
lasts moments, or a conversation that strings out for days. If the Sphinx talks to the adventurer,
there is always a test, either physical or mental, required to end the strange rendezvous.
Librarian Pfixer of the Great Library, who is the foremost expert on the Sphinx, theorizes that
these challenges have something to do with the changing of the seasons, like a rite of passage
worked through sympathetic magic. Their theory also speculates that the people who fail the
Sphinx tests are erased from memory and forgotten, but no one has ever been able to confirm
this.
People view Sphinx meetings as something that inevitably happens to everyone, eventually. No
one knows if anyone has ever failed the test, as there are no such stories forthcoming.
Many Forms. Sometimes the Sphinx is male and sometimes it is female. Other times it is both
or neither. Male Sphinxes prefer to set a physical challenge, female Sphinxes like riddles, two-
gender Sphinxes offer challenges that play to the mortal’s strength, and no-gender Sphinxes
choose something that pushes the mortal’s skills. Adventurers that succeed in these challenges
are rewarded with something they are desperately looking for, be it knowledge, an item, or
directions to lead them on a great quest.
Armor Class 15 (natural armor)
Hit Points 85 (10d10 +30)
Speed 30 ft., climb 30 ft., fly 60 ft.
STR 18 (+4), DEX 15 (+2), CON 16 (+3), INT 18 (+4), WIS 18 (+4), CHA 18 (+4)
Skills Perception +7, Stealth +5, plus any 2 knowledges +7
Damage Resistance bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 17
Languages All
Challenge 5 (1,800 XP)
Actions
Multiattack. The sphinx makes two claw attacks per turn.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Spellcasting. The sphinx can cast one spell per turn. Its spellcasting ability is Intelligence (spell
save DC 15, +7 to hit with spell attacks). It requires no material components to cast its spells.
The sphinx has the following wizard spells prepared:
• Cantrips (at will): mage hand, minor illusion, prestidigitation
• 1st level (4 slots): detect magic, identify, shield
• 2nd level (3 slots): darkness, locate object, suggestion
• 3rd level (3 slots): dispel magic, remove curse, tongues
• 4th level (3 slots): banishment, greater invisibility
• 5th level (1 slot): legend lore
Serpent
Large beast, neutral
To those who fear snakes, the serpents of East Azoth are truly terrifying. Serpents come in just as
many varieties as Earth snakes, but range in size from no bigger than a branch to as thick as a
tree. Serpents are semi-intelligent and use deliberate tactics to capture prey. Brave — and
foolhardy — adventurers may try to train them, but serpents know no loyalty and it is not
unheard of for a trainer to end up in their pet’s belly. That same quality makes serpents excellent
treasure guards though, and the flashier of the rich merchants and rulers tend to prefer them over
complicated booby traps.
Varieties. Serpents vary in length from 20 to 50 feet. There is one docile, non-venomous variety
which may serve as a mount, typically only found in the desert.
Fang and Coil. Most serpents are solitary, but they have been known to hunt in groups, and
rattlers they tend to congregate in the same spaces to stay warm. In caves, constrictor serpents
can hang from the ceiling to catch their prey.
Armor Class 15 (natural armor)
Hit Points 84 (8d10 +40)
Speed 30 ft., climb 30 ft., swim 30 ft.
STR 20 (+4), DEX 18 (+4), CON 20 (+5), INT 7 (–2), WIS 10 (+0), CHA 3 (–4)
Saving Throws Dex +6, Con +7
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 11
Challenge 4 (1,100 XP)
Actions
Multiattack. The serpent makes two attacks per turn, only one of which may be a constrict
attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage,
plus 3d6 poison damage if the serpent is poisonous.
Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4)
bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the
creature is restrained, and the serpent can’t constrict another target.
Used as mount
Ridden serpents do not act independently but are treated like any other mount.
Shrieker Mushrooms
Small annoying mushroom (beast). Definitely evil.
These annoying creatures come in a variety of types, and shriek when disturbed. Though they
look like mushrooms, they are in fact a symbiotic insect that lives on cave walls, warning a
larger predator of potential prey and then scavenging off the remains. When a creature nears
them, they emit a very nasty scream at ear-piercing volume to herd victims toward the greater
threat. People living outside cities and villages sometimes cultivate these mushrooms as alarm
systems for homes or shops. There are even unverified rumors of one old orc who is trying to
cultivate them into a singing variety.
Keeping Shrieker Mushrooms. Shriekers can be cultivated as an early warning system, but
there are a few rules to remember. Always plant shriekers in a place with 24-hour shadowy
conditions; they shriek when exposed to light. Best if fed daily, meat paté is preferred. Starving
shriekers become violent and scream at a frequency that induces seizures, aneurysms, and
sometimes insanity, in order to seize whatever meat is available to feed.
Armor Class 11 (unarmored)
Hit Points 10 (3d6)
Speed 0
STR 1 (–5), DEX 1(–5), CON 10 (0), INT 1 (–5), WIS 3 (–4), CHA 1 (–5)
Condition Immunities blind, deafened, frightened, paralyzed
Senses blindsight 30 ft. (totally blind beyond this radius)
Challenge 1/8 (25 XP)
Camouflage. When shrieker mushrooms are still, they look like everyday fungi and sometimes
hide among normal mushrooms.
Mircomovements. Shrieker mushrooms can move, but ’too slowly to register as having a speed.
They move about on millions of little legs, shifting one at a time to position themselves in the
best spot to alert the larger creatures with whom they cohabit of the presence of something tasty.
It is not unheard of for adventurers to pass through a cave of shriekers one week and then find
the same shrieker mushrooms in another spot the next week, especially if the creatures they are
symbiotic with have been slain. This limited motility also enables the shriekers to move and
consume the remains of whatever was killed by their symbiotic partners.
Actions
Shriek Symbiosis. Shriekers try to position themselves in such a way as to help herd victims
toward a killing zone, where the creature they have a symbiotic relationship with dispatches the
prey. When something comes into range, they scream and screech at a frequency painful for
most hearing creatures within 30 ft. The shriek itself is audible from 300 ft. away. The
mushrooms continue to shriek until whatever disturbed them has moved out of their 30-ft. range.
Eardrum Bursting. After three rounds, anyone still within 30 ft. of the shrieker mushrooms
starts taking 1d4+1 damage every round they remain within the radius. Deaf people with intact
eardrums do not perceive the shrieking as auditorily painful but do still suffer damage from
bursting and bleeding eardrums. Normal ear protections do not help to counter the effects.
Skeletons
Often roaming battlefields, skeletons haunt the bravest soldiers’ dreams. These creatures are of
limited intelligence, only retaining whatever skills and classes the skeleton possessed in life.
They strictly obey orders and will not act without them. Popular with necromancers, they are
primarily used as guards and servants. They cannot perceive other undead, and never respond to
them as a threat.
Henchmen. Skeletons must be summoned via necromantic sorcery, often from the corpses of
fallen warriors. When summoned, the skeletons slough off whatever flesh still clings to them
until only bones remain. Like constructs, skeletons obey commands to the best of their abilities
and can follow complicated instructions if ’the orders are something they would have understood
in life. They cannot communicate in any way.
Bone deep. Skeletons are used for the most menial of household labor, as standing guards, or as
a personal army of undead. They only perform these tasks with the skill level the skeleton
possessed in life. Therefore, the necromancer who controls them can order warrior skeletons to
cook and clean, and peasant skeletons to fight, but they will function poorly because they do not
possess those skills.
Skeleton Minion
Medium undead, alignment of controller
Armor Class 13 (leather)
Hit Points 13 (2d8+4)
Speed 30 ft.
STR 12 (+1), DEX 14 (+2), CON 15 (+2), INT 6 (–2), WIS 8 (–1), CHA 5 (–3)
Damage Vulnerabilities bludgeoning
Damage Resistance piercing, slashing damage
Damage Immunities poison
Condition Immunities poisoned, exhaustion
Senses darkvision 60 ft., passive perception 9
Languages none, but they understand the language of their controller
Challenge 1/4 (50 XP)
Undead Nature. A skeleton doesn’t require air, food, drink, or sleep.
Actions
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing
damage.
Shortbow. Ranged Weapon Attack: +3 to hit, reach 80/320 ft., one target. Hit: 4 (1d6 + 1)
piercing damage.
Skeleton Knight
Large undead, alignment of controller
Armor Class 15 (breastplate)
Hit Points 68 (8d10 +24)
Speed 30 ft.
STR 15 (+2), DEX 12 (+1), CON 16 (+3), INT 6 (–2), WIS 8 (–1), CHA 5 (–3)
Damage Vulnerabilities bludgeoning
Damage Resistance piercing, slashing damage
Damage Immunities poison
Condition Immunities poisoned, exhaustion
Senses darkvision 60 ft., passive perception 9
Languages none, but they understand the language of their controller
Challenge 3 (700 XP)
Command Undead. If the skeleton knight leads a contingent of skeleton minions, the minions
seem to take commands and fight in a more organized fashion. All skeleton minions have an
additional +2 AC, and +2 to hit doing 1d6 additional damage (which also raises their CR to 2).
Warriors in Arms. When two or more knights fight together, they get advantage on saving
throws vs. Channel Divinity.
Undead Nature. A skeleton knight doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The skeleton knight makes two attacks per turn.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing
damage. If this attack brings a creature down to 0 hp, the skeleton knight may automatically
make an attack against an adjacent creature.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 100/400 ft., one target. Hit: 6 (1d10
+ 1) piercing damage.
Skeleton Assassin
Medium undead, alignment of controller
Armor Class 14 (leather)
Hit Points 42 (8d8 +16)
Speed 30 ft.
STR 11 (+0), DEX 16 (+3), CON 14 (+2), INT 6 (–2), WIS 8 (–1), CHA 5 (–3)
Skills Perception +3, Stealth +7
Damage Vulnerabilities bludgeoning
Damage Resistance piercing, slashing damage
Damage Immunities poison
Condition Immunities poisond, exhaustion
Senses darkvision 60 ft., passive perception 13
Languages none, but they understand the language of their controller
Challenge 2 (450 XP)
Assassinate. During its first turn, the skeleton assassin has advantage on attack rolls against any
creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a
critical hit.
Evasion. If the skeleton assassin is subjected to an effect that allows it to make a Dexterity
saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the skeleton assassin deals an extra 14 (4d6) damage when it hits a
target with a weapon attack and has advantage on the attack roll, or when the target is within 5
feet of an ally of the assassin that isn’t incapacitated so long as the assassin doesn’t have
disadvantage on the attack roll.
Undead Nature. A skeleton assassin doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The skeleton assassin can make two attacks per turn.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8 + 0) piercing
damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison
damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d8 + 0)
piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a successful one.
Spawn
Created from a magical seed, spawn grow when planted into an element. There are four common
types of spawn; terraspawn, cryospawn, infernospawn, and aetherspawn, though some legends
speak of shadowspawn, lightspawn, and deathspawn as well.
[TABLE PLEASE]
Element Spawn Where to bury the seed
Air Aetherspawn In a person’s last breath
Earth Terraspawn In a precious gemstone
Fire Infernospawn In a burning coal
Ice Cryospawn In a solid icicle
[/TABLE]
Come Forth. A spawn is created by planting its seed, and reciting the following incantation
within one minute:
“First we plant them in the (element) / so the magic gives them birth. / Then we wait and watch
them grow, / show them whose blood to make flow.”
Nature’s Warriors. Spawn are under the control of the one who planted them and invoked the
spell. One elemental rises for each seed planted and they act collectively on the invoker’s
initiative. They revert back to seeds after ten minutes, or upon reaching 0 hit points. The spawn
can be invoked again a day later, if the seed was not destroyed.
Aetherspawn
Large elemental, alignment of its creator
Armor Class 14 (natural armor)
Hit Points 85 (10d10 +30)
Speed 60 ft.
STR 16 (+3), DEX 18 (+4), CON 16 (+3), INT 7 (–2), WIS 10 (+0), CHA 7 (–2)
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities lightning, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious, blind
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Challenge 5 (1,800 XP)
Electric Body. The aetherspawn is an air elemental, wreathing the air within 5 ft. around itself
with electricity. Anyone who comes within 5 ft. of an aetherspawn takes 5 (1d10) lightning
damage. Anyone who makes contact with or attacks the aetherspawn in melee suffers an
additional 5 (1d10) lightning damage.
Weaknesses. The aetherspawn is susceptible to tremors that disturb the air around it. When hit
with an earthquake or shifting terrain, they dissolve for three rounds and cannot act until they
reform.
Actions
Multiattack. The spawn makes two attacks per round.
Whirlwind. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3)
bludgeoning damage. If the target is prone, they take double damage.
Terraspawn
Huge elemental, alignment of its creator
Armor Class 15 (natural armor)
Hit Points 114 (12d12 +36)
Speed 60 ft.
STR 20 (+5), DEX 10 (+0), CON 16 (+3), INT 7 (–2), WIS 10 (+0), CHA 7 (–2)
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious, blind
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Challenge 6 (2,300 XP)
Earth Body. The terraspawn is made of earth and disturbs the terrain around it within 5 ft.,
making this difficult terrain. Anyone who comes within 5 ft. of a terraspawn must make a DC 15
Dexterity saving throw or become prone. They must make this saving throw every round they are
within 5 ft. of the terraspawn. Instead of attacking, terraspawn can cause an earthquake within a
30-ft. radius that knocks prone all creatures touching the ground who fail a DC 15 Dexterity
saving throw.
Weaknesses. The terraspawn is susceptible to lightning. When hit with a lightning attack they
take an additional 5 lightning damage.
Actions
Multiattack. The spawn makes two attacks per round.
Knock. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning
damage. If the target is prone, they take double damage.
Infernospawn
Large elemental, alignment of its creator
Armor Class 14 (natural armor)
Hit Points 85 (10d10 +30)
Speed 60 ft.
STR 16 (+3), DEX 18 (+4), CON 16 (+3), INT 7 (–2), WIS 10 (+0), CHA 7 (–2)
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses darkvision 60 ft., passive Perception 10
Challenge 4 (1,100 XP)
Fire Body. The infernospawn is made of fire and burns whomever is within 5 ft. of it, doing 5
(1d10) fire damage per turn. Anyone who makes contact with or attacks the infernospawn in
melee suffers an additional 5 (1d10) fire damage. It can compress its body through spaces as
small as one inch.
Weaknesses. The infernospawn is susceptible to water. For every 5 ft. the elemental moves in
water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions
Multiattack. The spawn makes two attacks per round.
Ignite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) fire damage. If
the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse
the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Cryospawn
Large elemental, alignment of its creator
Armor Class 13 (natural armor)
Hit Points 95 (10d10 +40)
Speed 60 ft.
STR 16 (+3), DEX 18 (+4), CON 16 (+4), INT 7 (–2), WIS 10 (+0), CHA 7 (–2)
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities cold, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Challenge 5 (1,800 XP)
Ice Body. The cryospawn is made of ice crystals and freezes whoever is within 5 ft., doing 5
(1d10) cold damage per turn. Anyone who makes contact with or attacks the cryospawn in melee
suffers an additional 5 (1d10) cold damage. The cryospawn can form its body into a wall up to
10 ft. in length.
Weaknesses. The cryospawn is susceptible to fire. For every 5 ft. the spawn moves in fire, or if
it is hit with a torch-sized or larger flame, it takes 1 fire damage (in addition to any damage a
creature would normally take from the environment or an attack).
Actions
Multiattack. The spawn makes two attacks per round.
Freeze. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) cold damage.
If the target is a creature or a freezable object, it acquires a layer of ice and is stunned from cold
shock for one round. Until a creature takes an action to break off the ice, they will take 5 (1d10)
cold damage at the start of each turn.
Werewolves
Medium beast, any alignment
Legend claims that the werewolves of O’koth were originally simply wolves, but some great
magic enabled them to shift into people. Other legends tell of a Great Wolf who was so old and
so wise that they achieved true sentience, and the werewolves of O’koth are their descendants.
As mysterious as the forests they reside in, and despite what the stories may say, werewolves
keep mostly to themselves. What little people know of them is sparse. Some say that while
young werewolves cannot control their shifting, the Great Wolf and their Council of Elders can
shift at will.
The werewolves of O’koth view themselves as wolves, not people, and will attack if angry,
threatened, or hungry enough. Hence venturing into O’koth Forest is strongly discouraged by
those who live nearby, and the O’koth rangers have special patrols to keep unsuspecting people
out. Rumors persist of other shapeshifters, such as werebears or weredeer, but no one can
confirm having seen these.
The Pack. Werewolves are social creatures. They have a high intelligence, though they identify
as wolves rather than people. It is not unheard of for people to disappear in O’koth Forest,
though rumors and stories vary as to whether they were eaten or joined the wolves themselves.
Those who venture into O’koth Forest may eventually find their way to the moving village of the
werewolves, called the Pack. The Pack is ruled by a mated poly pair and serves as the first line of
defense protecting a deeper secret inside O’koth Forest.
Tooth and Claw. Werewolves always fight in packs, encircling their prey before killing. When
confronting a group, they try to separate party members from each other and take them down in
twos or threes.
Armor Class 11 in person form, 14 in hybrid or wolf form (natural armor)
Hit Points 65 (10d8 +20)
Speed 30 ft. in person form, 40 ft. in wolf or hybrid form
STR 15 (+2), DEX 13 (+1), CON 14 (+2), INT 15 (+2), WIS 15 (+2), CHA 12 (+1)
Saving Throws Con +4
Skills Perception +4, Stealth +3, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Werespeak, Wolf
Challenge 3 (700 XP)
Shapechanger. The werewolf can use its action to polymorph into a wolf, a person, or a hybrid
form. The hybrid always appears as an upright creature with a wolf’s head, claws and tail, but the
arms, legs and torso of a person. Their statistics, other than their AC, are the same in each form.
Any equipment they are wearing or carrying isn’t transformed. When they die, they remain in
whatever form they died in, which has made them an exotic hunting target for pompous nobles
and hunters.
Shifting Heal. When a werewolf shifts forms, they automatically heal themself to full without a
rest. However, if they are attacked before the beginning of their next turn after shifting they
receive double damage, and they are at disadvantage for all other rolls during the transition
interval.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that
rely on hearing or smell.
Actions
Multiattack (person or hybrid form only). The werewolf makes two attacks, only one of
which may be a bite attack.
Bite (wolf or hybrid form only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) piercing damage. If the target is a person, they must succeed on a DC 12 Constitution
saving throw or be cursed with werewolf lycanthropy.
Claws (hybrid form only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6
+ 3) slashing damage.
Spear (person form only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
4) piercing damage.
Wyrms
Large dragonkin, any alignment
Wyrms are often mistaken for their true dragon cousins, especially as true dragons have not been
seen in centuries and even wyrms are rare. Semi-intelligent, they are less clever than a proper
dragon or person, but certainly smarter than a dog. Wyrms also differ from true dragons in their
lack of photo-adaptive scales, but rather come in variations on green, red, or blue coloring. They
cannot breathe fire, which is the surest sign the adventurer is not dealing with a dragon. They
have vestigial wings that can’t carry their weight, and no access to magic.
Scammed by Wyrms. Wyrms are not intelligent in the traditional sense, but they are clever and
conniving. Natural swindlers, they tend to use their dragon-like appearance to trick, rob, or scare
off people. They almost never engage in a fight, preferring to run away, hide or deflect. This
does not make them inherently evil, but many of them tend to become so.
Heart Wyrms. Wyrms are solitary except during mating time. A mated pair of wyrms raises
their young to independence, before going their separate ways again.
Armor Class 13 (natural armor)
Hit Points 65 (5d10 +10)
Speed 30 ft., climb 30 ft.
STR 14 (+2), DEX 12 (+1), CON 13 (+2), INT 10 (+0), WIS 11 (+0), CHA 10 (+0)
Skills Perception +2, Stealth +3, Deception +2
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 12
Languages Cant, Draconic
Challenge 3 (700 XP)
Snake Eyes. Wyrms are masters of manipulation and subterfuge. They can hypnotize a target if
they hold eye contact, gaining advantage on all Charisma (Deception) checks. This hypnotism
lasts 1 minute after eye contact is broken, or immediately if the target is attacked. This is often
the most effective tool the Wyrm uses to escape violent encounters.
Actions
Multiattack. The wyrm makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) slashing
damage.
Zombies
Medium undead, evil alignments
Zombies are the lowest form of undead, and the most common. Popular with necromancers as
guards and servants, they are mindless creatures with no skills retained from their previous
existence. Zombies can obey simple commands and are as much cannon fodder as they are the
most menial of workers.
Zombie rot. Any living creature can become a zombie in theory, though very small or very large
creatures seem more resistant to zombie infection. If a person dies at the hands of a zombie, and
there’s anything of them left, the Game Master rolls a d100 to see if they become a zombie: the
chance is 20% for Tiny people, 30% for Small or Large people, and 50% for Medium people. If
the deceased is a player’s character, they may veto the roll.
Lack of tactics. Unlike skeletons, zombies are completely mindless. They can follow simple
commands, but only for a few minutes before they need to be ordered again. The only time they
act of their own volition is if there is something for them to eat.
Armor Class 13 (remains of armor)
Hit Points lone zombie: 18 (2d8 +9); horde: 90 (12d8 + 36)
Speed 20 ft.
STR 13 (+1), DEX 6 (–2), CON 16 (+3), INT 3 (–4), WIS 6 (–2), CHA 3 (–4)
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 80 ft., lone zombie passive Perception 8, horde passive Perception 9
Languages Understands its controller, mostly.
Challenge lone zombie: 1/4 (50 XP); horde: 5 (1,800 XP)
Fear of the Horde. Prerequisite: horde. People seeing a zombie horde for the first time in a
scene must make a DC 15 Wisdom saving throw or become frightened. They may repeat this
saving throw at the beginning of every round until successful, or until they can no longer see the
zombies.
Actions
Multiattack. Prerequisite: horde. The horde makes a bite attack against everyone within a 30-ft.
radius of its center.
Bite, lone zombie. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) plus
zombie rot.
Bite, horde. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) damage
plus zombie rot.
Chapter 13: Magic Items and Strange Things
The world of Legendlore is compatible with all magic items from the 5th edition fantasy
roleplaying game, save those that allow travel between planes. This chapter introduces additional
magic items and Strange Things, as well as cursed items, unique to the Realm.
Amulet of the Sky Captain
Wondrous item, common
Mostly used by the navigators of air ships, though the occasional maritime navigator may
possess one too, this amulet allows the wearer to navigate without visible landmarks of any sort.
The wearer fixes a point in their mind and the amulet gives a sharp tug in the correct direction. It
must be on their person at all times to work, and removing the amulet negates the most recent
destination and necessitates recalibrating. The amulet does not account for roads or walls, which
makes it difficult to use on land, although it can still provide at least a general direction. In order
to work, the location must be one known to the wearer, such as a town or castle or landmark;
they must either have visited it before, or it must be a location known to the general populace.
The amulet cannot be used to locate an item or person, nor can it be used to find a lost location
(such as a forgotten city or altar) unless the wearer has been there previously. The amulet can be
used to bypass locational wards that would prevent the place from being found by any normal
means, although it does not allow the wearer to cross any wards that prevent them from entering.
Amulet of Weakness
Wondrous item, rare, cursed
A small but ornate gold necklace, to all outward appearances this is clearly an amulet of health.
However, this amulet crafted by Darkoth’s sorcerers is masked by powerful illusion magic and
hides an insidious curse. The illusion woven into the amulet extends to the wearer, disguising the
curse as a more mundane illness, often making the true source difficult to ascertain. Upon closer
examination with the use of an identify spell, the healing sigils across its face become warped
and backwards, and its true nature is revealed.
The wearer becomes easily fatigued and sickly, reducing their’ Constitution score by 4 points to
a minimum of 8. If their Constitution score is already at 8 or lower, the amulet has no mechanical
effect but still remains stuck to the unfortunate wearer. Removing the amulet is difficult, as its
curse causes it to fuse to the wearer, requiring it to be countered with a remove curse or
destroyed through otherwise extraordinary means in order to be removed. Once removed or
destroyed, the penalized Constitution score persists for a further 2d6 rounds before returning to
its previous level.
Ardonian Air Ship
Strange thing (vehicle), rare (must be proficient in aeronautics tools to pilot)
A non-magical vessel built exclusively in Ardonia, these air ships are rare in other nations. The
air ship ignores all ground-based hazards such as mud or deep snow. However, it’ is still
beholden to the weather conditions in the air or at sea. To convert the ship from flight to sea-
faring mode requires at least four \Medium-sized creatures and 10 rounds focused on hauling in
and deflating the air balloon before raising the mast and sails. For every two people over the
minimum, decrease conversion time by 1 round.
The ship can hold up to 20 Medium people with enough provisions (both food and water) for two
weeks. It travels at an average rate of 4 miles per hour or 30 miles per day, however a skilled
pilot can push the ship to higher speeds for short durations. This requires a DC 10 Intelligence
check by a character proficient with aeronautics tools, which can push the ship to a speed of 6
miles per hour for a number of hours equal to their Intelligence modifier.
Augments of both magical and mundane origin, such as canons and magically tacking sails, can
be added onto the basic ship for increased cost. However, it is difficult to find anyone skilled in
working on such vessels outside Ardonia, and proper augments would be difficult to install for
an amateur. Any attempts to repair or augment the ship requires a craftsperson proficient with
aeronautics tools to succeed on a DC 25 Intelligence check unless they possess the Ardonia
background, in which case the DC is reduced to 10.
Armor of the Golden Warrior
Armor, artifact
Crafted for a great warrior in the far reaches of history, this armor confers a powerful blessing
upon the wearer. Appearing as a suit of golden plate armor, the suit provides a +4 to all
Constitution saving throws, as well as a +4 to Strength checks. In order to benefit from its
blessing, the intended wearer cannot be of any evil alignment. If worn by an evil being, it loses
all benefits.
All creatures, after wearing the suit for 1 round, fall under the effect of dominate person as
though cast as an 8th-level spell (DC 13 Wisdom saving throw to resist). If the subject fails their
saving throw, they are compelled to render aid to any individual they perceive to be in need. If
successful at resisting the spell, the wearer must repeat the roll after every 12 hours they
continuously wear the armor.
Beacon of the Undead
Wondrous item, very rare
This fist-sized gold orb acts as a beacon to any undead within a half mile of it. It does not require
activation and has a constant passive effect, and can be dampened or hidden away only through
magical means such as a bag of holding or other ensorcelled container.
Crafted by a spy of Terrorek in centuries past, the orb was designed to call the night creatures
and other undead down upon an unsuspecting army. The orb does not make the undead more
ferocious or more inclined to attack the unlucky bearer than they already might be. Dispelling the
orb will temporarily quiet the malignant magics that swirl within, but all attempts to destroy such
items have so far failed. Dozens, if not hundreds, were produced but most were lost to the sands
of time. Every so often one shows up in the hands of a merchant who doesn’t know what they
have found, assuming it to be worth no more than the gold from which it was cast, but more
commonly they’re found in abandoned places long since overrun by the undead. Legends speak
of a lich queen notable for wearing one as a necklace.
Book of Mena-Ran
Wondrous item, artifact (requires attunement by any arcane spellcaster)
A leather-bound tome that feels heavier than its size would suggest, this tome is filled with dark
and powerful spells. It can function as a spellbook for a wizard without the need to transcribe its
spells into their personal spellbook. Only those of evil alignment can use the book and its
contents without suffering dire consequences. If someone of a non-evil alignment uses the book
to cast or prepare a spell, they must succeed on a DC 13 Wisdom saving throw to avoid having
their alignment shifted (good moves to neutral, and neutral moves to evil, though it does not alter
lawful or chaotic alignment). If successful, the user repeats the saving throw every time they
attempt to use the book again.
In order to prepare a spell from the book a wizard must have a spell slot of the appropriate level
available, however the time to memorize the spell is halved as compared to other sources. The
book only shows the reader spells within their class limits. For those incapable of using magic,
the text appears to shift and move under their gaze, forcing them to make a DC 13 Constitution
saving throw to avoid becoming dazed for 2d6 rounds. The only constant spell contained within
the tome, regardless of the reader’s class, is power word kill. Preparing power word kill from the
tome reduces the spell slot level required from level 9 to level 8. The book holds nine other
spells of the GM’s choice.
Book of S’ai Horthus
Wondrous item, artifact
This small, battered black tome holds a single level 9 spell effect within its pages: Summon
Shinde Imas. This is one of only two ways to summon Shinde Imas, the other being an ancient
Azothian ritual (see Chapter 6: Magic, Spells, and Rituals, p. xx). Unlike the ritual, which
offers a slim chance at survival, the Book of S’ai Horthus holds certain death for the caster. The
demon known as the Elf-Slayer was imprisoned by the ancient Y’lldian elves before they were
lost to history, binding it from returning to wreak havoc upon the material plane. The
summoning requires immense power and not one but two blood sacrifices: that of a white dove,
and that of the caster themself. When cast, the spell turns the caster into a portal through which
the demon can move from its prison dimension into the same plane as the caster, regardless of
which plane that may be. Once the ritual is complete, the caster is dealt 100 points of force
damage. If this is enough to reduce their health to 0, they die outright. If it is not enough to drop
them to 0, they instead falling unconscious for 1d6 rounds.
Upon entering this plane of existence, the demon is stunned for 1 round before it begins laying
waste to every living creature it comes across, including its summoner if still alive. The demon
attempts to secure the book if possible, as it can also be used to banish the demon back to
whence it came. It has a special hatred for elves.
Book of Wyrth
Wondrous item, artifact (requires attunement by a divine spellcaster)
Written by Tindiani, a pupil of Othaaris, this ancient text is a powerful artifact of good. The text
functions as both history book and spellbook, containing a mix of healing and offensive spells
usable only by divine spellcasters. To activate the book, the caster must spend 2d6 rounds
mediating on its contents, during which time they may take no actions, including speaking,
signing, or otherwise communicating. If interrupted, they must start over. While the book is in
their possession, the caster is granted 2 additional dice (of the same type as the other dice) to roll
on every healing or fire-based spell they cast. The benefit is lost if the caster and book separate
more than 10 feet from each other. Any creature capable of reading Ardonian can use the book as
a research tool, though the contents of the book are always shifting. The reader must make a
successful DC 13 Intelligence (History) check to locate the desired information. A failed roll
results in ancient cooking recipes or dry, long-winded descriptions of farming harvests.
Brachmon Travel Bag
Wondrous item, uncommon
An army marches on its stomach and this sack is a major boon for larger groups striking out into
the unforgiving wilds, especially in locales where the harsh climate means game and foraging are
scarce at best. Three times per day, reaching into the bag will produce food or water as desired
by the user. The food is plain and bland but nourishing and will always be of a type that the user
can consume. It can also produce feed for up to 6 mounts. The water comes out in a waterskin
holding up to 4 pints of water. Once removed from the sack, the food cannot be put back in and
must be eaten within 24 hours or it will spoil. No items can be stored inside the bag without
destroying the bag.
Can of Re fined Acid
Strange thing, uncommon
An enchanted metal can filled with a potent acid originally distilled from a particular tree once
found in the Enchanted Forest, now produced by highly skilled alchemists. Although the acid
itself is not magical in nature, spells are carved into the metal to contain the potent substance
within. When the top is depressed, a 10-ft. stream of acid is released, lasting for one round
during which the user cannot use that hand for anything else. The acid deals 2d6 damage per
round for 4 rounds or until washed off the target. The acid can destroy some locks and small
items. Using it to open a lock does not negate any traps attached to the lock, only the locking
mechanism itself, and all traps must be dealt with normally. If the canister is punctured, a cloud
of acid spreads over a 30-ft. diameter circle, lingering for 6 rounds and dealing 2d6 acid damage
per round to all creatures within the area. It can serve as an improvised throwing weapon,
exploding on a successful DC 13 Strength check and expending all remaining uses. The canister
comes loaded with 5 uses, or 1+1d4 uses if found as loot.
Chest of Azoth
Wondrous item, artifact
This plain and worn steamer chest is one of the few items that exists on multiple planes at once,
specifically on Earth and in the Realm. Upon opening the Chest, all living creatures within 10
feet are immediately transported from Earth to the Realm or vice versa. The Chest transports any
non-living items touched by the targets as well, as evidenced by the existence of the Iron
Mustang. It is the most reliable method for transitioning between the two worlds, if one of the
more difficult to locate. The Chest cannot be sensed or located by any magical means, requiring
the seekers to physically find the Chest if they wish to make use of it. When used from the Earth
side, the Realm landing is random and rarely if ever corresponds with the location of that plane’s
Chest — the GM can choose a location based on the needs of their story, or roll on the table
below. If found and entered in the Realm, the Chest transports the targets back to the location of
the Chest on Earth. While the Chest is not sentient, it seems to have a knack for showing up in
the right place at the right time — or at the worst time.
[TABLE PLEASE]
Roll(d10) Result
1 Ardonia
2 Brachmon
3 O’koth
4 Bryzine
5 Enchanted Forest
6 Grey Hills
7 Isle of Fantasia
8 Olardell
9 Carahill
10 Drohm
[/TABLE]
Cloak of Necromantic Aura
Wondrous item, very rare (requires attunement)
Stitched together from funeral shrouds, this ragged cloak casts a deathly pall over the wearer.
The wearer becomes pale and drawn in appearance, their skin cold to the touch. While worn, all
undead treat the wearer as one of their own and do not react aggressively to their presence, even
if commanded to attack them. Powerful undead, such as a lich or a mummy lord, may make a
DC 20 Wisdom saving throw to resist this effect.
The wearer does not need to sleep for a full night to regain any spells, instead gaining this benefit
of a long rest after only 4 hours. However, the wearer becomes sensitive to all effects to which
the undead are susceptible, such as Turn Undead, forbiddance cast against undead, and radiant
damage. Detect evil and good and similar effects used on the wearer will likewise indicate the
target’ is undead. Any spells or equipment that are explicitly prohibited from use by or upon an
undead, such as cure wounds and some magic weapons, also treat the cloak’s wearer as undead.
If worn by a cleric of good alignment, they are unable to use any class features until the shroud is
removed.
Although the cloak is tougher than its gauzy appearance would suggest — resisting all attempts
to cut, tear, or otherwise destroy it — it is highly flammable and will burn rapidly if set ablaze.
Collapsible Boat
Strange thing (vehicle), uncommon in Epicurus, rare in the rest of East Azoth
A good adventurer is always ready to take on any challenge no matter the weather or terrain.
This non-magical boat is made of a waterproofed wood and fabric composite. The boat folds
down into a square packet that can be stored inside a standard backpack. Assembling the boat
takes 1 round and a successful DC 15 Strength (Athletics) check. The boat unfolds into a roughly
10 ft. long, shallow-hulled rowboat capable of holding 4 Medium creatures at a combined weight
of up to 800 lbs. It does not come with oars, and those must be acquired and stored separately.
The boat has a speed of 3 miles per hour, or 24 miles per day on calm water.
While mainly used for crossing rivers and lakes, in a pinch the boat can be used for short coastal
trips. Operating it during a storm or otherwise rough waters instills disadvantage on Wisdom
(Survival) rolls to navigate, as the boat is not as stable as a normal vessel of the same size would
be. The hull has an AC of 3 against attackers and cannot be repaired if punctured except by an
exceptionally skilled craftsperson, requiring a successful DC 25 Dexterity (Sleight of Hand)
check. If the weight limit is exceeded by more than 40 lbs., the boat is destroyed.
Necklace of Truth
Wondrous item, rare, cursed
This amulet creates a personal zone of truth upon on the wearer. While wearing it, they cannot
tell a deliberate lie, nor can they lie by omission, but must tell the whole truth as they know it. If
the wearer is misinformed on a particular subject, they give incorrect information. Additionally,
any use of a discern truth spell will always show the target’s words as truth, even if they’re not.
Appropriate divination spells still reveal unwitting lies.
Creatures touching the wearer with either bare skin or through thin cloth must make a DC 20
Charisma saving throw or become afflicted with the same effect for 2 rounds. Any material
thicker than canvas protects against the curse jumping to other targets, so it cannot be transferred
through armor or even a pair of modest leather gloves. The necklace itself can only be removed
from the wearer with successful use of remove curse. If the target dies, the necklace can be
removed, although it attaches itself to the next person who makes the mistake of touching it.
Delayed Spell Box
Strange thing, very rare
This mechanized box of Carahillian origin functions as a spell bomb. The interior of the box is
outfitted with several focusing crystals and lined with runes to protect and shield its contents. A
spell is cast into the box, where it is held in stasis until activated by the code word set by the
creator. Once the word is spoken or signed, the ensorcelled locking mechanism releases as the
box opens and deploys the spell. The caster does not have to be present when the box is activated
but they must be on the same plane.
All normal costs and components must be expended to cast the spell. Once used, the box is
drained and cannot be re-enchanted, becoming a useless wooden box filled with dead parts. The
spell cast into the box does not need to be offensive in nature, and the box can contain spells
such as circle of death or any spell that targets an area rather than a singular target. The box can
only enclose arcane spells, as the enchanted mechanism cannot capture the divine.
Daemon Storm
Wondrous item, artifact
This large wooden box is carved with ornate designs that shift and flicker across the wood. The
box features no lock, keyhole, or obvious hinges. In order to open it, the character must cast
knock using an 8th-level spell slot. If successful, the box opens, spewing forth 1d8 demons per
round until someone closes it with an arcane lock spell using an 8th-level spell slot.
While the box is open, a 20-foot radius surrounding it is under the effects of a secondary spell
(see table), though the box itself is immune and remains stuck in the spot where it was opened.
If arcane lock closes the box, any demons that escaped remain until killed. Any area effects
caused by the box end once the box closes, regardless of normal duration for the given spell. The
box cannot be destroyed or dispelled by any means outside the successful use of a cleric’s Divine
Intervention.
[TABLE PLEASE]
Die Roll(d10) Result
1 Reverse Gravity
2 Black Tentacles
3 Fog Cloud
4 Incendiary Cloud
5 Plane Shift
6 Confusion
7 Earthquake
8 Fire Storm
9 Ice Storm
10 Time Stop
[TABLE/]
Daydream Orb
Wondrous item, very rare
The daydream orb is, to all appearances, a common scrying orb. To activate it, the user holds it
in their hands and speaks or signs the name of the person they wish to view. Each successful
activation appears to show a moving image of the target, complete with sound and scent, at the
exact moment of activation wherever they are in the world. After activating, the orb cannot be
activated again for 5 rounds. The orb does not work across planes and cannot be used to view
people back on Earth. A successful DC 20 Intelligence (Arcana) check reveals the true nature of
the orb. All images shown in the orb’s surface are false, showcasing an elaborate illusion of the
requested targets. This illusion shows what the user hopes to see. Once the orb is proven false to
a user, it no longer functions for them and they can never reactivate the orb, but that doesn’t
prevent others from using it. If more than one person lays hands on it at a time, they roll
opposing Wisdom checks for control of the orb. In the event of a tie, the orb is thrown into chaos
and shows a series of rapidly changing illusions for 2 rounds before going dark and becoming
inert for a full day.
Energetic Lamp
Strange thing, uncommon
A gas-powered lamp, commonly used in the gem mines of Bryzine. Once lit, the lamp is immune
to all but the most powerful wind and stays lit even when tipped over. The lamp emits bright
light in a 10- to 100-foot radius, and dim light to twice that distance, depending on how the hood
is adjusted. The illuminated area is cast in a circle centered on the lamp, although it can be
outfitted as a bullseye lantern in order to focus the light into a 150-foot cone. Most often these
lanterns are used underground, where their light is more easily contained; using one outside often
brings unwanted attention down upon a party. The added benefit to these lamps is that mine
trolls and some other subterranean creatures tend to shy away from the brilliance, providing safer
travel when venturing into such territory. Occasionally mine trolls will still brave the light in
instances of extreme hunger or if the adventurers encroach too close to their dens, but reports of
such instances are rare, although that could be due to a lack of survivors.
Ensorcelled Typewriter
Strange thing, rare
Occasionally Azoth’s inventors branch into ventures that combine their brand of strange science
with the wizardly arts. This magically enhanced typewriter is used to create or copy spell scrolls.
Making a scroll in this way reduces the crafting time, and associated gp cost, by half. The spell
being transcribed must be known by the user, as per normal scroll creation. Any scrolls created
in this way are imperfect and less durable due to the rushed nature of their creation. This
imperfection can manifest in retail price, an increased risk of spell failure, or the scroll
disintegrating after a number of days as determined by the GM. The typewriter itself is bulky and
difficult to travel with, unless using a wagon or if placed inside a bag of holding or similar
container. Despite its drawbacks, the typewriter can be useful for disseminating spells among a
larger network at a cheaper overall cost.
Flask of Unexpected Fortitude
Wondrous item, rare
Sometimes magical items are worth taking a risk, and sometimes they backfire in unexpected
and spectacular ways. Often known as the Trickster’s Flask, this simple metal flask is filled with
an everchanging supply of a random potion or elixir. Upon their character uncorking and
drinking the entire contents, the player rolls for the result. Drinking from the flask is a free
action.
The flask can only be used twice per day, and only once per day by any given person. The potion
cannot be poured into another vessel but must be drunk directly from the flask. If poured into a
cup or another flask, the potion is rendered into brackish water. All effects gained from this flask
last for 30 minutes instead of their normal duration but cannot be dismissed even if they
normally could.
[TABLE PLEASE]
Roll(d10) Result
1 Elixir of Health
2 Potion of Diminution
3 Philter of Clairvoyance
4 Potion of Animal Friendship
5 Potion of Storm Giant Strength
6 Potion of Gaseous Form (flask is immediately dropped, but all other items are carried
over)
7 Potion of Mind Reading
8 Potion of Poison
9 Potion of Climbing
10 Potion of Supreme Healing
[TABLE/]
Gauntlets of Precision
Strange thing, rare (requires attunement)
Precisely balanced and calibrated, these gauntlets are a gorgeous marriage of science and art.
Constructed from hardened steel and precious metals, delicate-looking filigree hides a system of
whirring gears and cogs, and each pair is utterly unique in appearance. The gauntlets provide
advantage on all Dexterity-based attacks. Additionally, the wearer can use their Dexterity in
place of Strength on melee attacks. Any electrical damage suffered by the wearer removes the
attunement, rendering them inoperable.
Glyph of Stealth
Wondrous item, rare
Sometimes the best fight is the one avoided altogether, but not all people are so equipped for
sneaking past their enemies. Invented by the people of Olardell, the glyph of stealth envelops a
group of up to 4 people with the pass without trace spell so long as they do not speak (though
they can sign), and do not move more than 3 feet from the person carrying the glyph. The bearer
must make a DC 15 Charisma (Deception) or Dexterity (Stealth) check to activate the glyph for
one scene. Any interactions with their environment such as opening a door, attacking an enemy,
or picking something up off of a table immediately ends the glyph’s effect for the person who
performed the action. If the bearer of the glyph performs one of these actions, the entire effect
immediately ceases. The glyph cannot be used again until after a long rest.
Goggles of True Sight
Strange thing, rare
This pair of brass and leather goggles bear crystal lenses, which are etched with numerous layers
of spellcraft and secretive concoctions meant to bind spells to the crystal. Wearing them allows
the user to see the unseen within 50 feet as per the spell true seeing. The goggles do not see
through walls or extensive cover, and the wearer must have a direct “line of sight” in order for
the goggles to work. The goggles work for blind wearers.
While wearing them, the wearer is incredibly sensitive to bright light, particularly from
unexpected flashes, and the goggles are entirely useless in full sunlight. If the area within 50 feet
of the wearer rapidly brightens, such as from a fireball or wall of light spell, or moving into full
sunlight, the wearer is immediately blinded for 1d6 rounds.
The goggles are fitted for creatures with two eyes in a horizontal line, though it’s easy to remove
a lens to accommodate a person with one eye. Eyes that are significantly different (such as more
than two, or not in a horizontal line) can’t make use of the goggles unless specifically modified.
Granite Armor
Armor, very rare
Carved from a special magic-dampening stone found in isolated pockets around East Azoth, this
unusual suit of armor is dull gray and provides immense protection from both physical and
magical attack. Its origins are hotly disputed, with both dwarves and trolls laying claim to its
creation. Both favor the armor over metal given the freezing climate in Grey Hills.
The armor requires Strength 14 to wear and reduces speed by half, rounded down. The armor
provides an AC of +1 and halves all force and radiant damage, rounded up. Due to its design the
wearer needs to use an exotic saddle, regardless of mount type, or suffer disadvantage on riding
checks. The wearer cannot cast any arcane spells while wearing the armor, owing to its natural
magic resistance, though the armor offers no protection against being targeted by a spell.
Hydraulic Exoskeleton
Armor, very rare
Crafted from heavy plates of a secretive blend of metals, these massive suits of mechanized
armor provide increased protection as well as strength. Often used in large-scale construction
projects, such as building castles and forts, they can be found in mines around the Realm and
particularly Grey Hills. The entire suit weighs 300 lbs., but to compensate for the immense
weight the armor is equipped with a hydraulics system that artificially assists the wearer’s
movement. Although speed in the suit is reduced by 1/3, rounded up, the wearer takes twice as
long to reach exhaustion. The suit takes 2 rounds to don and 2 rounds to remove, though each
can be reduced by 1 round if assisted by another Medium or Large person.
While wearing it, the wearer gains a +4 Strength bonus (maximum 22) and +1 bonus to AC. The
system requires no power source, as it runs entirely on magic. If the wearer is targeted by any
magic-dispelling effects, they are unable to walk or attack until the effect ends, although they can
still exit the suit. The suit is equipped with manual controls in order to escape the suit in the
event of a malfunction.
Iron Mustang
Sentient strange thing (vehicle), artifact (requires attunement)
The Iron Mustang is a strange horseless carriage from parts unknown, bearing a rusted and pitted
metal skin. Beneath the hood, however, still rumbles the heart of a true champion. Once, it had
been a simple car, one of thousands to roll off the assembly line. Owned by a young woman who
accidentally found a gap between worlds, the car Crossed with her. It served her faithfully for
many years, the magic of the world slowly infusing its very being. But as none had seen such a
machine before, the car began to die as its mundane parts degraded and replacements were
impossible to come by. As a final resort, her champion brought her to the scientists of Ardonia,
who had never seen its like before. They took to tinkering with it, magically enhancing its engine
and converting it to run off magic. Years passed and stories fell into legend until the car was
forgotten and it drove itself away. Now it waits for a new driver, a new champion to serve, in the
Enchanted forest. This sentient muscle car requires no fuel to run. The car is chaotic good and
will fight the attempts of any evil creature to attune to it, giving them disadvantage on all checks
to drive the car.
Key of In finite Locks
Wondrous item, uncommon
The ultimate thief’s tool, this key resembles a long, thin metal rod with a series of small dials set
into the handle. Once inserted into a lock, the dials can be turned to manipulate the tumblers of
the lock, each dial controlling a section of the tool’s teeth. The thief gains advantage on all
checks to open a mundane lock. The key does not allow the bypass of any magically triggered
traps or spells, which must be dealt with separately. It does allow for the bypass of any mundane
traps that using the correct key would normally circumvent. The key counts as a set of thieves’
tools for the purpose of determining proficiencies.
Lightning Concentrator
Strange thing (weapon), very rare
The lightning concentrator is a combined backpack and blaster unit consisting of a back-
mounted lightning rod, storage cells, and an electricity extruder.
When placed outside during a thunderstorm, the concentrator has a 70% chance to be struck by
lightning. If successfully struck, it gains 2d10 electricity charges. The battery pack can hold a
maximum of 8 charges, and any attempt to store additional charges results in an overload and
renders the unit unusable for 10 rounds while it recalibrates. The charges remain stored until
used, or the unit is destroyed.
Once per round, the wearer can make a ranged attack against any target within 30 feet, dealing
2d6 lightning damage on a successful attack. On a critical hit, the target becomes dazed and
unable to take any action for 1d6 rounds. All creatures adjacent to the target must make a DC 15
Dexterity saving throw in order to avoid being caught in the blast and taking half damage
rounded down, however they are not impacted by the daze effect on a critical.
If the unit is destroyed, all creatures (including the wearer) within a 10-foot radius are dealt
(x)d10 lightning damage, X being the number of charges remaining within the unit.
Mechanical Limb
Strange thing, rare (requires attunement)
This is a magically augmented metal arm or leg that can be surgically installed onto a willing or
unconscious target, either in the place of a missing limb or as an additional limb. These augments
are fairly rarely seen, though most people know of their existence.
If attached as an additional limb, all armor and clothing must be modified to fit around the new
extremity. The bearer of an additional arm can use an additional weapon and gains one additional
attack per round. The new arm cannot be used for spellcasting or any skills that require fine
manual dexterity such as lock picking.
A Medium person can support up to two additional arms, not including ones used to replace
missing arms but can only support legs that replace missing ones of their own. The arms are
waterproof and protected by their enchantments, but in the event they are broken can be repaired
by an artificer (see Chapter Four).
Mirror of Echoes
Wondrous item, rare in the Enchanted Forest, very rare elsewhere in Azoth
Crafted from pure silver, this palm-sized mirror was created to investigate crimes and can be
used to scry into the past. When used in a location, the mirror can show an event that had
previously occurred there. The user makes an Intelligence (Arcana) check, with difficulty
depending on how old and strong the event’s temporal echo is. If successful the mirror will show
exactly the event the caster wishes to see, provided they are in the correct location.
The difficulty of the roll increases depending on how long ago the event was, but decreases
based on how powerful the imprint it left on the surrounding area was, with death and birth
providing the deepest imprint. The GM should set this difficulty as 10 (easy), 15 (medium), 20
(hard), 25 (very hard), or 30 (impossible).
The mirror can only show the truth, when it shows anything at all, even if an illusion was used
during the recounted event — e.g. a person using disguise self at the time is now shown in their
true form. The user must catch the reflection of the area in the mirror and can only see what
happened in the area reflected back, though they are free to move around the scene in order to
get a better view.
The mirror can only be used once per long rest and functions for 10 minutes before going dark.
Orb of Death
Wondrous item, artifact
Forged by the demon Terrorek from solidified hate and darkness, this orb appears as a perfect
obsidian sphere. It requires the sacrifice of a sentient creature, willing or otherwise, in order to
function. The orb draws in their life force and corrupts it beyond repair, spewing the transformed
life force back into the world as a necromantic plague.
The first victim is the sacrifice itself, immediately raised again as a night creature, before
spreading to any dead within a 50-foot radius. This includes previously animated undead, such as
liches or zombies, as well as corpses in various states of decay. Usually the orb is activated
inside a cemetery for maximum effect.
Once it has infected the dead and converted them into night creatures, the plague begins to
spread among the living. All living people within the area must make a DC 20 Constitution
saving throw to avoid contracting the necrotic infection. If they contract the disease, they become
carriers forcing a DC 20 Constitution saving throw from all living people they encounter. An
unarmed attack by a night creature also has the ability to pass on the plague; the target must
succeed on a DC 15 Constitution saving throw for every successful attack or become infected.
While the disease itself doesn’t kill, the infected rise after their death (which, if they’re near any
night creatures, might be very imminent) to become a night creature controlled by whomever
holds the Orb of Death.
Orb of Turning
Wondrous item (orb), uncommon
A fist-sized lump of clay covered in dimly glowing runes; this crude throwing weapon has a
range of 20 feet. Created from divine magic and housed within a sturdy hull, orbs of turning are
designed to fight undead, and are often carried by patrols in known hot spots of undead activity.
While they can’t be used to kill any but the weakest of the undead, they are incredibly useful for
regrouping or securing a retreat.
Once thrown, the orb shatters upon impact, repelling all undead within 20 feet of the impact
point as per a cleric’s Turn Undead feature. All undead must succeed on a DC 20 Wisdom saving
throw or be forced to flee for 1 minute. Additionally, the user’s player rolls from the table below
to determine additional effects. If the undead failed their saving throw, the turning does not break
upon damage being dealt to the undead, but will immediately end if the user falls to 0 hp or loses
consciousness.
[TABLE PLEASE]
Roll(d10) Result
1-4 No additional effect
5-7 Destroy Undead (maximum CR 1)
8-10 Command Undead for 1 minute
[TABLE/]
Phantomsong
Wondrous item, artifact
Sometimes it is better to turn your enemies against each other than it is to destroy them. Made
for a bard who fought in the Forever War, Phantomsong is a magical zither that entrances all
undead who hear it. A successful DC 20 Charisma (Performance) check causes all undead to fall
under the command of the performer as per the cleric’s Turn Undead feature. Phantomsong
cannot be used to destroy the undead, nor does it repulse them.
The GM may grant major undead a Constitution saving throw against the bard’s rolled Charisma
(Performance). If they successfully save, they immediately recognize Phantomsong’s effect and
act accordingly.
The turning lasts for as long as the bard continues to play, after which the affected undead are
dazed for 1d4 rounds before resuming their previous actions. If the zither is destroyed, the effect
immediately comes to an end with a piercing shriek, and the affected undead skip the usual
dazed rounds.
Plague Ward
Wondrous item, very rare
Dedicated to Othaaris, this silver amulet with lily motif provides a powerful protection against
the effects of Terrorek’s death plague (see the Orb of Death) and his night creatures. When worn,
it prevents the wearer from being infected by the death plague, even if the wearer is already
dead, in which case it prevents them from being raised as a night creature. The wearer cannot be
infected by either the initial wave of plague emanating from the orb, nor the infected claws of the
night creatures themselves. Although this does not protect against night creatures outright killing
the target through normal damage, it does nullify the plague from their claws.
An item of purification and light, the amulet provides advantage on Constitution rolls against
other magical and mundane diseases.
The ward can be worn by anyone regardless of class, alignment, type, or size. Reportedly, the
ward once prevented a lich from being turned into a night creature. Much as the Orb of Death
itself was eventually lost to history and thought to be nothing more than a myth, so was the
secret of making the plague wards. The queen of Ardonia holds the last known plague wards
among her personal possessions. Should Terrorek rise again, rediscovering how to make the
amulets should become high priority, dropping their rarity as time passes.
Ring of Safe Passage
Ring, very rare (requires attunement)
This ring so perfectly matches the wearer’s body temperature it hardly feels like metal, and the
wearer often forgets they even have it on. The wearer leaves no trace of their passage. Footprints
blur into nothing, twigs only bend and do not break, the sound of their armor is muffled as if
someone wrapped them in wool, and even the thickest mud seems to slide off them without a
stain. This masking does not prevent them from being seen or heard, nor does it hide the signs of
their camp.
The ring masks only accidental traces, and the wearer can still leave deliberate signs of passing
by purposefully breaking twigs or writing words in the dust as they go. The protection will
extend to a mount and its equipment as long as the wearer is riding it but fades once the rider
dismounts.
Rod of the Heavens
Wand, legendary (requires attunement by a good creature)
A powerful weapon against evil beings, this rod is nearly 2 feet of pure silver inlaid with gold
sigils. Once per long rest, the rod can deliver 3d10 radiant damage to any evil target within 30
feet to which it has line of effect. The target may make a Dexterity saving throw against DC 20
for half damage. The attack leaves the target stunned for 1d4 rounds.
The rod can only be used with a clear view of the sky: outside, through a hole in a roof, or
through a glass or crystal ceiling. The blast does not emanate from the rod itself but is rather a
bolt from the heavens. While the rod does not automatically give the user the ability to detect the
alignment of their target, it won’t work if the target is of good or neutral alignment. If the target
is currently using an item that would impact how their alignment is perceived, the rod functions
on their apparent alignment. If an evil individual attempts to attune the item, the rod explodes in
their hands with the effects above.
Scope of Far Sight
Strange thing, uncommon
Most commonly a magically enhanced telescope, these are invaluable to any adventurer who
happens to get their hands on one. Although not rare, they are difficult to make and tricky to
maintain as they are delicate and require constant care. The scope functions as a normal, albeit
high quality, spyglass, magnifying targets to 3 times their apparent size. Each scope comes with
three crystal filters that can be inserted into a slot right behind the front lens, each one bespelled
with one of the three following spells: locate animals or plants, locate creature, locate object.
The user may insert a lens and automatically activate the spell inlaid into its face. The spell
remains active for the next 10 minutes and can be used by any creature with eyes even if they are
blind. The lens cannot be switched out or re-activated until after a short rest. If purchased, most
scopes will come with all three lenses, but if found as loot will usually only contain a single lens
— the player can choose one or roll 1d3 to determine a lens randomly. It is possible to buy new
lenses from an artificer.
Shard of Abraxas
Cursed item, very rare
Once part of a building built of pure evil, all that remains now is a palm-sized fragment of stone
imbued with an ancient malevolence. The people of Carahill believe the curse carried by the
stone is the result of living sacrifices being mixed into the malefic edifice’s foundations. Upon
touching the stone, the bearer is stricken with ill fate, and all their saving throws suffer
disadvantage. They are unable to rid themself of the stone, casting it into a nearby river only to
find it in their pocket within 1d2 hours.
The stone acts as a homing beacon for evil. Although it does not exert any control over evil
beings and they are still free to go about their business, anyone with an evil alignment within a
half mile of the shard senses its general location. They do not know who or what has it, or even
what the shard is (unless they have encountered it previously), only that it calls to them. The
siren call can be silenced by placing the stone inside a bag of holding or other pocket
dimensions. Remove curse allows the victim to finally discard the stone.
Sigils of the Gatekeeper
Wondrous item, very rare
The Realm holds doors to many different worlds, most older than the mortal kingdoms, and not
all these doors are left unguarded. Some of the more volatile portals are sealed with a sigil,
carved onto a smooth palm-sized stone set near or on the portal. Who created the sigils is a
mystery lost to the eons. Over the years, treasure hunters have located and removed the majority
of them, selling them for extravagant prices on the black markets. Although there were once
rumored to be hundreds, today they are incredibly rare outside of the shadier circles.
These sigils can be used to lock any door, magical or mundane, and once in place are difficult to
remove short of destroying the sigil itself. Each sigil is unique, and a successful DC 13
Intelligence (Arcana) or Intelligence (History) check will reveal which portal the sigil came
from. Once the sigil is removed from its portal of origin, the portal becomes unstable and will
open at random, often spewing forth unimaginable horrors. As such, it is considered a crime in
every kingdom to remove or be caught trafficking in these sigils, although that doesn’t stop
determined thieves or rich buyers with things they would rather keep hidden.
Sling of Voltage
Strange thing (weapon), uncommon
This sling is composed of metal alloys and insulated wires and requires metal ammunition in
order to conduct a powerful electric shock. The sling deals 2d4 lightning damage with each
successful attack, and bypasses any AC granted by metal armor (banded mail, due to its backing,
does not fall under this category). The sling can only be used to full effect with metal
ammunition of any kind, including silver and mithral. If used with non-metal ammunition, the
sling deals 1d4 damage as normal.
Set into the hilt of the sling is a battery pack, charged by the kinetic energy generated by the
motion of spinning the sling before releasing it. Each battery pack lasts for 1 year before it needs
to be replaced by an artificer. In the event the battery goes bad or is destroyed, the sling works as
a perfectly functional mundane sling.
The sling should not be used if the wielder is standing in water, as this will cause them to be
shocked, taking 2d4 damage as well as burning out the battery. If destroyed by water, the sling is
not fixable and becomes an ordinary sling, albeit a strange looking one. The standard sling is
sized for a Medium person, but they can be found in larger or smaller sizes and the damage is
adjusted accordingly.
[TABLE PLEASE]
Size Damage
Fine n/a
Diminutive 2
Tiny 2d2
Small 2d3
Medium 2d4
Large 2d6
Huge 2d8
Gargantuan 4d6
Colossal 6d6
[TABLE/]
Sonic Cannon
Strange thing (weapon), rare
Often found mounted on Ardonian air ships to be used in aerial battles, a sonic cannon can be
mounted to wagons and carts in a pinch. It is generally a bad idea to use it from a wagon drawn
by most beasts of burden however, as they tend to bolt when the cannon is fired.
Once every ten minutes, the cannon can produce a thunderwave as per the spell. The operator is
mostly protected at their post, only taking 1d4 damage. When used against an air ship, the
navigator of the targeted ship, who must be proficient with aeronautics tools, must make a DC 13
Intelligence check to avoid being knocked off course by the sound wave. If struck by the sonic
pulse, the air ship is knocked back 40 feet away from the cannon and all unsecured passengers on
the deck of the ship must make a Wisdom (Survival) check at DC 15 to avoid being tossed
overboard.
Sword of Drohm
Weapon, legendary
Before the coming of Darkoth, Drohm was a nation of artisans who took great pride in all their
creations, from its beautifully roofed houses to these unbreakable swords. Each sword of Drohm
acts as a +1 sword of defending, enabling the wielder to confer the blade’s bonus to their AC at
the start of their turn. Additionally, some of these swords (30%) have a secondary effect on a
successful hit.
[TABLE PLEASE]
Die Roll (d10) Result
1-2 Axiomatic, deals +2d6 damage against chaotic creatures
3-4 Disruption, deals +2d6 damage against creatures not native to the Realm
5-6 Flaming, deals +1d6 fire damage
7-8 Shocking, deals +1d6 lightning damage
9-10 Wounding, deals 1 point of Constitution damage
[TABLE/]
Sword of Golzim-Ra
Sentient weapon, artifact (requires attunement)
This +3 blade is a weapon possessed by an immortal mind of pure hate and malice. Immediately
after attuning to the sword, the wielder must succeed on a DC 5 Charisma saving throw. This
save repeats with the DC increasing by 5 every week they possess the sword. If they kill anyone
with the sword, the wielder must immediately make another saving throw with the DC increased
by another increment of 5. De-attuning does not reset the save DC, so if the bearer’s last save
was at DC 15 re-attuning the sword invokes an immediate DC 20 save. Upon succumbing to the
sword’s influence, the wielder’s alignment changes to chaotic evil. De-attuning the sword at this
point does not change their alignment back.
Some experience the blade’s influence as a voice within their mind, egging them on to worse
ends. Others don’t even realize the blade is intelligent, not recognizing the poison it drips into
their heart. The sword adjusts its method of attack to best take advantage of the wielder’s own
inner weaknesses. Many have wielded the blade thinking to prove themselves it’s master, but in
the end, all succumb to its evil.
The blade has a particular hatred toward elves of any type, pressing its wielder to hunt and kill
any that cross its path. All attacks with the sword against elves are made with advantage, and any
successful strike immediately forces a death saving throw.
Vampiric Rod
Wand, rare (requires evil alignment to use)
A blackened and sickly-looking wand dripping black ichor, this rod stains the hands of anyone
who touches it. The rod produces a ray of enfeeblement, which unlike the regular spell lets the
wielder leech their victim’s strength. If the spell is successful, the user gains a Strength bonus
equal to one half of the target’s normal Strength modifier, rounded up. The benefit lasts for 1d6
rounds.
Ward of Sancti fication
Wondrous item (pillar), legendary
The ward of sanctification is enspelled into a one-foot-tall marble pillar engraved with runes and
emanating divine energy. Once per day the pillar can be activated by any non-evil creature by
laying hands on the pillar and passing a DC 10 Intelligence (Religion) check. Activating the
pillar takes a full round and creates a 20-foot-radius zone into which no undead can enter. The
zone lasts for 8 hours, or until the activator leaves the zone. Once deactivated, either through its
duration elapsing or the user leaving the circle, the ward cannot be activated again until the sun
next rises.
The ward is powerful enough to keep out even the most potent undead, but the barrier does not
prevent them from sending magic or projectiles through the barrier. The pillar can be activated
with undead inside the affected area, and all undead within the area take 6d6 radiant damage and
must succeed on a DC 15 Constitution saving throw or flee.
Wards of sanctification dot East Azoth, presumably as a relic of Terrorek’s war on the living.
While the pillars are rare, libraries and temples of Othaaris keep a record of all known pillars and
pay handsomely for knowledge of new locations.
Watch of Precision
Strange thing, very rare (requires attunement)
The face of this pocket watch lacks any numbers, instead slowly swirling with the depth of the
cosmos — one could get lost staring into this infinite universe. The watch of precision reduces
the casting time of 1st- and 2nd-level spells from an action to a bonus action; spells with a
casting time of less than 1 action are unaffected. Additionally, it halves the casting time of any
spell that takes longer than a minute to cast normally. In order to use the watch, the caster must
keep it open and within arm’s reach. A sighted caster must be able to see the watch, while a blind
caster must know its exact location.
The watch must be wound on every full moon, when the moon is at its peak. Winding takes 5
rounds, during which the winder can do nothing else including speaking or signing. If
interrupted, even by conversation, the process must be started over. The character must make a
successful DC 15 Intelligence (Arcana) check in order to reset the watch for another month. The
roll can be repeated until the hour of the moon’s peak has ended, though if unsuccessful the
watch is rendered useless until the next full moon.
Were-Hide Cloak
Wondrous item, uncommon (normal animals), rare (swimming), or very rare (flight) (requires
attunement)
Different pelts stitch together to form this cloak, the colors of its fur shifting and changing
beneath the eye. Once per long rest, the wearer may use Wild Shape as though they were a druid.
The limitations of the forms they may adopt depend upon the cloak’s specific type. They can
remain in this shape for up to 2 hours, until they lose consciousness, or until they decide to shift
back. To shift back before the time limit has elapsed requires the use of a bonus action. All items
on the wearer’s body are merged with their new shape and are not usable until they shift back,
unless otherwise stated in the item description. The cloak, due to its material, makes a perfectly
serviceable cloak for keeping the weather off.
Yu’lldian Blade
Weapon, artifact (requires attunement)
This blade is the only weapon capable of killing Shinde Imas, the Elf-slayer. This +3 bastard
sword deals an additional 3d6 radiant damage against demons. When wielded by an elf, the blade
also grants advantage on attack rolls. Wielded by an elf, any critical hit against the demon Shinde
Imas immediately kills its corporeal form and trap its essence within the blade. It is possible to
destroy Shinde Imas fully, even trapped within the Yu’lldian Blade, with the help of the Book of
S’ai Horthus, but to do so would require immense sacrifice from all involved and has never been
successfully performed.
Chapter 14: Voices from Afar
Voices from Afar is an adventure for four to six characters of 1st level.
The adventure begins on Earth when a Crossing transports characters to the trident of Azoth’s
Great River, allowing the characters to forge their own path. From here, they’ll explore several
places in the Realm, embark on an epic quest, and become heroes of Azoth as they find a way
back to Earth.
The world of Legendlore is vast. There are infinite paths to explore and a multitude of places to
visit, each seeding its own campaign. This adventure is designed to acquaint characters with the
world of Azoth. There is a little bit of everything in this introductory adventure: exploration,
intrigue, combat, and more. Characters will visit some of the Realm’s most notable locations and
help uncover a lost relic that has curious ties to Earth.
Background
Azoth has seen its fair share of threats in its rich and varied history. More than 800 years ago,
night creatures from the darkest reaches of the Realm spread across Azoth. The Plague War is
but a memory to most of Azoth, but some of its older inhabitants remember the threat of the
demon Terrorek and the darkness he brought to the Realm.
After centuries of relative peace, a new cult has arisen around Terrorek, seeking to complete his
mission. The cult has been infiltrated by spies who serve the council of Abaroxas, Azoth’s trade
city and academic hotspot. The spies, and the cult, have learned of a strange artifact: an arcane
device that speaks the language of demons. The scholars in Abaroxas fear the cultists will use the
artifact in a dark ritual to expand the borders of the sinister and mystical Night Lands, letting the
vicious night creatures loose upon Azoth, wreaking havoc while the cultists work to resurrect
Terrorek himself. The strange artifact is currently found in an abandoned mine in the Black
Mountains.
The device is, in fact, a radio. Objects from Earth occasionally Cross to East Azoth, and the
Realm refers to these items as Strange Things. This is in part what made Ardonia a nation that
prizes science.
A teleportation circle called the Disc of Mylnon roams across Azoth and allows its inhabitants to
quickly travel across the continent. When the disc passes near the radio, a portal between Earth
and Azoth temporarily opens, and the radio waves pull in a broadcast from Earth. To people who
have no knowledge of radios, these unknown voices talk of war and violence and sound like they
are speaking from another realm. Whether or not the radio can be used in the ritual remains to be
seen, for magic in Azoth defies the laws of science.
Will the characters find the artifact in time and find their way back to Earth — or remain in
Azoth forever?
Overview
Voices from Afar is an adventure told in three chapters. Here is a general breakdown of the main
events.
Chapter 1:
Chapter 1 begins with a Crossing and introduces characters to Azoth through several short
encounters in some of the Realm’s most notable locations. While there, the characters are given a
quest which leads into Chapter 2.
Chapter 2:
In Chapter 2, characters travel to Ardonia to find out how to get back to Earth and are enlisted by
the Library of Isliadril in Abaroxas to help thwart an evil plot concocted by cultists of Terrorek.
Chapter 3:
Chapter 3 transports characters from Ardonia to the Black Mountains via an interesting mode of
teleportation called the Disc of Mylnon. A dungeon crawl through the mountains results in an
exciting chase, and the chance to return to Earth.
Adventure Hook
The adventure begins with a Crossing, which transports the characters from Earth to Azoth,
where they remain for the duration of the adventure. Players can come up with their own
motivations for embarking on the main quest. The classes they choose to play may also provide
them with insight and motivations.
Upon arrival in Azoth, characters have a choice in where they travel first, although all of the
encounters eventually lead them to Ardonia, where they receive the main quest, and then to the
Black Mountains. Although the adventure is designed to be completed in a few hours, the in-
game time will likely span days or even weeks. At the end of the adventure, the characters have a
chance to return to Earth.
Chapter 1 — Strange New World
The adventure begins in an unidentified city on present-day Earth. If the players are physically
meeting to play, this is their city and you should adapt the opening scene as needed. Otherwise,
the city is the very picture of modernity; tall skyscrapers cast long shadows over the streets
below. Sounds of buses, cars, and trains intermingle with the noises of human life: doors opening
and closing, espresso machines brewing coffee in cafes, and people having conversations with
one another in person or via telephones.
The characters are walking down the street when they pass an abandoned lot which, curiously,
has a large, ancient tree in the center of it. The tree has a door embedded in the trunk, and it is
partially open. Through it, they see a beautiful forest. A child’s voice calls for help; the sound
emanates from beyond the door.
They approach the door — as it opens for them, a gravitational pull tugs them through.
Read or paraphrase the following:
Sounds and colors swirl around you in this chaotic tumble through space and time. You fall hard
through the door into plush underbrush, and the world around you is suddenly much quieter.
You’re surrounded by trees and not skyscrapers; the pleasant aroma of damp foliage
overwhelms the scent of gasoline that, until a moment ago, had permeated the atmosphere. You
hear the click of a latch as the ornate wooden door shuts behind you, and the handle disappears.
You stand in an unknown forest.
The characters arrive at a nexus on the Great River, on the trident bordered by the Enchanted
Forest (their current location), the Great Field of A’zoth, Drohm, and Brachmon. At this time,
players can consult their character sheets — we’ve provided pregenerated characters on p. xx.
Stampede!
The party has little time to act as a dozen deer come charging through the forest. The rumbling
gives the characters just enough warning; a successful DC 10 Dexterity saving throw ensures
they jump out of the way. A failure results in the character tripping over a branch and taking 1
point of bludgeoning damage.
On the deer’s tails is a young elven boy named Laeren Everfall — his voice is what the
characters heard coming through the portal. He shouts and waves his arms, telling the characters
to run, for two goblins are chasing him. He beckons the characters to a hiding area below a large
dead tree that has fallen sideways. The roots form a woven canopy, and the hollow tree is large
enough to successfully hide in.
Characters may want to fight the goblins (use stats for cave goblins, Chapter 10: Allies and
Adversaries, p. xx) and can do so, but the battle is challenging for brand new characters who do
not even possess weapons yet. Laeren encourages the party to hide rather than confront the
goblins. Once the threat passed, Laeren introduces himself.
Roleplaying Laeren
• Laeren is a young rainbow elf. His voluminous hair, which many of his people share, is
wrapped into natural dreadlocks. He has small, pointed ears.
• He is dressed in simple clothing — a tunic and trousers, with sandals strapped to his feet
— and carries a child-sized bow and arrow.
• He is cheeky, precocious, and curious. Laeren knows nothing about Earth and eagerly
interrogates the characters.
• He possesses basic knowledge about East Azoth and has a simple map that he swiped
from his parents back in Hulsing. If asked, Laeren gladly shows them the map.
• Laeren tells the characters that they are in the Enchanted Forest, near the Great River,
which runs through the continent of Azoth. From their hiding place, the characters can hear the
rushing river.
• The nearest village is Hulsing, which is in the Enchanted Forest.
• Laeren can name several nations in East Azoth but has only elementary knowledge about
each one.
• He reluctantly admits his parents are probably worried about him, and asks the
characters to escort him back to Hulsing.
Development
Show the characters an unmarked map of this location and allow them to make a choice of where
they would like to venture. Encourage them to make a choice based on what they want to do;
they don’t have to fulfill Laeren’s request.
Depending on where they go, there is a unique encounter in each location. Whomever they meet
upon completion of the side mission eventually directs them to Ardonia. The letters on the Map
for Game Masters correspond with the following encounters. The characters won’t know the
names of the cities to which they want to travel, and Laeren’s map is unmarked, so skip to the
numbered section.
A: The Enchanted Forest: Faerie Lights
Laeren leads the party to Hulsing, which is about a half mile from their starting point. Read or
paraphrase the following:
The forest is cool, pleasant, and quiet. Other than the strange boy you’ve befriended, and the
stranger creatures that chased you into hiding, the forest feels mostly familiar and not unlike
Earth.
This feeling is short-lived, as you come upon a large village that looks like it came straight from
the Middle Ages — except that most of the inhabitants sport the same pointed-tipped ears as
Laeren. On the outskirts of the village is a ring of rustic homes with ornately carved white doors
and window frames. The forest continues through the village, with various buildings constructed
in-between the pines.
Arrival in Hulsing
Although Hulsing is not the largest city in the Enchanted Forest, it’s a decent sized village and
home to many elves, including the legendary Serene Silverfawn. It’s picturesque, and the
weather is pleasantly cool.
Layout of Hulsing
The village is designed in a circle. The residential area surrounds the interior, which contains a
market district and a temple.
Meeting the Everfalls
Laeren’s parents, Liyara and Mikrael, own an alchemy shop in Hulsing called The Rose Vial.
Laeren leads the party to it, or the characters can roll a DC 12 Wisdom (Perception) check to find
it in the market district.
Laeren’s parents are elated to see him, though Mikrael reprimands her child for running off into
the forest. The Everfalls are friendly and hospitable to the characters, although curious about
their dress and any signs they exhibit from Earth. If asked about how to return to Earth, Mikrael
has no knowledge of this. Liyara, however, suggests that the characters go to Ardonia and speak
with the scholars at the Library of Isliadril in Abaroxas — Liyara has traveled there herself and
heard word about a scientific device that can transport people across realms. She calls it the Disc
of Mylnon.
This information is mostly correct, although Liyara is missing some details: the Disc is a
translocation device that roams around Azoth and can transport people around the Realm. Even
the scholars at the Library of Isliadril are unsure if it can be used to travel beyond the Realm.
The Everfalls offer to organize and pay for the characters’ passage to Ardonia if they can retrieve
an item they need for an alchemical experiment: a lightning bug. Depending on where the
characters are from on Earth, they may be familiar with lightning bugs.
In the Enchanted Forest, lightning bugs tend to cluster near Pixiegrove, named after the creatures
who also reside there: pixies! Pixiegrove is located about two miles west of Hulsing. The grove
is signified by a ring of violets and lilies. The Everfalls provide the characters with a glass bottle
and request that the lightning bug is returned alive.
Finding Pixiegrove
The western gate out of Hulsing leads back into the forest. After a half mile, the trail peters out.
A DC 13 Wisdom (Survival) check ensures that the party continues in the right direction.
Otherwise, the characters become lost. If this occurs, the pixies find the characters first.
If the party gets lost in the forest:
Five pixies begin following the party, who can spot these trickster creatures with a DC 14
Wisdom (Perception) check. If the pixies remain unseen, they taunt and tease the characters,
tossing pinecones at their heads (which don’t cause damage, but do hurt), poking their ears, and
tugging on their hair or clothing. The pixies are not hostile, merely mischievous.
If the party stays on track:
A DC 13 Wisdom (Perception) OR (Survival) check draws the party’s attention to a ten-foot-
wide circle of violets and lilies, surrounded by a copse of densely clustered pine trees.
The lightning bugs are aplenty in the copse and the golden light they emit provides an additional
light source in the shaded grove.
A DC 12 Wisdom (Perception) check hears the giggling and rustling of pixies flitting around the
copse.
Capturing a lightning bug requires a successful DC 14 Stealth (Dexterity) check. The pixies do
what they can to thwart this effort, swatting at the lightning bugs and trying to distract the
characters; characters roll with disadvantage unless they can somehow keep the pixies at bay.
Give the characters three chances to try to catch a lightning bug; if they are unsuccessful, a DC
11 Intelligence (Nature) check suggests that they can use a violet to lure the bug into the bottle
— the bugs are attracted to the violet pollen. Additionally, a DC 11 Wisdom (Perception) check
notices a pixie pluck a violet and use it to lure a lightning bug toward it. If the characters try this
approach, they can roll again with advantage.
Passage to Ardonia
Returning to the Everfalls with the lightning bug earns the party passage to Ardonia. The family
furnishes them with a guide — an elf named Emriel, who is a traveling merchant — a cart, and
some food.
Development
Proceed to Chapter 2 to facilitate travel and arrival in Ardonia.
B: The Great Field of A’zoth: Where the Ghosts Roam
Heading southeast means crossing the river. Small docks on each side offer two canoes and two
rafts; two Medium humanoids fit in a canoe, and four fit on a raft. The river current is steady but
not swift and crossing here is relatively simple. The party can travel by river for quite a ways,
although they should disembark before it takes them toward the west. This travel eventually
leads them to the Great Field of A’zoth.
Arrival in the Great Field of A’zoth
The Great Field of A’zoth is a stark change from the lush forest. The expansive grasslands ripple
in the breeze beneath a wide, blue sky. The party may find it a familiar sight; it resembles the
sprawling fields found in Mongolia and China. The fields are sparsely populated — most people
encountered in the fields are passing through on trade routes, and several well-trodden trails lead
across the grasslands, leading toward each of the major regions.
A DC 13 Wisdom (Perception) check spots a figure — a rather imposing orc woman named
Kig’ara D’Marko — crossing the fields. Kig’ara approaches them warily but is not hostile unless
provoked. She needs assistance to complete a project.
Roleplaying Kig’ara
• Kig’ara is an orc and an archaeologist who works out of an academy in Abaroxas.
• She is somewhat gruff but not unkind.
• She often travels alone and is quite capable of defending herself, although she prefers to
abstain from fighting.
• Orcs are relatively rare now in the plains East Azoth, though many reside in the Black
Mountains. Her people live in small, tight-knit communities after the orcs were almost
thoroughly defeated during the Orc Wars.
• The rest of her family are ambassadors working to claim the Bloody Hills for the orc
people. This takes them all over East Azoth, pleading their case to leaders of other nations.
• Kig’ara knows nothing about “Earth” but suggests going to the Library of Isliadril in
Ardonia, which is a place that embraces science and the pursuit of knowledge. The scholars there
may be able to help. This is a different academy than the one she works for — Abaroxas is home
to many institutions that each have their own scholarly focus.
• Kig’ara plans to return to Ardonia after she completes her mission and asks the
characters to help. In exchange, she will escort them to Abaroxas and serve as an ally until they
get there.
Kig’ara’s Quest
She is on a mission to find a special artifact, a dagger, that belonged to her family but was lost
during the Great Orc War. The final battle between humans and orcs raged in the Great Field,
and the orcs were defeated. However, many of the battle sites remain identifiable many years
later. Because the plains remain open and wild and mostly absent of settlements and villages,
save for a few nomadic populations that occasionally settle on the fields, the war grounds are
mostly untouched and serve as stark reminders of this history. She asks the characters to remain
on alert while traversing the battlegrounds. The dagger itself lacks much value, but to Kig’ara it
is special and one of the few relics that belong to her family. A Wisdom (Insight) check at DC 11
confirms this to be genuine.
She describes the dagger as a 9-inch-long blade with a short wooden handle. A spiral is engraved
onto the heel of the dagger, right above the guard.
The Battlegrounds
To the southeast, near the O’koth border, lies one of the grimmest of the remaining battlefields.
The grass that grows here is slightly red from the dry soil still saturated with blood — that’s how
gruesome the battle was in this region. Over the years, many have created make-shift tombstones
and markers that hint at the various religions practiced in the Realm.
The golden grasslands fade into a somber gray as the battlegrounds come into view. Even
without prior knowledge, it is not hard to guess what transpired here despite the decades that
have passed. Patches of the earth are devoid of grass and remain bare, the enduring scars of
magical damage.
A DC 13 Wisdom (Perception) check spots three zombies lurking on the battleground. The
zombies can sense the party’s presence and attack the characters. Kig’ara can serve as an ally if
the party needs aid (she uses the Orc Ambassador stats from Chapter 10 p. xx) although you
should ensure she remains alive to escort the characters. A DC 16 Wisdom (Investigation) check
spots something shiny protruding from the loamy soil: Kig’ara’s family dagger. The blade bears
the symbol of a spiral, which Kig’ara confirms is linked to her family. The party gains advantage
on this roll if they employ some systematic method of searching.
Development
Helping Kig’ara earns the characters passage to Ardonia. Proceed to Chapter 2 to facilitate travel
and arrival in Ardonia.
C. Drohm: Bet on It
Traveling east brings the party to the widest crossing point in the Great River. A small dock has
three canoes and two rafts tied to it. Give characters the chance to figure out how to cross. The
boats are easiest to control but only hold two Medium humanoids in each; the rafts can hold up
to four Medium humanoid creatures but are more difficult to steer.
The river runs with tenacity — each canoe has a 20 percent chance of tipping over, and the rafts
each have a 50 percent chance. If the canoes or rafts tip over, the characters fall into the river. A
DC 13 Strength saving throw lets the character grip a rock to avoid being pulled further down the
river; an additional DC 15 Strength check lets them swim and climb onto the shore. Failing this
check results in the current carrying them down the Orus River until they are tossed upon the
bank, suffering 1 point of bludgeoning damage.
Arrival in Adorn
Upon crossing the river, and after a day’s worth of travel through wild lands, the characters
arrive in the city of Adorn in Drohm. This is a curious city that differs from the rest of the nation.
It’s a common traveling depot, so many of the people here are from around the Realm. Most who
travel to Adorn and live here are miners, which is a common profession for many people across
East Azoth thanks to its rich ore deposits. This is a good place for characters to learn more about
Azoth. Speaking with people in Adorn (most of whom are human, but the characters can spot
members of any other people if they look for them) learns the following information:
• The city is built upon a rich vein of iron. Mining is lucrative, but unlike other mining
communities, those who mine here come for short periods of time. They leave when they’ve
mined enough iron to sell for a hefty sum.
• Few here are familiar with Earth and have no idea how to get back there. Most are
unaware that there are other such realms that can be traveled to. Speaking openly about Earth
generates suspicion, and Drohm is filled with many spies working for Darkoth.
• Whomever the characters speak to suggests that they go to Abaroxas, which is in
Ardonia. Abaroxas is quite far — about a week’s journey south. They can earn some coin to rent
a cart that can take them to Carahill, whence they can then go on horseback or foot to Abaroxas.
• A quick way to earn coin is by mining, which requires a hefty initial investment in
supplies and equipment and can be quite dangerous for inexperienced miners. Another way is by
visiting the horse races and making bets. The right bet can result in a big payoff.
The Races
A popular activity in Adorn is attending the horse races.
Placing Bets
Betting on horses works similarly to a derby on Earth. There are 20 horses total, and each
character can bet on one horse to win.
• Make up names for the horses or have the characters make up a name for their chosen
horse.
• Use straight wagers only, although if your party enjoy betting, you can add more
complicated bets.
• Each character who wants to make a bet contributes coin to the pool.
• To determine how large the total pool is, roll a d4 and multiply by 100. Be sure to then
add the character’s’ contributions.
• To determine which horse wins, roll a d20 for each horse that the characters bet on.
Once a number is rolled, it can’t be rolled again — meaning, if you roll a 15 for one horse, that is
that horse’s placement; reroll any duplicate results. Whichever horse rolls the lowest number
wins (since a low number equals a higher placement), and the character wins half of the total
pool. The other 50% is split among the two runner-ups.
Another Offer
Before the race begins, a cloaked figure approaches the party who offers them a substantial sum
if they can help kidnap one of the horses before it participates in the race. The figure is a ranger
named Alia Roan who hails from O’koth. Alia witnessed one of the horses, a black stallion
named Nightingale, being mistreated. If Alia can get him to the Carahill border, he can be set
free among the other wild horses who are native to the open area that straddles O’koth and
Carahill.
Alia offers the party 500 gp and passage to Ardonia if they can successfully sneak Nightingale
out of the stables before the race. Should the characters succeed on a DC 10 Wisdom (Insight)
check, they find that ’Alia is genuine in their offer and desires to see Nightingale freed. They
agree to meet the party behind a local tavern called The Horseshoe that night with travel supplies
and rations for their journey.
Freeing Nightingale
Nightingale is housed in a stable near the racetrack. A DC 13 Stealth check is enough to sneak
into the stable, where there are two stable assistants (both goblins). Nightingale is a black horse
whose stall is just inside the stable — characters can identify him with a DC 11 Wisdom
(Perception) check.
The horse is distrustful at first but can be softened with a DC 10 Wisdom (Animal Handling)
check. Nightingale isn’t hostile, so even with an unsuccessful roll he still lets a character steer
him, but makes more noise, which can alert the goblins. Should the goblins take notice, they
confront the characters with hostility. In addition to combat, the goblins are easily bribed and
coerced.
Upon Nightingale’s successful release, the party can meet up with Alia at The Horseshoe, which
is about a half-mile away from the racetracks. They’re out back and delighted to see Nightingale.
Development
Alia and Nightingale lead the party to Carahill, where Alia delivers Nightingale to the plains
outside of Dendara, where he joins the other roaming horses. Proceed to Chapter 2 to facilitate
travel and arrival in Ardonia.
D. Brachmon: Wrong End of a Sword
Crossing the river and heading to the northeast takes the characters to Ormuzd in the nation of
Brachmon. Venturing into Brachmon is dangerous and its environment, like much of northern
Azoth, is cold and harsh. The vast area is divided across various borders that are hard to
distinguish for those who are not from Brachmon. Read or paraphrase the following:
The river behind you rushes to the east; where it deltas remains unclear. The sound of its
rushing is punctuated with the occasional tap, like a hammer on stone, that echoes in the air.
The tap is consistent and rhythmic.
Following the noise brings the party to a crumbling ruin of a stone structure — a DC 13
Intelligence (Religion) check discerns it was once a temple. It’s not unlike ancient Persian
temples that characters may recognize from museums on Earth, with remains of pillars and two
Persian-style manticore statues flanking the door. The roof is gone, and the interior is open to the
elements, but the temple is not unoccupied — several people sit around a huge forge set up in the
middle of the structure. The plume of smoke billows into the bleak sky above. The metronomic
tapping ceases as the characters approach and interrupt the forging.
The Brachmon are dressed in furs and thick coats. The oldest is a human woman named Arban,
who is currently hammering a molten sword; another woman beside her prepares a bucket of
water for the sword to be plunged into. Three additional Brachmon people, including an orc, are
busy stoking the forge and stacking ingots. Another comes up behind the party and brandishes a
greatsword threateningly. Arban demands to know who the characters are and what they are
doing in Ormuzd.
Roleplaying Arban
• Arban speaks in short sentences. She avoids eye contact, and any character insistent on
seeking eye contact makes her deeply uncomfortable. If this happens, Huthar, the woman
preparing the bucket, steps in and asks the character to stop.
• If the party says they are from Earth, Arban’s demeanor changes — while still gruff, she
wants to know all about weapons from Earth. The more characters can tell Arban, the more she
warms to them.
• Arban and her compatriots are from Cha’Tak, which is about a day’s journey to the east,
through the forest. Cha’Tak is a different nation from Ormuzd, where the characters currently
are. Ormuzd and Cha’Tak are under attack by Drohm and the nations temporarily forged an
alliance.
• Cha’k are expert weaponsmiths.
• Arban has made another curious discovery: forging weapons in temples occasionally
imbues the weapons with magical properties. She recently made a weapon that heals the wielder
when it harms the target.
• Arban suggests the party go to Abaroxas in Ardonia to find out how to return to Earth.
She was planning to venture there anyway to deliver her experimental weapon to an academy in
Abaroxas for further study. The scholars in Abaroxas study all topics pertaining to science and
magic, and that’s the characters’ best bet for returning home.
• Arban will accompany them on their journey south if the characters help her with a
project.
Brachmon
This expansive region is divided into twelve nations, which remain allied mostly
because of their proximity to one another. The culture varies wildly between the
nations — some, like Cha’Tak, are artisans who forge beautiful weapons and
jewelry, whereas others like Ashmedai prioritize fighting. This encounter centers
on the nation of Ormuzd, which is home to several ancient temples, including the
one the characters discover.
Trial by Fire
Arban wants to create another experimental weapon but is uncertain how the forge will react.
She wonders if the character’s’ relationship to Earth will result in something new. She gives
them each the chance to forge a simple weapon — a shortsword. They can keep the weapons
they create if she can document the findings.
She gives them each the materials necessary to make a shortsword and teaches them the basics.
Successfully forging a sword requires a DC 12 Strength check — failure results in a broken
weapon.
Each character has a 20 percent chance of creating a magical weapon, which results in a +1 iron
shortsword.
Development
Regardless of the outcome, the characters now possess a weapon and an ally who takes them to
Abaroxas. Proceed to Chapter 2 to facilitate travel and arrival in Ardonia.
Chapter 2 — Where Worlds Collide
In this chapter, the party arrives in Abaroxas, Ardonia’s academic city. The characters travel by
foot or by cart and are accompanied by the ally they met during their first encounter.
Depending on their starting location, this journey takes the following number of days:
[TABLE PLEASE]
Starting Location Travel to Ardonia
Brachmon Eighteen Days
Enchanted Forest Fifteen Days
Great Field Twelve Days
Drohm Twelve Days
[/TABLE]
You should ask whether the characters take turns keeping watch and roll for a random encounter
every third night. Each has a 20 percent chance of an encounter or attack; this is increased to 50
percent if the characters choose not to keep watch.
If the group has an encounter on their journey, you can roll a d6 on the Random Travel
Encounters table below:
[TABLE PLEASE]
Random Encounters Table
d6 Encounter
1 A Bryzine troll on a trading route (Not hostile, Chapter 10 p. xx)
2 A cave goblin (Hostile, Chapter 10 p. xx)
3 Swarm of pixies (Not hostile unless provoked, Chapter 10 p. xx)
4 2 orc ambassadors (Not hostile unless provoked, Chapter 10 p. xx)
5 A zombie (Hostile, Chapter 12: Creatures, p. xx)
6 2 bandits (Hostile, Chapter 10 p. xx)
[/TABLE]
Depending on their travel route south, the party may pass through other regions, including the
following:
• Drohm: Characters who start in Brachmon pass through Drohm and Carahill during their
journey south. Depending on the pacing of the adventure, you can adapt the Drohm encounter
outlined in Chapter 1.
• The Great Field of A’zoth: Characters who start in the Enchanted Forest pass through
the Field of A’zoth. You can adapt that encounter, outlines in Chapter 1, for the journey.
Arrival in Ardonia
Passage into Ardonia means crossing a river, either the Dendara river from the north or the
Sirilian River from the west. Abaroxas is located just past these rivers — the city rises up from
the lowlands, a fantastical metropolis comprising towers, spired buildings, and air ships flying
overhead.
The city is surrounded by a wall; guards are posted on the parapets above. Several gates serve as
points of entry. The party is stopped by guards but are permitted entry if they don’t seem overtly
suspicious or violent. Characters with spellcasting abilities are regarded with suspicion but are
still allowed in the city with a warning. The guards record the characters’ names and reasons for
being in the city.
Upon arrival, the party’s friend leads them to the intellectual district, which is filled with towered
structures built in close proximity. The Library of Isliadril is marked by a large symbol of an eye
emblazoned on the top of the building. The party’s ally bids farewell and departs to conduct their
own business in the city.
The building before you is so tall that it punctuates the clouds that hang overhead. The brick
structure is built in the shape of a helix, spiraling upward. Scholars wearing midnight blue robes
filter in and out of the building, engrossed in conversation. The scholars are of varying species
you’ve seen so far in this strange Realm — many are human, but the occasional elf and hairfoot
remind you how far you are from home.
Ardonia
The nation of Ardonia is unique — it has openly embraced science more than
anywhere else in Azoth. Ardonians have the most understanding of science and
technology, and to visitors from Earth, visiting this region is almost like seeing
what Earth could have been in an alternate universe where airships still roamed
the skies and the skyscrapers sported a fantastical, almost Art Deco-esque
aesthetic. Because of this commitment to science, it’s rare to encounter
spellcasters and mages. However, a few of Ardonia’s many academies and
institutions are dedicated to studying the arcane arts. The arcanists approach it
like any other scientific study. The vast majority of these academies are in
Abaroxas, which is the intellectual heart of Ardonia — and Azoth.