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Saint Indech's Guide to Fodlan

An unofficial Guide to the world of Fodlan for 5e D&D

Version 1.0.2
Table Of Contents 4 Creating a Character
0 Saint Indech's Guide to Fodlan (p,36) Classes
(p,2) Table of Contents 4.1 Crests
(p,3) Disclaimers (p,37) Standard Crests
(p,4) Map of Fodlan (p,40) Special Crests
4.2 Races
1 Welcome To Fodlan (p,41) Languages
(p,5) Setting the Scene (p,42) Human
(p,6) A Continent in Turmoil (p,43) Homunculus
1.1 The Adrestian Empire (p,44) Agarthan
(p,7) History of the Empire (p,44) Lesser Nabatean
(p,7) Aspects of the Empire 4.3 Backgrounds
(p,8) Noble Houses of the Empire (p,45) Officer's Academy Student
(p,10) Abolished houses of the Empire (p,46) Knight
1.2 The Holy Kingdom of Faerghus (p,47) Those Who Slither in the Dark
(p,12) History of the Kingdom (p,48) Experiment Victim
(p,13) Aspects of the Kingdom 4.4 Feats
(p,14) Noble Houses of the Kingdom (p,49) New Feats
1.3 The Leicester Alliance 4.5 Spells
(p,17) History of the Alliance (p,50) Dark Magic
(p,18) Aspects of the Alliance (p,50) New Spells
(p,19) Noble Houses of the Alliance 4.6 Equipment
1.6 The Church of Seiros (p,54) New Equipment
(p,22) History of the Church 4.7 Magic Items
(p,23) Aspects of the Church (p,55) New Magic Items
(p,24) Dominion of the Church (p,56) Hero's Relics
(p,25) Notable Figures of the Church
5 Monsters
2 Beyond Fodlan (p,61) Reflavoring Monsters
(p,27) Brigid 5.1 New Monsters
(p,28) Almyra (p,63) Demonic Beasts
(p,29) Duscur (p,69) Soldiers
(p,30) Dagda
(p,30) Sreng Credits
(p,31) Morfis
(p,31) Albinea
3 The True History
3.1 Nabateans
(p,32) History of the Nabateans
(p,33) Aspects of the Nabateans
3.2 Agarthans
(p,34) History of the Agarthans
(p,35) Aspects of the Agarthans

Introduction
2
Disclaimers
Accuracy to the Original Work
Copyright While this guide generally presents the lore of the
Fire Emblem is the property of Intelligent Systems and world as it is told in Fire Emblem: Three Houses,
Nintendo. there has been a need to make some changes.
Dungeons and Dragons is the property of Wizards of the (a): The land of Fodlan is vast, and not every
Coast. location or concept was explored in the games. As
I do not claim to own any of these properties. This is a fan- such, it was necessary to create new ideas for
made work, and has no association with any of the locations, people, and more.
aforementioned companies. (b): The lore presented in the games and through
other official sources is incomplete and
This guide is not made to compete with any products occasionally contradictory. Some changes had to
owned by Intelligent Systems, Nintendo, or Wizards of the be made to make sense of and tie together certain
Coast. No money is made as a direct result of this guide. This plot points.
product was made entirely for entertainment. (c): Fire Emblem and Dungeons and Dragons are
two pretty different systems, even if they do share
Art Attribution some similarities. Some changes to both story and
mechanics had to be made in order to fit the
Only the map presented on page 4 belongs to this guide. All balance of the game and for varied gameplay
other art pieces are either official art owned by Intelligent mechanics.
Systems, art made by fans of the series, or unrelated art
owned by a completely separate company.
For art owned by Intelligent Systems, because of the
quantity used, it was not deemed worthwhile to credit each
individual piece. Instead, if you see any art piece without
credits, that piece belongs to Intelligent Systems and/or Follow the Creator
Nintendo and other third-party companies. No artists are If you want to show your support, give feedback, or get
credited in this manner due to the difficult nature of crediting
such works. updates, follow me on Twitter @JakkafangVO.
For art drawn by fans, each artist is credited in text below
or above the piece. This attribution is done to the best of my
ability. If you own the work and either want the credit
changed or the piece removed, my contact information can be
found later on this page and at the end of this guide.
For art owned by other companies, the companies in
question are credited along with the product the art was
mainly used for (such as a game or movie). Again, this is done
to the best of my ability, and if you want the credits changed
or art removed, my contacts are on this page and the final
page.
Many art pieces have a snippet of text below or above,
giving details on how the artwork pertains to the guide. This
may not accurately portray the original intent of the artwork,
and is for the purposes of storytelling only.

Introduction
3
Map of Fodlan
Seen above is the map of Fodlan made for this guide. You're
free to use your own map if you'd like, but this is what is
recommended.
The map shows most of the major locations, but there are
blanks to be filled in by whatever a DM wishes, and there are
assumed to be smaller villages scattered about.
You can find the map on Inkarnate at
https://inkarnate.com/m/YMX8Pw--fodlan/
Feel free to clone the map for any edits you want to make,
just don't pass it off as your own!

Map Credits
Map made by Jacob "Jakkafang" Pamplin using Inkarnate
Map Maker.
Based on the map by Intelligent Systems.

Introduction
4
Welcome To Fodlan

L
ong ago, the Goddess descended upon Fodlan Month
from the heavens. To guide the people of Moon Counterpart Notable Days
Fodlan, the Goddess gave the gift of Crests to Guardian January Saint Seiros Day
eleven individuals, these would be known as Moon (11th)
Nemesis and the 10 Elites, who would govern Pegasus Moon February
Fodlan for years to come.
Peace would not last long, and soon Nemesis Lone Moon March Saint Indech Day (2nd)
would be corrupted by his new power and gathered the 10
Elites to his side and began a rule of tyranny, setting up his Climate
kingdom in northern Fodlan. The climate of Fodlan is an odd thing. Due to the abundance
To combat the tyranny of the new "King of Liberation", the of magic in the world the climate can shift dramatically
Goddess gave new Crests to 5 chosen individuals, Saint between regions. The general climate of Fodlan is similar to
Seiros and the 4 Saints. Seiros assisted William Hresvelg in Western Europe, often cold and cloudy. Each region outside
creating the Adrestian Empire, and the War of Heroes began. Fodlan has its own climate as well, many of which break
After many years, Seiros and Nemesis faced off on the common sense due to magic.
Tailtean Plains, and ends with Nemesis' defeat. With peace
brought to Fodlan, the Church of Seiros was founded, and a
new age of prosperity began. Monsters
This is the origin of Fodlan. Monsters are not as big a part of stories in Fodlan as in other
At least, that's what we're told. settings. Most Combats are against soldiers, and most of the
monsters that would generally appear are the monsters
Setting the Scene shown in this guide. With that said, you can still reflavor most
monsters to fit the setting. You can find more info on
Fodlan is significantly different from most D&D settings, and reflavoring monsters in the "Monsters" section.
it's important to establish various aspects of the world before
going into the story. Magic Restrictions
Calendar To avoid conflicts in lore and to avoid trivializing certain
aspects, certain spells are not available for players to take.
Fodlan uses its own calendar system, similar to the They can still be found as spell scrolls however.
Gregorian Calendar that we use in modern days, but with Raise Dead
some key differences. Reincarnate
The calendar uses "Moons" instead of months, and starts Resurrection
the year with the equivalent of April. Each moon has the True Resurrection
same number of days as their real-life counterparts. Teleportation Circle
Month
Planeshift
Moon Counterpart Notable Days Scrying
In addition, the Goodberry spell now only sustains a
Great Tree April
Moon
Adrestian Empire Founding Day
(1st)
creature for 1 meal per berry instead of a day.
Harpstring May Saint Macuil Day (21st) Races
Moon
None of the typical fantasy races exist in Fodlan except
Garland
Moon
June Humans, and as far as most people are aware, humans are
the only race that exists, more info can be found in the
Blue Sea July Saint Cethleann Day (12th) "Races" section.
Moon
Verdant August Crests
Rain Moon
A magical ability innate to certain people that can be passed
Horsebow September Leicester Alliance Founding Day down between generations, and is a large part of religion and
Moon (8th) politics in Fodlan. More can be found about them in the
Wyvern October "Crests" section of this guide.
Moon
Red Wolf November Holy Kingdom of Faerghus
Moon Founding Day (21st)
Ethereal December Saint Cichol Day (27th)
Moon

Part 1 | Lore
5
A Continent in Turmoil What Route?
This campaign setting assumes that your campaign will start Fire Emblem: Three Houses is known for having
in Imperial Year 1183, approximately three years into the war four different routes, each of which affect the
between the Empire and its neighbors. As a DM, you can events of the story. As such, it's important to know
choose to start your campaign in a different time, but you what the "canonical" route is for this campaign
may have to adjust the lore to accommodate. setting.
It's assumed for this story that "Byleth" chose
not to teach any individual house, but instead
The War of Reunification taught each house equally. This leads to a "neutral
Started at the very end of Imperial Year 1180, this war has route" that takes aspects from each possible story.
forever changed Fodlan. The Adrestian Empire declared war However, it's worth noting that the closest
on the Entirety of Fodlan, promising to reunite the continent routes to this story are Azure Moon and Verdant
Wind, as such it is recommended that a DM play at
into one country. The declaration was followed by a swift least one of those routes.
deployment of soldiers to the Empire's borders, and many
battles were quickly won before the enemy had a chance to
prepare.
Now the war has slowed down, many lands have been Nobility
taken, but the rebel forces have backed themselves into
remote and easily-defended positions, leading to a temporary Nobles are a huge part of Fodlan, each country has its own
standstill. Players have the opportunity to push back the set of noble families, each with their own traditions and
Empire, or to assist them in taking new lands for the history. Some families place a heavy emphasis on crests,
reunification. while others see crests as a boon, not a necessity. Most are
patriarchal, but a few allow female heads of the house.
Religion in Fodlan Noble families are described individually alongside their
relevant country. While the families described are the main
The primary religion in Fodlan is the Church of Seiros, a important ones, there are still smaller lords who have control
monotheistic religion that worships a single goddess. The of less prominent areas, as a DM feel free to create such
church is incredibly prevalent, and is overwhelmingly the lords yourself.
dominant religion, with most others being practically
unheard of. More information can be found in the "Church of
Seiros" section.
Other religions exist outside of Fodlan as well, with each
one being described in the sections regarding their relevant
region.
The gods cannot be proven to exist, and as such the power
of Clerics and other wielders of divine magic comes from
faith, as opposed to a direct gift of power.

A mural depicting the Goddess of Fodlan (Which may or may


not be inaccurate).
Part 1 | Lore
6
The Adrestian Empire
The oldest of the three countries, the Adrestian Empire has
changed from the centerpoint of the church and into an anti-
religious land of scholars.
History of the Empire
Origins
The Empire was founded in Imperial Year 1, by Wilhelm I
and Saint Seiros. It initially claimed dominion of Fodlan's
southern half, but after the War of Heroes concluded the
northern regions were taken as well.
The First Brigid and Dagda War
In Imperial Year 721, the allied forces of Brigid and Dagda
attacked and annihilated the land of Mach, one of the
Empires allied neighbors. The Empire retaliated on behalf of
their ally, and Brigid was subjugated as a vassal.
The Empire attempted an attack on Dagda as well, but The War of Reunification
because of the great distance between the lands, the In 1180, the Princess Edelgard took control of the Empire
campaign was a failure. from the hands of her father Ionius IX, who was grateful for
Brigid was eventually released from its bonds (only to be the opportunity to hand it over, as he was old and sick. She
taken again in a few hundred years), but the land of Mach was then disposed of over half the nobles in power, either by
so badly damaged that it was decided it would become a part assassination or house arrest.
of the Empire. When all obstacles to her power were removed, Edelgard
declared war on Fodlan, and specifically the Church of
The War of the Eagle and Lion Seiros. The war continues to this day.
In 747, the leader of house Blaiddyd, Loog, incited a revolt in
the northwest corner of the Empire. In 751, the war ended Aspects of the Empire
with the Kingdom of Faerghus being officially recognized as The Empire is a diverse territory, but there are some fairly
an independent country. consistent themes throughout. This section describes what
Later, in 801, the Leicester region also decided to revolt, you can expect when visiting Empire territory.
and joined the Kingdom, though inheritance disputes would
later cause the region to rebel once more and become the Architecture
Leicester Alliance. Adrestian architecture takes inspiration from the Roman
Empire. Aqueducts and stoneworking give larger cities a
The Southern Church feeling of technological superiority compared to the rest of
In 1065, a branch of the Church of Seiros, the Southern Fodlan.
Church, formed an insurrection in Enbarr. It was put down as
quickly as it started, and house Varley was formed as the Respect and Nobility
ministry of religion to take the Southern Church's role. This Due to a prevalence of scholars and nobles, even the
would be the start of tense relations between the Church of common people try to keep an aura of professionalism and
Seiros and the Empire. respect. Outbursts of emotion are frowned upon, and art is
most appreciated when it is minimalistic and functional.
The Insurrection of the Seven
In 1167, after realizing that Emperor Ionius IX was Sages Versus Scholars
attempting to centralize power to the throne, house Hrym While the Empire may now be a secular nation, it was still
attempted to defect to the Leicester Alliance. House Hrym the center of religion for a long time. Nowadays those of faith
was completely wiped out by the Empire, with the whole face persecution, with some denoting them as "mindless
genetic line being executed drones" and others accusing them of plotting against the
After this event the other noble families grew worried, and Empire.
in 1171 Duke Ludwig von Aegir rallied all the other major However, there is no official stance against the religion
nobles into rebellion. The Emperor was stripped of his power itself. In fact, the Empire has enlisted the help of the Western
and made into a puppet leader, with the Duke Aegir Church and house Varley in order to gather supporters from
becoming the effective head of the Empire. within the Church.
The Second Brigid and Dagda War
In 1175, Brigid and Dagda once again attacked the Empire,
this time landing in the territories of Nuvelle and Ochs. The
invasion was suppressed, and Brigid was once more made
into a vassal state, this time with no intention of release.

Part 1 | Lore
7
Vestra
House Vestra serves as the Ministry of the Imperial
Household, the family is responsible for assisting with the
Emperor's responsibilities, such as preparing for rituals,
taking care of the Imperial consorts and children, and
maintaining the Imperial Guard.
The family does not have any members with crests, as
interweaving between other houses could cause a conflict of
interests.
The current Marquis is Hubert von Vestra, who took his
father's position after he personally conducted the
assassination.
House Vestra has no territory of its own, but is in charge of
Emperor Edelgard rallies her troops as she declares war. governing the territories of house Hresvelg
Cold, Not Cruel Aegir
In order to achieve victory in a war against two major foes, This house of the Imperial Prime Ministers, house Aegir
the empire decided it was acceptable to use tactics that many often enjoys a similar amount of power to the Imperial
would describe as unethical. The most controversial of these household, if not more. This was especially true after the
tactics is the use of Demonic Beasts; giant monsters made by Insurrection of the Seven, but has since fallen back to its
transforming a human subject. former place after Emperor Edelgard took the throne.
However, the Leadership of the Empire is careful not to House Aegir is known for having the Crest of Cichol within
lose all morality, and make careful effort to be sure that its bloodline.
anything they do is necessary for the Empire's survival. Abuse The current head of the house is technically Duke Ludwig
is not tolerated within the army, and most experiments use von Aegir, however he has been on house arrest since the
near-death volunteers. Not every corner of the Empire can be start of the war, and his son Ferdinand has been managing
monitored however, and as with any war, many take the the territory ever since.
opportunity to commit atrocities for pleasure or profit.
Locations in the Dukedom
Things To Consider The Dukedom of Aegir has expanded tremendously over the
If your character is from the Empire, here are some last few decades, after it has taken claim of lands whose
questions you should answer: noble families deteriorated.
"What do you think about the war? Do you support the The City of Aegir is the primary domain of house Aegir. It
Empire's cause?" is a shining territory with wealth displayed around every
"What are your opinions on the Church of Seiros?" corner. The city originally had problems with poor people
"Where did you get your education?" being cast into the shadows and brought to starvation, but
now the young lord has taken care that all peoples are
Noble Houses of the Empire given a chance to thrive in the domain.
Hresvelg Rusalka is a small territory to the south, filled with lakes
House Hresvelg is the Imperial Family. By tradition, the and a small village. The area is home to all sorts of
Emperor takes multiple consorts in order to produce as many wandering monsters, demonic or otherwise, making it a
heirs as possible. good place for hunters to find good (if dangerous) work.
The family received the blessing of Saint Seiros, and thus The area was originally ruled by house Martritz, but when
the family bears her Crest in their bloodline. the house was abolished it was taken in by Aegir, who
After the Insurrection of The Seven, a suspicious string of imposed taxes on the land and otherwise let it run itself.
misfortunes befell the Emperor's children, and only one
survived: the now-Emperor Edelgard. Boramis is another small territory even further south,
which was formerly ruled by house Bartels before the
Locations in the Territory: family's untimely demise. The area had a rich gem mine,
The territories of house Hresvelg encompass much of the but when it was depleted the town quickly become
southern tip of the Empire. Actual governance of the region is abandoned. The only purpose Boramis currently serves is
done by house Vestra. to harbor bandits and foolhardy prospectors, both looking
Enbarr is the Imperial capitol, with sprawling waterways to earn quick money.
said to be created by Saint Seiros herself through
miracles. The city is home to the Mittelfrank Opera
Company, which is well-regarded as the greatest colletion
of bards in Fodlan.
Mavric Is a small fishing village, which provides a simple
rest stop for those traveling to and from the capitol.

Part 1 | Lore
8
Arundel Hevring
After the sister of a minor lord was taken in as the queen House Hevring serves as the Empire's Ministry of Internal
consort, her brother was given the title of Lord Volkhard von Affairs, maintaining the judiciary, financing, and
Arundel. administration, among other tasks.
The house was only recently formed, and bears no crest in The family is descended from monks who worked
the bloodline. alongside Saint Cethleann, and therefor bear her Crest.
Locations in the Territory: Locations in the County
The territories of Arundel encompass the northern border of The territories of Hevring encompass the southern regions of
the Empire. They were instrumental in annexing the the mountains known as Fodlan's Fangs, as well as the areas
southern territories of the Kingdom. connecting the East and West sides of the Empire. The area
is warm and swampy, with plants that cannot be found
Arundel is the primary domain of the house, and is a well- anywhere else in Fodlan.
fortified military city. The city was formerly known as a
center of faith in the Empire, but in the past 9 years Town Hevring is house Hevring's main territory. The
support for the Church of Seiros has been slowly stamped town has a prosperous mining business, gathering coal,
out. silver, and copper from the Oghma Mountains.
Remire is a small village just west of Garreg Mach. While Lupin is a territory that Hevring inherited from house
technically under Arundel domain, the lord shows no Essar, a noble family that dissipated after its last heir
interest in the area, and it is often mistaken as being abandoned his title. The village gains its industry from
under the domain of the church. As such, more fishing and gathering the plants in the Hevring Swamps.
information can be found in the Church of Seiros section
of this guide. Varley
Timotheos is a hidden village in the forests south of House Varley serves as the Mistry of Religion, and maintains
Arundel. The village considers itself independent from the relations with the Church. However, with the Empire at war
Empire, and to many outside it is simply a local legend. with the Church, house Varley's role has changed somewhat,
The village was created by the Apostle Timotheos, and is and they now focus on keeping the loyalty of believers in the
protected by various spells that he left to defend the place. Empire. They also have taken on some aspects of the
judiciary, causing conflicts with house Hevring.
The family holds the Crest of Indech in their blood.
Bergliez The current Count Varley is placed under house arrest, his
House Bergliez serves as the Ministry of Military Affairs. The daughter has technically been granted his role temporarily,
family is well-respected for their might and strategy, though but she leaves the actual duties to her retainers.
often criticized for their emotional outbursts.
The family has the Crests of Cichol and Indech in their Locations in the County
bloodline, but it's rare for a member to actually bear either of The territory of Varley is small, only encompassing a small
the crests. region below Garreg Mach. The area is surprisingly dry and
The family of Bergliez is quite large, with many members arid, despite the proximity to various rivers. Territory disputes
competing for influence. Despite this, they all seem to get with Bergliez are common, due to their close proximity.
along well, and they serve as a model for other noble families.
The Town of Varley serves as house Varley's centerpoint,
Locations in the County and gains most of its industry from mining adamantine
The County of Bergliez encompasses the eastern plains of and iron from the nearby mountains.
the Empire. Holding the largest territory out of all the
families, though most of it remains empty and unused. Ochs
House Ochs serves to regulate trade between the other two
Fort Merceus is the largest citadel in the Empire, and nations of Fodlan. With the war, and loss of several leaders,
bears the nickname "The Stubborn Old General". It, and the house has struggled greatly in the past few years.
the surrounding town, serve as the seat of house Bergliez. The house members occasionally bear the Crest of
The area is known for its abundant agriculture and Cethleann, but such occurrences are rare.
fishing. The house has lost several Barons in the past few years.
Gronder Field is a large valley surrounded by small One Baron Ochs was lost in the second Brigid and Dadga
mountains. The various farms within produce much of the war. Another, the former Baron's brother, was turned into a
eastern Empire's food. It also serves as an easily demonic beast after a black-market-deal gone wrong. The
defendable location, and was the original site of the house is now led by the latter baron's widow.
decisive battle in the War of the Eagle and Lion, as well as Locations in the Barony
the mock battles that were held by the officer's academy. Ochs is a small town that gains its industry from trade
and fishing.

Part 1 | Lore
9
Gerth Abolished houses of the Empire
House Gerth serves as the Ministry of Foreign Affairs. While In recent years, political turmoil has left certain houses
originally a minor noble family who occupied territory on the without the needed heirs, or with heirs unable or unwilling to
Brionac Plateau, they took their current position after house take over the family.
Nuvelle was wiped out. They're kept quite busy during the
war.
Despite the circumstances, Duke Gerth has been working House Nuvelle
with the last surviving member of house Nuvelle to restore This house served as the previous Ministry of Foreign Affairs.
her former power without having to sacrifice house Gerth's They benefited greatly from trade with other nations, and
influence. were one of the most important houses in the Empire.
The family of Gerth bears no crests. Officially, the house bore the Crest of Macuil, but in reality
it was the crest of Noa, disguised by magic.
Locations in the Dukedom The house fell in 1175 to the forces of Brigid and Almyra.
The Dukedom of Gerth encompasses the very western tip of The entire family was wiped out, with the exception of the
the Empire, as well as a small portion east of that, known as second child and first daughter, Constance. The young
the Brionac Plateau. heiress now works to reclaim her former house's power.
Gerth is a small town in the lower areas of the Brionac Locations in the Viscounty
Plateau. The area's main source of income is woodcutting Nuvelle once occupied the far west portion of the Empire.
and gathering from the Plateau. Nuvelle is a small city that was the seat of Nuvelle's
Nuvelle is a small city that previously belonged to the power. Now it has found itself in the domain of house
house of the same name. The town prospers from trade Gerth. The city has mostly recovered from the invasion,
with nations like Brigid and Dagda. but the scars can still be seen in some parts of the city.
The Brionac Plateau is a large set of hills and
mountains, with tower-like rock formations that can be
seen from miles. The area is lush with vegetation, and has
a number of fortifications built around the cliffs.
Hrym
The family of Hrym was executed after attempting to join the
Alliance and causing a rebellion. The current Viscount Hrym
is actually a general who was given both the title and name by
Duke Aegir, and serves only as a puppet ruler. His adopted
son, the young Lord Jeritza, serves in the Empire's army.
The old family of Hrym bore the Crest of Macuil, and was
actually the only house to do so, as Nuvelle only pretended to
bear the Crest. The house had a rule of not marrying into any
noble family, nor any family that bears a crest. Members of
the house claim that this is because of a deal the Saint made
with the original Hrym. Children of the family were told that
if they break the deal, the Saint will enact his punishment
onto them. Many outsiders believe this to be no more than a
scary story, but the family of Hrym took it extremely seriously.
While Hrym is officially controlled by Duke Aegir, it has
recently been governed by Arundel with the Duke on house
arrest. Yet the lord still signs in the name of the Duke,
diverting unwanted attention from himself.
Locations in the Viscounty
The viscounty extends to the Eastern tip of the Empire, just
south of the Airmid River.
Hrym is a small town overridden with crime. Harsh taxes
imposed onto the people have driven many to banditry.
Many attempt to flee past the Airmid River and into
Ordellia territory, only to find similar circumstances
awaiting them there.

The young heiress of Nuvelle, Constance, 1180.

Part 1 | Lore
10
House Bartels
The family of Bartels had a history of shady dealings and
immoral actions. They constantly sought out crest-bearing The Land of Mach
brides for their heirs, in order to add as many crests as Just south of Enbarr lies an island named Mach.
possible to their bloodline. Mach used to be an independent nation, but after
Due to their crest-obsessed nature, house Bartels had the the First Brigid and Dagdan War, Mach was almost
Crests of Cichol, Cethleann, Indech, Charon, and, most completely destroyed. Now, it serves as an
extension of the Empire.
recently, Lamine. Being so far south and having easy sea access
After their mines depleted, the family became stuck in a means that it serves as a haven for those seeking
power struggle. In 1176, most of the family was found dead in refuge from the war. While technically Empire
their home. The only survivor was the youngest son, Emile. territory, only a small number of Imperial soldiers
The young man was thought by many to have murdered his are stationed on the island. Bandits are also quite
family to win the power struggle, but after he left his common, though they have to keep just a low
inheritance behind, the rumors were seemingly proven false. enough profile to not provoke aggression from the
capitol.
Locations in the Barony There are two major settlements on Mach. Pirn is
Boramis was a small mining town that produced the larger of the two, serving as the point of travel
gemstones used in magic and jewlery. The mines were between Mach and Enbarr. Keld is a smaller fishing
depleted in 1175, leading to the power struggle that village that still gets some trade from the eastern
eventually brought the region to ruin. The town is now side of the Empire.
home only to bandits, smugglers, and treasure hunters.
House Martritz
House Martritz was a minor house with little influence, but a
sizable amount of territory. The last baron Martritz had no
sons, and his widow and daughter were prevented from
inheriting the house by political schemes.
The house was descended from Lamine, of the Ten Elites,
and thus bear her Crest. The Hero's relic known as the Rafail
Gem was owned by house Martritz, but its whereabouts are
unknown.
Locations in the Barony
The former Barony of Martritz is a large, but undeveloped
land full of hunters and wilderness.
Rusalka is a small territory filled with lakes and a small
village. The area does mostly fine without the noble
house, though they no longer have any official protection
from the bandits to the south. The people of the area are
tough and capable, so they don't worry too much.

Part 1 | Lore
11
The Holy Kingdom of
Faerghus
A kingdom of knights and warriors, the Holy Kingdom of
Faerghus now stands divided, as the Empire's forces have
annexed much of the land.
History of the Kingdom
Origins
The Kingdom was once a region of the Empire, but in
Imperial Year 747, Loog of House Blaiddyd declared war,
intending to separate from the Empire. He was assisted by
his allies Kyphon and Pan.
Four years later, in 751, he claimed victory over the
Empire, and the Church of Seiros negotiated peace between
the nations. The Kingdom of Faerghus was declared an
independent nation, with the condition that the Church of
Seiros be the official religion. The Tragedy of Duscur
In 1176, King Lambert went off on a diplomatic mission to
Acquisition and Loss of Leicester the lands of Duscur, along with a large escort, including the
In 801, the Leicester region followed the example of the queen consort and the young Prince. While on the way, they
Kingdom and started a rebellion against the Empire. The were beset upon by unidentified assailants. The King and his
Kingdom seized the opportunity, and decided to seize the guard were slaughtered, and the only survivor was the young
territory. prince Dimitri.
Years later, in 881, the Archduke of Leicester passed away. After the event, it was the people of Duscur who were
The people of Leicester decided they didn't want to be ruled blamed for the attack, despite the prince's insistence
by the Kingdom, and chose leadership under house Riegan. otherwise. The people were slaughtered indiscriminately,
The result was the Crescent Moon War, which lasted for reducing the population of southern Duscur to 1/10th of what
twenty years before Leicester finally was able to declare it was before.
independence, Creating the Leicester Alliance. With the prince too young to take the throne, his uncle,
Grand Duke Rufus of Itha, served as regent. He gave the
Plague of 1160 territory of Duscur to house Kleiman, giving them dominance
In the year 1160, due to poor irrigation, a deadly disease over its people. Under the Archduke's rule, the Kingdom
ravaged Fhirdiad and the other northern regions. Thousands slowly fell into turmoil.
dies, including the queen consort, who had just given birth to
the crown prince Dimitri. In 1163, the mage Cornelia was The Empire's Attack
granted the position of the Court Mage after her ingenious In late 1180/early 1181, Imperial forces quickly passed
engineering led to the eradication of the malady. through Kingdom territory and occupied the regions before
any countermeasures could be deployed. The region was
Invasion of Sreng quickly annexed, and the entire western half of the Kingdom
In 1168, King Lambert, along with Lord Rodrigue Fraldarius, came under Empire Control
launched an invasion of the southern regions of Sreng. The Now branded the Faerghus Dukedom, many of the noble
people of Sreng had long raided the Northern Kingdom, and houses only follow the Empire to avoid being destroyed. Not
it was decided that finishing them off would be the only way all are willing to accept the reunification, and houses
to maintain peace. The territory was given to house Gautier, Fraldarius, Gautier, and Daphnel spearhead the rebellion.
which previously only held territory within the domain of House Charon and the city of Fhirdiad remain neutral, but
Blaiddyd. have a high liklihood of joining the Empire's side very soon.
The Blaiddyd Incident
In 1181, Archduke Rufus was found dead in the halls of
Castle Blaiddyd. Lady Cornelia accused Prince Dimitri of
having murdered him due to rumors of the Duke's
involvement in the Tragedy of Duscur. The Prince was
sentenced to death before anyone had time to react, and was
swiftly executed.
Cornelia now serves as the new regent, but faces
significant opposition. She is unable to exert full authority
due to accusations about her blaming the prince for her own
crime.
In addition, rumors circulate that the prince may still be
alive and in hiding somewhere...

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12
Aspects of the Kingdom The Dukedom
In the cold northern territories, each location has found its Over half the Kingdom has been taken as Empire territory.
own way of getting by, but still, there are some unified aspects Some nobles and other high-ranking officials were eager to
worth noting. take the opportunity for personal gain, but the common
people are not so easily willing to let go of their identities.
Rebellions are common, and much of the current stalemate is
Architecture due to the constant need to quell these uprisings.
The architecture of the kingdom is simplistic. Simple log
cabins make up most of the small villages. Southern regions A Hatred of Duscur
take after English construction, while more northern regions Bigotry towards the people of Duscur was not uncommon
take on a more Nordic theme. even before that fateful day, so when it was said that the
people of Duscur had killed the King, many did not give it a
Chivalry and Knighthood second thought. None questioned the scale of the conspiracy,
The land of Faerghus is well known for devoted knights and or thought to seek out the specific perpetrators. Instead, the
respected lords. Indeed, an official organization known as the guilt was placed on all the people, be they elderly, a child, or
Knights of Faerghus serve as both military and law disabled. The people of southern Duscur were nearly wiped
enforcement, and is overseen by the royal family. In addition, out.
knighthood grants more respect and authority in Faerghus While things have calmed down a bit, with the new threat
compared to the other nations. Children grow up idolizing the Kingdom faces, attacks against the people of Duscur are
the knights of the land. still common even in broad daylight. Those of Duscur origin
should always travel with a respected ally while in Kingdom
A Darker Truth territory.
Like the historical knights of our world, many of the Knights The Empire has started passing laws against persecution
of Faerghus are not the shining heroes that many believe. of Duscans, and many of the survivors have started to pledge
More often than not the knights were given their titles from their allegiance to the Empire in return.
an uncaring lord, in exchange for payments or services. Many
"Knights" are just bandits with a better reputation.
That's not to say there aren't more idealistic knights out
there, but they are often overshadowed by thugs looking to do
a lord's dirty work.
A Fight Against the Land Itself
Given the climate of Faerghus, survival is difficult for those
living outside of larger cities. Children need to learn to brave
the harsh world outside their homes early on, and so many
are taught to wield weaponry before they learn to read or
write.
Art and other displays of wealth are considered arrogant,
unless they are to honor prominent figures such as kings and
generals. A lord who wishes to show his power will instead
invest in fortifications around his territory, as well as a small
personal army.
A Pious People
With the Church having assisted in the recognition of the
Kingdom, and with the Kingdom in turn instating the Church
of Seiros as its official religion, the people of Faerghus are
devout followers. Before the southern regions were annexed, The late King Lambert (Credit: Tamafry)
followers fled to Faerghus at the start of the war. Numerous
holy sites reside in Faerghus as well, some abandoned for
years and currently attracting treasure hunters. Things to Consider
Currently, the Western Church is attempting to sway If your character is from the Kingdom, here are some
followers to the Empire's side. More about the Western questions you should answer:
Church can be found in the "Church of Seiros" section, but in "What side of Faerghus are they on, the old Kingdom,
short, the Western Church attempted to separate itself from or the new Dukedom? Does your character support that
the Central Church, and was almost eradicated. side?"
"How did your character learn to fight?"
"What does your character think of the knights? What
about the Royal family?"
"What does your character think of the Church of
Seiros, both the Central and Western branches?"
"What does your character think of Duscur and its
people?"
Part 1 | Lore
13
Noble Houses of the Kingdom House Gautier
The house of Gautier has gained significant power within the
House Blaiddyd last fifteen years. The house was given control of the border
The royal family, which has ruled Faerghus for over 400 to the Sreng region, and are tasked with keeping out the war
years. Unfortunately, all members of the main family have bands that often attempt to raid the borderlands. They have
passed away, leaving only distant relatives who bear the often placed a large importance on Crests, even before
name. The house once commanded great respect, but after inheriting the region, as they want each heir to be capable of
the various tragedies the family has endured over the last few using their relic, the Lance of Ruin.
years, the family's influence has weakened. As descendants of the Hero Gautier, the family bears his
House Blaiddyd is descended from the Elite of the same Crest and holds his relic.
name, and thus bear his Crest. The family also held the relic The family's territory now serves as a stronghold for the
Areadbhar, but it went missing during the Blaiddyd incident. rebellion. Geutier's cavalry is unmatched within the
Locations in the Territory
Kingdom, and their new use of hit-and-run tactics have
proven effective, even if they are seen as cowardly by some
The territory of Blaiddyd is most of the northern areas of the (including the margrave himself).
Kingdom.
Locations in the Margravate
Fhirdiad is the kingdom's capitol. After the assistance of House Gautier was given territory in the border of Sreng, and
the mage Cornelia, the city gained impressive control the mountain range that separates the two regions.
infrastructure, including waterways, hospitals, and waste
disposal. The city is also home to the School of Sorcery Gautier is a fortress city built to withstand heavy assault
The School of Sorcery is the most influential magic- from either side. The mountainous regions provide
focused school. The Officer's Academy may be more natural defenses and abundant mines.
respected for its variety, but in pure magic and House Galatea
scholarship, the School of Sorcery is unparalleled. House Galatea was formed from a split within house
Itha is a small region east of the capitol. Archduke Rufus Daphnel. Several of Daphnel's members split off to join the
was given the domain of Itha, after he was passed in the Kingdom, and were granted a small county in exchange for
line of succession for not bearing a Crest. Now the their loyalty. Now, the house faces numerous struggles, and is
territory has passed to his administrator. The territory is on the verge of collapse.
mostly barren, but with a few profitable quarries. Due to being related to house Daphnel, they possess
Daphnel's Crest, and took with them the Hero's Relic Lúin.
The Tailtean Plains lies south of Fhirdiad. The plains Now the house supports the rebellion, though with their
serve as an agricultural center for the Northern Kingdom. limited resources they can barely defend their own territory,
It was the battlefield for the defeat of Nemesis in 91, and much less send troops out to fight. This puts the house in an
again for the defeat of the Adrestian Emperor in 751. extremely dangerous position.
Locations in the County
House Fraldarius Galatea territory is small and underdeveloped, but had the
House Fraldarius has served as the allies of the royal family advantage of easy access to the Alliance, as it resides right at
for generations. Kyphon, the friend of Loog, was of house the border.
Fraldarius. The house holds great respect and admiration
from the people of Faerghus. Galatea is a small town at the border of the Kingdom and
The house is descended from Fraldarius of the Ten Elites, Alliance. A blight struck in 1172, and the region has had a
and thus bear her Crest. They also possess the Aegis Shield, hard time recovering.
Fraldarius' Relic.
The current head of Fraldarius, Rodrigue, also known as
the "Shield of Faerghus" spearheads the rebellion against the
Empire.
Locations in the Dukedom
The dukedom of Fraldarius occupies the Northeastern edge
of Faerghus.
Fraldarius is a coastal city that serves as the seat of
power for house Fraldarius. The city gains much of its
profits from trade with the Alliance. The smiths of
Fraldarius are also known to be experts of the craft.
Conand Tower is a large tower that stands several
hundred feet above the plains. The fortification serves for Sun shines in the worn-down region of Galatea (Credit:
both defense and intel, allowing soldiers to see enemies Arcania: Gothic 4, by Spellbound Entertainment)
from miles away. The tower is the crux of the rebellion's
defenses.

Part 1 | Lore
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House Charon House Rowe
A house of counts near the Oghma Mountains, house Charon Originally part of the Empire, the fortress city of Arianrhod
served as the original mediator between the Church of Seiros was built along the border to protect the Empire from further
during the War of the Eagle and Lion. Since then the house attacks. House Rowe was given dominion over the fortress,
has performed a similar role, as well as hosting various and before anyone could process what was happening, they
ceremonial competitions. revolted and joined the Kingdom.
House Charon bears the aptly named Crest of Charon, and Now, house Rowe is regarded with mixed renown, some
are descended from that Elite. They once owned the believe them to be the new standard for knighthood and
legendary weapon Thunderbrand, but allowed the Church to nobility, and others believe them to be nothing more than
give it to a prominent member of the knights of Seiros. scoundrels. Whatever the case, house Rowe has been gaining
The house had a large scandal about 7 years ago, when power quickly.
their heir, Cassandra, was accused of having been a House Rowe has taken in many spouses and adoptees who
conspirator in the tragedy of Duscur. Luckily the family is bear Crests, but so far no child has yet been born into the
large, and there are more than enough potential heirs to take family that bears one.
her place. Count Rowe has pledged his allegiance to the Empire and
House Charon used much of its resources in helping with the Dukedom. Rowe serves as the centerpoint of the
the suppression of the Western Church just three years ago, Dukedom's forces.
and have little in the ways of soldiers. As such, they remain Locations in the County
neutral in the fight between the Empire and the Rebellion.
They are only left alone because the Empire has bigger The county of Rowe covers a large area on the border of the
threats to deal with. Empire and the former Kingdom.
Locations in the County Arianrhod is a fortress city that serves as Faerghus' main
Charon is a small town north of Garreg Mach. The town line of defense. It now serves as house Rowe's seat of
is known for hosting regular fighting tournaments for power. The city has received huge boons in trade from the
entertainment and religious purposes. While the prize Empire in recent years.
pools have decreased or been abandoned altogether due Rowe was once house Rowe's primary territory, and still
to the war, volunteers still perform to keep morale high holds great significance to the house. It gains much of its
and to get in some good training. industry from fishing in the nearby lakes and rivers.
Lake Teutates is a huge lake to north of the City of Rowe.
Cassandra In the dry seasons, the water recedes enough to reveal an
House Charon's heir, Cassandra, was forced to ancient temple beneath the water. It's also said that a
become a fugitive and flee to the Church. There, giant monster lurks beneath the waters, but no such
she took up arms as a Knight of Seiros. She now rumors have been proven.
fights as "Thunder Catherine", a renowned warrior.
Officially, house Charon is hunting Cassandra Rindeston was the base of operations for the Western
down, but in reality, they are aware of her position Church. The area has fallen into disrepair in recent years,
within the Church and are happy to let her do as and only a few faithful still remain, while the rest moved
she pleases. to various places in the Dukedom and west Empire.
House Gaspard
House Gaspard serves as the assistants to house Rowe. They
are one of the smaller noble houses, but they've recently had
a great impact. In 1180, Lord Lonato of Gaspard assisted in
the rebellion of the Western Church. He was killed in battle,
but his actions were known around the continent.
Now, his adoptive son Ashe is set to inherit the lands, along
with his siblings. The Gaspard line has been wiped out, but
their legacy continues. Neither bloodline ever contained a
Crest.
Gaspard territory sides with house Rowe, and therefor
sides with the Empire. The young lord has been known to
express his distaste of the Empire however, and rising
tensions may lead to conflict if nothing changes.

"Thunder Catherine", hero of the Knights of Seiros

Part 1 | Lore
15
Locations Within Gaspard
Gaspard territory lies south of Rowe, and next to the Church
of Seiros and the Adrestian border.
Gaspard is the main town within the territory. The quality
of life has decreased recently, as many of those capable of
fighting have been sent to aid in the war efforts.
Magdred Way is a forest path connecting castle Gaspard
to Garreg Mach. The area is known for its scenic views,
but can often find itself enshrouded in fog some times of
the year.
House Kleiman
House Kleiman is one of the more up-and-coming houses.
Having been given authority over Duscur about 7 years ago.
The people of Kleiman are especially cruel against the people
of Duscur, keeping many of them as slaves.
The house bears no Crest in its bloodline.
Now, house Kleiman has pledged its loyalty to the
Dukedom, though they feel threatened by the recent efforts to
protect the Duscans.
Locations in the Viscounty
Kleiman territory encompasses the lands formerly known as
southern Duscur.
Kleiman is the stronghold that stands at the border
between Duscur and the Kingdom. Its mountainous
terrain make it perfectly suited for preventing attack from
the north, but the territory is practically defenseless from
the south.
Duscur, or actually, south Duscur, has been subjugated by
house Kleiman. More information about Duscur can be
found in "Beyond Fodlan".
House Dominic
House Dominic quite possibly is the smallest of any house
descended directly from the 10 Elites. The house occupies
very little territory and holds very little influence compared to
most other houses. The house has served as the guards to
the royal family for generations.
House Dominic is descended from the Elite of the same
name, and bear his Crest. They also have possession of
Crusher, the Hero Relic of Dominic.
House Dominic's former Baron, Gustave, went into self-
imposed exile after the tragedy of Duscur. His brother now
serves as the new Baron Dominic, and takes care of the
former Baron's lands and family. The Empire has forced
house Dominic into subjugation, and the house has no choice
but to assist the Empire in order to defend themselves.
Locations in the Barony
Dominic is a small town that gains its industry from
farming and woodcutting. It's also the only significant
settlement in the territory, aside from individual farms.

Part 1 | Lore
16
The Leicester Alliance
The Alliance is composed of various noblemen who have
grouped together for their common interests, but now stand
on the verge of collapse.
History of the Alliance
Origin
Sixty years after the Leicester region joined the Kingdom of
Faerghus in 801, King Klaus I divided his territory between
his three sons. One son inherited the Leicester region, but
died twenty years later, and the nobles of the region refused
to acknowledge his heir. Instead, house Riegan led a rebellion
against the Kingdom, and secured independence for the

region in 901.
The Almyran Wars
In 961, the forces of Almyra launched their greatest assault
on Fodlan, starting in the Leicester Alliance. While it seemed
that the invaders would prevail, the Adrestian Empire came
to the Alliance's aid and drove back the threat.
It was decided that a fortification was need at the border,
for the sake of not only the Alliance, but all of Fodlan. The
Empire, the Kingdom, and the Alliance all came together to
construct Fodlan's Locket, an impenetrable fortress that lies
on the mountain range known as Fodlan's throat. The
fortress was completed in 1101, and given to house Goneril
due to their contributions in the war.
The Riegan Scandal
In 1174, house Riegan lost its only heir with the death of
Godfrey Von Riegan. With house Riegan being as powerful as
it is, the Alliance was set to experience a huge shift in power.
Duke Oswald Von Riegan set off to find his daughter Tiana,
who had run away from her homeland many years ago. When
he returned, it was not with his daughter, but with his
grandson, a young man named Claude. He was announced as
the new heir, quelling the original distress to introduce a new
one. Many questioned the young man and his credibility as
Riegan's legitimate heir.
The Empire's Attack Alliance Leader Claude, wielding the Hero's Relic
When the war began, most of the Empire's forces were Failnaught.
focused on the Church and the Kingdom, giving the nobles
time to discuss and prepare. While there were a few who The New Duke Riegan
thought it best to join the Empire peacefully, most of the Barely a few months before this setting takes place, Duke
nobles valued their independence, and gathered their Oswald Von Riegan stepped down from his position in order
defenses at the border. to live out the last year or two of his life in peace. Now his
While the Empire deemed the Alliance as non-threatening, grandson, Claude Von Riegan, has stepped in to lead the
they still attempt to take the main crossing between the two Alliance in his stead. This change has caused quite a
regions, the Bridge of Myrrdin, as their own. Taking control of commotion within the Alliance, and many are split in their
this bridge would put the Alliance at a huge disadvantage, opinions of the young Duke.
and so most of the Alliance's troops are deployed there. None can deny that his tactics for both the battlefield and
the roundtable are stunning to behold, and he has proven
willing to throw out old traditions in order to achieve his
goals. Many of the more conservative nobles, such as
Gloucester, see him as a threat, while many of the more free-
spirited nobles, such as Goneril, see him as a welcome
change.

Part 1 | Lore
17
An Unlikely Haven
Relations with the Church of Seiros were never especially
warm or cold in Leicester. There were still plenty of believers
of course, but it's always been a backdrop to the rest of the
region. This all changed when the war of Reunification
began, and many believers fled from the Empire to the
Eastern Church, which was previously little more than a seat
warmer in the region. Now the Eastern Church has found
itself unable to keep up with the refugees.
Invaders From the East
For hundreds of years, armies and brigands from Almyra
have invaded through the mountain range known as Fodlan's
The city of Derdriu, also known as "The Aquatic Capitol" throat. While Fodlan's Locket keeps them in check, they still
(Credit: Anno 1404, by Ubisoft) remain a persistent, though negligible, threat.
Hostilities between Almyra and Leicester have actually
Aspects of the Alliance calmed down since the start of the war, and even more since
Duke Claude came into power. Discrimination against
What the Alliance lacks in history, it makes up for in Almyrans is present in the Alliance, especially in the eastern
personality. Each territory has its own way of expressing side, but Almyrans can still make a living in Leicester, if they
itself, and the clash of aesthetics makes sure that there's so desire.
never a dull sight.
Architecture General Holst
The architecture of the Alliance is reminiscent of The current Duke Goneril is Holst, a mighty general
southwestern Europe, specifically Italy, Spain, and France. who defends from Almyran invaders. Before the
Waterways make commerce easy, as well as provide reveal of Claude Von Riegan, Holst was thought to
hydration to crops in otherwise infertile soil. Large, be the one to lead the Alliance in the future.
extravagant manors are common among the nobility, and Despite his position as defender against Almyra,
huge art pieces are put in public display as a show of wealth. Holst has advanced the rights of Almyran
prisoners, and has advocated for official diplomacy
The Roundtable between the Alliance and Almyra.
While each house serves its own interests, they do have to Originally, prisoners of war were simply kept in
the dungeons of Goneril, but after seeing the
come together to maintain peace. Five of the most prominent deplorable conditions they were kept in, a young
houses: Riegan, Gloucester, Goneril, Ordelia, and Edmund, all Holst convinced his father to allow more freedom
gather at the capitol of Derdriu to discuss important subjects. to the captured prisoners. Almyran captives were
Among them, Riegan is considered the semi-official leader of given the option to work for house Goneril, in
the Alliance, though their power is far from absolute. House exchange for decent housing and some pay.
Daphnel once held a seat at the roundtable, but after the After coming fully into power, Duke Holst
house split apart, it was given to Edmund. expanded on these ideas, and gave captives the
opportunity for full freedom, so long as they were
Land of Merchantry deemed to not be a threat. Surprisingly, a scarce
Due to lax laws and regulations, the Alliance has enjoyed a few actually returned to their old home, possibly
booming economy. Small businesses and large industries due to captivity being seen as abandonment to
alike thrive, so long as they're willing to make some back- many Almyrans.
alley deals, of course...
This freedom does come at the cost of having those who
abuse it. Scams are not at all uncommon, and regional Things to Consider
monopolies are fairly standard. If your character is from the Alliance, here are some
questions you should answer:
Expressive Freedom "What does your character think about the war?"
The people of Leicester highly value art and fashion, with "How does your character express themselves?"
each region having their own trends. Even commonfolk "What is/was your character's profession?"
spruce up their outfits with flowers, accessories, and cheap "What does your character think of Almyrans?"
dyes. While the war has made certain luxuries much more
difficult to obtain, the people of Leicester still express
themselves through their appearance in order to boost
morale.

Part 1 | Lore
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Noble Houses of the Alliance House Goneril
House Goneril is responsible for protecting the mountain
House Riegan range known as Fodlan's Throat from Almyran invaders.
Originally a cadet branch of house Blaiddyd, house Riegan While traditionally a very traditional house due to its military
led the rebellion against the Kingdom in order to form the history, it has recently taken on a more progressive stance
Leicester Alliance. They serve as the leaders of the Alliance, due to a change in leadership. The people of the region have
though their influence has slowly lessened as the Alliance become very artistic, and are well known for their
continues to establish its own identity. craftsmanship of all kinds of goods.
The house carries the blood of the Elite Riegan, and bear As descendants of the Hero Goneril, they bear the Crest of
his crest. They also possess the Hero's Relic Failnaught, the same name, and utilize the Hero's Relic Freikugel in their
which is passed down between Dukes. fight against Almyran bandits.
Locations in the Dukedom The current leader of the house is Duke Holst, more
The Dukedom of Riegan is a small but prosperous region in commonly known as the great General Holst. Unlike normal
the northwest region of Leicester. succession of noble houses, the former Duke and Duchess
The City of Derdriu is the capitol of Leicester, and the are still alive and well, and help with the governance of the
seat of house Riegan's power. The Alliance Roundtable holds territory, while still enjoying early retirement. In addition, his
its meetings in Derdriu. younger sister assists with improving morale among the
The city is known for its factories, allowing massive people of Fodlan's Locket, and occasionally helping out in
production of goods traded all throughout Fodlan. It's located battle, to surprising results.
in the perfect spot to trade with Faerghus from across the Locations in the Dukedom
sea, and the nearby rivers allow smaller ships to travel from The territory of house Goneril encompasses the
the northern seas to the Airmid River and down to the mountainous region known as Fodlan's Throat, save for the
Empire. northern edges.
Fodlan's Locket is a fortress city located at the border
House Gloucester between Fodlan and Almyra. Despite the constant raids and
House Gloucester is often considered the second most the newfound war, the people boast a strong morale thanks to
powerful house in the Alliance. Count Gloucester is known their leadership. The people are also known for exceptional
for his outstanding reputation among the commonfolk, and artisanry and aesthetics, with fashion being an important
his extraordinary wealth. Instead of focusing on the major aspect of the region.
centerpoint of the territory, house Gloucester has distributed
attention between the entire (quite large) region.
House Gloucester is descended from the Elite of the same
name, and bear his Crest. They also hold the Hero's Relic
Thyrsus in their possession.
While the house has an esteemed reputation, it is not
without its controversies. Territory disputes are common, and
rumors of foul schemes; some as serious as assassination,
have propagated in recent years.
Locations in the County
Gloucester territory encompasses most of the central
Alliance.
Gloucester is the largest town within the County, and is
known for its unmatched agricultural infrastructure. While
less extravagant than most other major cities, it boasts a
huge size and a thriving community.
Sauin is a small but prominent village at the edge of
Gloucester territory. The people there gain their livelihood
from hunting, both for natural fauna and rare monsters that
prowl the lands. The village suffered from poaching until
1174, when a group of mercenaries dealt with the issue
temporarily. Now that the war has made assembling any
defenses difficult, poachers have taken to the area once
again.
The Bridge of Myrddin spans the Airmid River,
connecting the Alliance to the Empire. While other bridges
span the river as well, Myrddin is the only one large enough to
support a full army. As a key position in the war, the bridge is
highly defended and fortified. Even so, Gloucester continues
to request more and more troops to defend the territory, and
may still find themselves at the precipice of defeat very soon. An artist's Interpretation of General Holst (Credit: Roman
Ankenbrandt)

Part 1 | Lore
19
House Edmund House Daphnel
House Edmund is one of the more up-and-coming houses in Once one of the five houses of the roundtable, house Daphnel
the Alliance. When house Daphnel split and lost its seat on fell from influence when the house split into two. Internal
the roundtable, that seat was given to Edmund. Now, with conflicts caused the western side of the territory to become
Edmund allowing fair use of its harbors, among other house Galatea. While house Daphnel has struggled since
revolutionary trade policies, Edmund has asserted itself as a then, it is currently on the rise again, thanks to its current
force to be reckoned with. leader.
According to official records, Edmund holds no Crest in its House Daphnel is descended from the Elite of the same
bloodline. The truth is however, that the family carries the name, and bear his Crest in their bloodline. They also
Crest of Maurice, also known as the Crest of the Beast. This possess the Crest of Riegan due to a previous marriage with
Crest does not manifest often, though when it does it brings house Riegan. Despite having these Crests in the bloodline,
great disaster with it. no one of house Daphnel has been born with a Crest since
The current Margrave Edmund is a renowned orator, and the split.
has secured a reputation as one of the most dangerous The current leader of House Daphnel, Judith, has earned a
nobles in the Alliance because of this. He is cold and reputation as a brilliant leader and powerful fighter. She's
calculating, but still fair and reasonable, and is admired by earned the nickname "The Hero of Daphnel", and has been
his people. fighting against Empire troops that sneak past the Faerghus
Rebellion.
Locations in the Margravate
Edmund controls the northernmost territories in the Alliance, Locations in the County
occupying most of the northern coast. The territories of Daphnel encompass most of the western
Edmund is the main town of the territory. In addition to edge of the Alliance. Most of the land is undeveloped, making
maritime trade, it also possesses a thriving logging industry. for prime hunting grounds.
Many of the best ships are made with wood from Edmund. Daphnel is a small town at the border between the
Kupala is a small village at the very north of Fodlan's Kingdom and the Alliance. Imperial troops sometimes sneak
Throat. While technically part of Edmund territory, the village past house Galatea in an attempt to take the Alliance by
considers itself independent, and Margrave Edmund respects surprise, so the people of Daphnel have to stay alert.
that. Only the occasional workers or merchants with the Ailell, also known as the valley of torment, is a large
Margrave's approval go up to the region. flaming crater in the north of Daphnel territory. The area was
once a lush forest, but 70 years ago a blinding light
House Ordelia descended onto the area, said to be the Goddess' wrath. The
The once prominent house of Ordelia has fallen into ruin valley now stands permanently aflame, with lava flows that
over the last decade and a half. When house Hrym decided to refuse to cool. The area is inhospitable, and those who
try and split off from the Empire, house Ordelia came to their remain there for too long fall ill. Despite this, it does serve as
aid, and was punished for it. The Empire began taking over a meeting place for those who want to avoid unwanted
the territory, with the other houses of Leicester not getting attention.
involved to avoid confrontation. The Empire ceased their
meddling after a few years, but the wounds they left may
never fully heal.
House Ordelia bears the Crests of Charon and Gloucester,
though they rarely manifest as their blood ties to the original
families are old and weak.
All but one of Ordelia's heirs have died, and the current
heiress has no intention of taking over the region. It is
expected the house will soon lose its spot on the roundtable,
if not its nobility entirely.
Locations in the County
Ordelia is the seat of power for the house, and is not a
particularly desirable place to visit. When the Empire took
control, the nefarious shadow organization known as Those
Who Slither in the Dark also set up outposts in the region.
While their cruel experiments have concluded, some
operatives still remain, and the technology they left behind is
no longer concealed as much as it once was. Ordelia is now
considered a "haunted town" with all of the strange Alliance Soldiers fight off Imperial troops at the western
happenings, and most folk stay far away when traveling the border.
region. (Credit: Game of Thrones: The Card Game - The Battle of
Ruby Ford, by Fantasy Flight Games)

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Albrecht
House Albrecht is a minor noble family at the east of the
Alliance. The house is known for its aggressive political
schemes, and obsessing over their noble power. While recent
Barons have attempted to reform the house's ways, the family
is large and the corruption runs deep.
The house holds the Crest of Riegan in its line due to
marriage with the Riegan family a long time ago. In addition,
the former heir to house Albrecht bore the Crest of Chevalier,
seemingly from his mother, who was from the village of
Kupala.
Locations in the Barony
House Albrecht holds very little territory, only a small region
in between Goneril and Ordelia territory.
Albrecht is a small town at the edge of Fodlan's Throat.
The area is known for producing hardened mercenaries,
which are hired off to other houses.
House Acheron
A minor noble family known for being a general nuisance to
the other lords. Not powerful enough to be of any
significance, but with enough of a hold that they can't be
removed entirely.
The house has no Crest in its bloodline.
The current Lord Acheron has earned the nickname
"Weathervane" due to him constantly spinning between
allegiances. He's recently been accused of selling valuable
information to the Empire.
Former heir to house Albrecht, Balthus, 1180
Locations in the Territory
Acheron is a town infamous for gambling and debauchery.
Crime rates are some of the highest in Leicester, and lax
regulations make it dangerous for workers.

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The Church of Seiros
Once the most powerful cultural and political force in Fodlan,
the Church of Seiros now stands fragmented.
History of the Church
The church's history is equal parts historical and
mythological, as such, take what you read with a grain of salt.
Arrival of the Goddess
In the beginning, the Goddess descended from her home in
the stars, bringing gifts to the people of Fodlan. She granted
the champion Nemesis and Ten of his allies the power of
their Crests, and made them the Hero's relics. They were
tasked with keeping peace throughout the lands.
However, Nemesis and his Elites would not stay loyal,
when the Goddess went to rest, they began a reign of tyranny.
The people of Fodlan cried out for help, and the Goddess Western Rebellion
answered... In early 1180, Lord Lonato Gaspard allied with the Western
Church in a rebellion against the Central Church. While this
Seiros and the Four Saints rebellion ultimately failed, it paved the way for the Empire's
In the city of Enbarr, five figures emerged, most prominent war later the same year.
among them being the Saint Seiros herself. Like the Ten
Elites, they were granted the power of Crests, but unlike the War Against the Empire
Elites, they were not granted Hero's Relics, but instead the At the end of year 1180, the Empire declared war against the
ability to share their Crests with those whom they trusted Church, and Garreg Mach was the first of the battles fought.
most. While the Church faught valiantly, it was no match for the
The Saint Seiros partnered with Wilhelm I to create the Imperial forces, and the Knights of Seiros had to fall back.
Adrestian Empire, as well as the Imperial Calendar. They Now, Archbishop Rhea has gone missing, and the
then set off to war against nemesis. Each of the four Saints; monastery lays almost abandoned. believers of the Church
Cichol, Cethlean, Indech, and Macuil, helped in their own have fled to the Kingdom or Alliance, leaving the Church
ways, and granted Crests to their loyal assistants. scattered and weak.
Eventually the war was won, and the Church of Seiros
brought peace to Fodlan.
Completion of Garreg Mach
In 185, Garreg Mach Monastery was officially completed.
This wonder of architecture would serve as the headquarters
of the Church of Seiros, and remains the most impressive
structure in Fodlan to this day.
The Officer's Academy
In 981, in response to growing conflicts with Almyra, the
church took it upon itself to raise the nobility of Fodlan to
ensure strong future leadership. The Officer's Academy was
created to serve this purpose, and ten years later began
accepting commoners who could pay the tuition fees.
The Fire of 1159
At the end of the year 1159, a great fire spread throughout
Garreg Mach. There was significant property damage, but the
only casualties were the Captain Jeralt and his young child.
Twenty years later, however, Jeralt was found to be alive,
and had an Adult child with him that he claimed was born
after he left the monastery, obvious rumors abounded, but
nothing substantial came of them.

Archbishop Rhea, of the Church of Seiros.

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Tolerance, to a Degree.
While the Church of Seiros do claim superiority over the
other religions of the world, that doesn't mean that they
outright deny other religions. They do not claim that their
Goddess is the only one in the world, and as such can coexist
with some other religions.
The standard rule of whether or not a belief is allowed is
whether or not it denies their Goddess. So long as a person is
willing to believe in the Goddess' existence, they need not
worship her. This applies to both natives of Fodlan and
outsiders. In Duscur for instance, they welcomed the
Goddess of Fodlan into their own Pantheon.
The Knights of Seiros
The Central Church of Seiros has an order of knights ready
to protect the Church from bandits and other threats. These
aptly-named "Knights of Seiros" come from all walks of life,
and swear their Alligiance to the Church over any nation they
may be from. The Knights are well-respected, and while they
do have some less virtuous members, their religious nature
A mural depicting the Saints, along with the Goddess. makes them slightly less prone to corruption.
Aspects of the Church
With the Church being as old and as powerful as it is, it's no
wonder that it has its own share of culture and tradition.
Worship of the Goddess
While the church is named after saint Seiros, their focus of
worship is on the Goddess of Fodlan. The Goddess does have
a name, that being "Sothis", but it is considered disrespectful
to say the name aloud without good reason.
The Goddess is seen as being omnipresent, but lacking a
physical form on earth. It is believed that the spirits of the
Goddess' followers will ascend into the sky after death, to join
the Goddess in the afterlife.
Peace Above All Else
In the Church of Seiros, conflict is highly despised. While the
Church does need to occasionally employ military force, they Banner of the Knights of Seiros.
do so swiftly and efficiently to reduce civilian casualties.
Everything they do is to ensure a lasting peace, even if that The Other Branches
requires taking away certain freedoms. Even on an individual While the Central Church is what most people think of first
scale, believers are asked to put aside their grievances. regarding the Church of Seiros, there are three other braches
as well.
Seclusion and Reservation The Western Church holds more extreme beliefs than the
The Church of Seiros encourages looking inward, and leaving others. They believe in greater separation of class and race,
other nations to their own devices. Open relation with other as well as put more emphasis on worshiping the Four Saints,
nations are discouraged, though not outright banned. especially Cichol. Residing in what was the Southern side of
The Church also states that uncontrolled technological the Kingdom, they now serve the Empire in an attempt to
progress would lead to disaster. As such, many technologies calm believers in the Church. Because the Empire's beliefs
are banned across Fodlan. Occasionally, a technology is are almost entirely opposite to the Western Church's,
approved for re-examination, and sometimes a ban or two is tensions are quickly rising.
lifted. The Eastern Church is far more easygoing, due to being
Dissenters of the Church state that these rules are meant located within the Alliance. Weak and complacent, they were
to prevent the people of Fodlan from reaching their true not prepared to take in the refugees from the Central Church.
potential, while supporters argue that these are needed to The Southern Church was wiped out after trying to take
keep peace between the nations so that none may overpower back the Empire in the name of Saint Seiros, with no
the others. retaliation from the other branches, who condemned their
actions.

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Abyss
Underneath Garreg Mach lies ruins and tunnels older than
the Monastery itself. The caverns of Abyss have been home to
fugitives and criminals for centuries. While the Church has
always been aware of its existence, it has tolerated their
prescience so that Abyss could serve to preserve the Church
in the event of a catastrophe. They were right to do so, as
Abyss is now home to many refugees from the Church and
other regions.
Abyss is something of an "open secret", talking about it
casually is taboo, but knowledge of it isn't anything special.
Entrances to Abyss, however, are more closely guarded.
Seemingly hundreds exist, but the few that are more
Garreg Mach Monastery in its prime. common knowledge are heavily guarded.
Abyss also serves as preservation of history. While the
Dominion of the Church Church commonly bans books with controversial topics, they
are against the destruction of knowledge, and thus keep the
Garreg Mach "Dark Library" within Abyss. Getting into the library is not
Sitting in the center of the Oghma mountains, Garreg Mach too difficult, but the most dangerous of the books are kept
watches over all of Fodlan. As the center of the Church of hidden behind dangerous traps, and books cannot be taken
Seiros, the Monastery is a beacon of hope for miles around, out.
even during the war. The current head of Abyss is a man named Yuri Leclerc,
Garreg Mach refers not only to the Monastary itself, but also referred to as "The Savage mockingbird", with a sharp
also of the surrounding town. Before the war, it was full of tongue and even sharper wit, he's one of the few people who
many of the best craftsmen, scholars, and bards from all can bring order to the ruffians of the criminal underworld
throughout Fodlan. Built on large, tiered platforms, with the that is Abyss. While a dangerous man to upset, the Lord of
upper levels housing many of the religious elite, and lowest Abyss is known to take care of his people, and he can be a
levels being home to farmers who worked the rivers between valuable ally.
the mountains. People from all walks of life could find a The recent overcrowding of Abyss has caused infighting
home in Garreg Mach. among those who wish to help the refugees and those who
Now, however, the place is nearly abandoned. As the want to take care of longstanding Abyssians. Supplies run
centerpoint of the Church, the Empire is careful to keep a scarce, and while Abyss may be huge, only small portions of
close eye on the area, lest the Knights of Seiros return. The it are safe to inhabit.
Empire's occasional patrols do little, if anything, to deter the
bandits looking for some quick loot. Now, what was once a Remire Village
town full of thousands of people, only holds a few hundred While technically a part of Empire territory, Remire village's
permanent residents. Nobody goes up to the Monestary proximity to the Church meant that it often fell to the Church
proper, as many are afraid the area is now cursed, and most to take care of them.
of the valuables have been taken. In 1180, a mysterious illness spread across Remire, while a
constant but manageable threat at first, causing nausea and
The Officer's Academy aggravation in its victims, one evening all the afflicted
Stationed in Garreg Mach Monastery, the Officer's Academy villagers started a mindless rampage. Fires caught all across
serves to cultivate generations of capable leaders. While town, and villagers started killing each other. While the threat
nobles and commoners alike can attend, nobles occupy a was eventually contained, the strange individuals who stood
large portion of the student body, as the tuition fees can be among the flames, seemingly responsible, were never
expensive. If you can graduate from the Academy, however, apprehended.
you are practically set for life, as few would refuse to hire Repairs to the village had only just started when the war
someone with that level of proven skills. broke out, and while the Empire has promised to aid the
The Officer's Academy focuses on life skills, as opposed to village at the war's end, it may come too late. The war has
subjects like math and history, which students are expected shown no signs of stopping soon, and Remire has had to fend
to already know. Students learn combat, leadership, tactics, for themselves the entire time. Many people of Remire
and governance at their time in the Academy, and the course consider themselves loyal to the Church, while others respect
is difficult but rewarding. the authority of the Empire.
The students are separated into three houses based on
where they're from. The Black Eagles for the Empire, the
Blue Lions for the Kingdom, and the Golden Deer for the
Alliance. Students can switch houses with the approval of
their house's homeroom teacher and the teacher of the house
they intend to join.

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Notable Figures of the Church Nemesis and the Ten Elites
While not worshiped, Nemesis and his Elites were still the
Saint Seiros chosen heroes of the Goddess, and still are respected.
The secondary focus of worship for the church, as well as its Blaiddyd: A mage knight who wielded the now-lost magic
namesake. Saint Seiros revitalized worship of the Goddess, of necromancy, as well as the Hero's Relic Areadbhar.
after faith had been dwindling. She appeared in the town of Riegan: An archer who wielded the relic Failnaught. It's
Enbarr, and assisted the first Adrestian Emperor in the said that saint Macuil convinced Riegan to sell information
creation of his Empire. on Nemesis' forces.
Seiros was said to have personally struck down Nemesis at Lamine: A witch who defected to the Church for unknown
the Tailtean plains, after which she oversaw the creation of reasons. Her relic was the Rafail Gem.
Garreg Mach. She was laid to rest in the holy mausoleum, Goneril: A violent and treacherous general of Nemesis'
but an incident during the rebellion of the Western Church army. he wielded the relic Freikugel.
revealed that the body was missing. Charon: The pupil of Blaiddyd and master of blade and
Seiros' Crest is quite common, with many high-ranking magic. He wielded the Relic Thunderbrand.
members of the church possessing it. Fraldarius: A pegasus rider and the scout for Nemesis'
armies. She used the Relic known as the Aegis Shield to
The Four Saints protect herself on her missions.
The allies of Saint Seiros, these warriors fought against Gloucester: A priest who began to worship an unknown
Nemesis and the Ten Elites, each with their own followers. god after his fall from grace. His son defected to the Church
They were said to have lived extraordinarily long lives and after he saw what his father was doing. He used the Hero's
granted their Crests to their followers. Relic Thyrsus.
Saint Macuil was an accomplished battlemage, proficient Dominic: A mighty tactician who was no stranger to battle.
in sword and spell. He served as the tactician for the early He rode atop a wyvern and used the Relic known as Crusher.
church, as well as the blacksmith for many of the sacred Gautier: An armored general who was immovable on the
weapons used in the war. He only gave his Crest to a select battlefield. He used the Lance of Ruin as his Relic of choice.
few individuals. Daphnel: A paladin who served Riegan as his right-hand
Saint Indech was a warrior of great strength and wisdom. man. He used the Relic Lúin.
Little is known about this saint, but it is said he was a great Maurice: a swordmaster and secret eleventh Elite. His
craftsman. He gave his Crest to the smiths and workmen he misuse of his relic Blutgang led to him becoming a demonic
admired. beast. To prevent knowledge of such events, the church
Saint Cichol was a formidable warrior and commander, as erased him from history.
well as the father of Saint Cethleann. He was said to be a Nemesis: Also known as "The King of Liberation". He was
kind but stern authority, and is one of the most commonly the only person in history to possess the "Crest of Flames"
revered of the Saints. He gave his Crest to some of his until 1180. He used the Sword of the Creator to strike down
lieutenants. entire armies at once.
Saint Cethleann was an empathetic healer and the
daughter of Saint Cichol. While the subject of many fables, The Archbishop
very little historical information regarding her life exists. She The Archbishop is the highest position of the Church of
gave her Crest to some of the medics who assisted her on the Seiros. The title has been held by the descendants of Seiros
field. herself. Each Bishop reigns until death, which can be over a
century for some. The daughter of the Bishop is then given
the position as her birthright.
Strangely, no daughter of the Archbishop has ever been
seen, as they are a closely guarded secret. Even stranger, no
Archbishop has ever been confirmed to be pregnant. many
wild conspiracy theories have arisen, but nothing has ever
held ground.
The current Archbishop is the lady Rhea, who went
missing after the battle of Garreg Mach. Many believe she
was captured by the Empire, but no ransom, execution, or
even threat has been made public.

The statue of Saint Cichol at Garreg Mach

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The Cardinals
The Cardinals are the heads of the Church, after the
Archbishop. They are chosen by the Archbishop, and their
identities are a secret. They pose as ordinary monks or
knights to protect their identities.
Each Cardinal has their own specialty, usually an element
of magic, that they have mastered.

Aelfric
A former Cardinal, Aelfric Dahlman, was involved in
a scandal in mid 1180. Aelfric, who served as the
Cardinal of Fire, had previously been known for his
involvement of the renovations of Abyss. He was
the one who put the current leader, Yuri, in power
as well as formed the Ashen Wolves in order to
give promising youths of Abyss the education of
the Officer's academy.
Aelfric used his authority in Abyss to retrieve the
body of a nun, Sitri, and a relic known as the
Chalice of Beginnings. He attempted to use the
relic to revive Sitri, but ended up transforming into
a hideous beast and had to be put down.
After this incident, the people of Abyss had to
contend with new opposition, as there was one
less figure to defend them.

Jeralt
Jeralt Eisner was the Captain of the knights of Seiros for
decades. He became known as "The Blade Breaker". He was
supposedly killed in the fire of 1159, but rumors of him
working as a mercenary abounded all across Fodlan. These
were proven true in 1180, When he was found alongside his
child and brought back to assist the new captain of the
Knights. He died later that year from an unidentified spy
posing as a student.
The Four Apostles
These four figures were tasked with creating a new body for
the goddess. They failed in their task, and decided to go into
self-exile, while asking the Church to remove their names
from history. Even basic knowledge of the Apostles is limited
to high-ranking members of the Church.
Like the saints, they possessed their own Crests, and could
grant them to others.
Aubon retreated to Abyss, but eventually left to wander
Fodlan.
Timotheos retreated to the forests of the Adrestian
Empire, where he founded the village that shares his name.
Noa retreated to the shores north of Fodlan's Fangs, where
she created house Nuvelle alongside her adopted children.
Chevalier retreated to the Eastern mountains, and created
the village of Kupala.

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Beyond Fodlan

F
or over a century, the Church of Seiros has Economy and Technology
discouraged interaction with other nations
unless neccesary. Because of this, information Brigid does not have the same level of metalworking skills or
regarding the other nations of the world is industrialization as Fodlan. Their only main exports are the
scarce. This section will attempt to fill in the exotic plants and animal pelts the area is known for.
blanks as best it can. While Brigid has a currency of its own, it's far less
important than simple bartering. Many deals are made simply
with the direct exchange of goods and services.
Brigid In terms of jobs, hunters are the most common profession,
A tropical Archipelago, Brigid is composed of three main as hostile wildlife makes the lands dangerous.
islands, each with their own subcultures, but they are all leatherworkers, potters, and weaponsmiths are also quite
unified under one king, currently the head of the Macneary common.
family. Now, Brigid is a vassal state of the Empire, and is in a
tense situation. Many rebellions are occuring simultaneously, People of Brigid
and Brigid stands on the brink of collapse. The people of Brigid are tough, but caring. centuries of
Brigid shares close relations with Dagda, which lead to fighting against nature have formed strong bonds among the
their combined effort to invade Fodlan. Many of the people of people. Nowadays, however, many have turned to rebelling
Brigid regard those of Fodlan as weak and spoiled. against the Empire, endangering their kinsmen. While many
despise the Empire, many more do not care what banner they
Culture live under.
Brigid's real-world inspirations are a mix of Irish and The princess of Brigid, Petra Macneary, seeks to end the
Polynesian cultures. The people of Brigid are tribal, but not internal conflict, one way or another. With her huge sway
primitive. They have an advanced society that uses advanced over her grandfather's decisions, her loyalty is a key goal for
"agricultural" techniques similar to those used by Native the Empire.
American tribes in our world.
Brigid culture has faced significant threats over the past
eight years, as involvement with the Empire has brought with
it the effects of colonization. Little has been done to prevent
this, and the way of life people have known for so long is
dying.
Religion
Brigid religion focuses less on gods and more on elemental
spirits. Each of the three islands represents one of the four
main elements: (from west to east) Earth, Wind, and Fire,
with the ocean representing Water. Brigid is one of the few
places that have learned the art of actually summoning
elementals. Many from outside of Brigid regard such stories
as mere myth, but it is indeed reality.
Each of the Elements has a main spirit, with Earth being
portrayed as a gentle giant, Wind a swift hunter, Water a
treacherous caregiver, and Fire a destructive warlord. While
some spirits may be portrayed as more positive or negative,
each is respected in their own way.
Ecology
The climate of Brigid is tropical, with many areas filled with
lush rainforest. Each island shares many common traits, but
each still have their own unique types of flora and fauna.
Strange plants and animals unknown to Fodlan inhabit the
lands.
Petra Macneary, princess of Brigid.

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Economy and Technology
Almyra is just as advanced as Fodlan in most areas, with the
exception of arcane magic. Almyra also exceeds Fodlan in
many areas, including the aforementioned fields of alchemy,
astronomy, and mathematics.
Almyran weaponry is quite advanced, especially their
bowcraft. In addition, the modern Riding Wyverns hailed
from Almyra, and have been exported to all over the world.
These two combined have caused a tradition of wyvern-riding
archers called Barbarossas.
Almyran commerce has suffered due to their reputation as
warmongers, but merchants can still find ample
opportunities if they are willing to persevere through the
discrimination.
People of Almyra
The Almyran coat of arms Almyran people are as varied as the landscape. Many
common folk serve as warriors, farmers, and craftsmen,
while those of noble birth are scientists and scholars.
Almyra While corruption runs deep in Almyra, there are those who
seek to oppose it. The crown prince, Khalid, who faced
Almyra is a massive nation to the east of Fodlan. Almyra's persecution and scrutiny due to his half-Fodlan birth, has left
size is slightly larger than Fodlan in its entirety. Almyra has a the country to gather allies to assist his future rule. In
king that rules over the entirety of the land, but in order to addition, the great general "Nader the Undefeated" has been
manage the territories, various regents control different sub- attempting to cool aggressions at the Fodlan border to make
territories on the king's behalf. negotiations easier.
Culture
Almryan culture has Persia and other middle-eastern Aggression at the border
cultures as its real-world inspiration. Almyra is an advanced The people of Fodlan regard the Almyrans as
warrior culture, and due to the nation's size, varies greatly savage, warmongering brutes. While this is mostly
based in ignorance and discrimination, it's not an
between the various lands. unreasonable thing for them to think, seeing as the
Weapons are a large part of Almyran society, and many majority of their experiences with Almyrans are
warriors carry a signature weapon from adulthood to death. violent.
in a similar vein, Almyrans have a great attachment to their Skirmishes at the border are common, and led to
mounts, and the death of a mount calls for the same level of the creation of Fodlan's Locket. It's common belief
grief as the loss of a comrade. that the encroaching forces are attempts at
Aside from militaristic culture, Almyrans are known for invasion, but that is completely untrue. The only
their knowledge of the sciences, namely alchemy, astronomy, true invasion attempt was in 961, over 200 years
and mathematics. They also have advanced agricultural ago. Nowadays, the only Almyran "invaders" are;
techniques that the people of Fodlan have yet to understand. bandits looking for plunder and glory, hired forces
Corruption and conspiracy among nobility of Almyra is from smaller nobles attempting to flaunt their
common. The king hold comparably little power compared to power, and Almyran forces attempting to deal with
the royalty of Fodlan, and is helpless to prevent infighting the previously mentioned foes, only to get caught
within his nation. up in the fighting.
Fodlan is not just a defender either, as retaliation
campaigns are not uncommon from the Alliance.
Religion Both sides of the conflict have done little to end
Almyran religion is similar to real-world Zoroastrianism in the aggression, and both sides see themselves as
terms of traditions, but focuses not on the worship of any justified in their actions.
gods, but rather the natural world itself. Almyran religion is
mostly for the upper class, with fewer followers in the
common folk.
Ecology
Being as big as it is, Almyra cannot be easily summed up, and
only the Western regions have been charted by Fodlan
mapmakers.
The Western regions of Almyra are dry and arid, with great,
expansive plains and towering mesas, as well as the great
redwoods to the north.

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Duscur People of Duscur
A peaceful nation to the north, Duscur is divided into two The people of Duscur are strong and patient, referred to by
parts: South Duscur, which is connected to Fodlan, and North some as "gentle giants". Many Duscan fighting styles focus on
Duscur, a peninsula that attaches to the northern wastelands. nonlethal takedowns and self-defense. As targets of
When most people in Fodlan talk about Duscur, they speak of oppression, however, many have turned bitter and violent
South Duscur. against the people of Fodlan.
North and South Duscur have very similar cultures, but Others seek to end the conflict, whether by appealing
South Duscur now lies in ruin. This section will mostly focus morally to the people of Faerghus, or by simply living their
on the north, and you can easily extrapolate information lives as always in order to give the invaders no satisfaction.
about the south from it. The people of Duscur are united in their desire for freedom,
but divided over how to obtain it.
Culture
Duscan culture can be considered a mix of Nordic and
Russian culture. The people of Duscur have traditionally
been a very friendly people despite their warrior culture, with
friendly competition being frequent.
Now, with the genocide of Duscur, the previous way of life
has been shattered. Those who try to live as they once did
now face oppression from house Kleiman, who has taken
over the region. Others rebel against their conquerors,
forsaking their pacifistic nature in order to exact vengeance
for their homeland.
Religion
Duscan religion is polytheistic, and takes inspiration from
real-world Roman mythos. Duscans have their own pantheon
of gods for many aspects, with their gods of earth and sky
being the twin chiefs of the pantheon.
They also accept the gods of other nations into their
pantheon, as they did with the Godess of Fodlan, and will
often pray to those gods when visiting their respective lands.
Ecology
Due to its harsh climate, Duscur plant life is sparse, but one
notable set of Flora are the flowers. Duscur flowers are
known for their simple but elegant beauty, and are difficult to
grow in more fertile soil.
Duscur wildlife is as tough as its plants. Boars, bears, and
badgers are common threats, while large elk make for a
valuable bounty to any hunter who can fell one.
Economy and Technology
Due to the harsh climate slowing technological advancement,
Duscur is slightly behind Fodlan in many regards, and relies
on trade for most luxury items. A Duscan soldier mourns his homeland (Credit: Laulaubi)
In Duscur, each village has its own specialty, and trade
between villages is frequent. Common professions include
blacksmithing, hunting, weaving, and leatherworking. Duscan
food is also renowned as exquisite, as the aforementioned
flowers produce outstanding spices.

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Dagda Sreng
Dagda is not actually a nation, but rather an entire continent A wasteland with a violent climate, Sreng is home to a
far to the west of Fodlan. There are no actual natives to number of warrior clans. In 1168, many of the southern clans
Dagda, or if there were, they were long gone by the time were wiped out in the annexation of the southern Sreng
settlers got there. region.
The first recorded settlers of Dagda arrived around
Imperial year 589, and progress in taming the wild continent Culture
has been extremely slow. Sreng has a warrior culture, focusing on strength and
Dagda's size puts Fodlan to shame, and some say it courage. Not much else has been documented about them, as
stretches from the southern tip of the world all the way to the the region and its inhabitants are both extremely hostile.
north. This great size has confused explorers, who all come
back with different accounts of the landscape based on where
they landed. Religion
Unlike gods of other religions, which are often humanoid and
Culture spiritual, the gods of Sreng are bestial and physical. One of
Dagda has no consistent culture. Though there is one the most worshipped gods is "The Wind Caller", a birdlike
element that stays throughout most of the continent: sleep. beast said to be responsible for Sreng's unusual climate, as
Due to the dangers of the wild beasts that prowl many of the well as the teacher of weaponsmithing.
lands, it's always good to have a sizable group of people
awake at all times. Dagdan daily life is centered around each Ecology
person having their own sleep schedule, and most Dagdans The climate of Sreng breaks many of the known laws of
have exceptional night vision as a result. nature. The valleys and plains of Sreng are hot, arid deserts,
abundant in salt. The mountains that dot the landscape are
Ecology frigid, even at their bases. Stranger still, the region is north of
As you have heard before, there's no consistent ecology Faerghus, a tundra.
throughout Dagda, but a common theme is that of dangerous, Most of the wildlife in the desert consists of small snakes
unknown beasts, some of them quite massive. and rodents. In the mountains, large mammals such as goats
Other than that, it's up to any DM whose party wants to roam the frigid peaks. plant life is sparse in Sreng, due to the
explore Dagda to come up with their own ideas for what inconsistent rain.
players will find on the continent. Speaking of rain, while the climate is usually dry, strong
winds sometimes blow from the desert into the mountains,
People of Dagda mixing the air and creating violent storms. The people of
Sreng make sure to take full advantage of these times.
Having lived in a harsh environment, and with many being
the descendants of less-than-friendly settlers, the people of Economy and Technology
Dagda are generally no-nonsense and to-the point. Dagdans Sreng is a bit behind on most technology, but their
are not untrustworthy however, and can usually be trusted to blacksmithing is the envy of Fodlan. Trade with Sreng is
keep their promises, for better or worse. difficult, due to tensions at the border and storms on the
surrounding seas.
People of Sreng
Not much is known about the people of Sreng, only one
prominent figure in Fodlan records was from Sreng, that
being the smith Zoltan.
If you wish to play a character from Sreng, use the Duscur
origin, replacing the Duscan language with Sreng.

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Morfis Albinea
Morfis is a city-state that covers a huge island south-east of A frozen wasteland northwest of Fodlan. Albinea is mostly
Fodlan. The land is home to many scholars and merchants, empty, save for a few small settlements.
who enjoy the safety of Morfis' isolation. Morfis has earned
the name of "City of illusion" due to the ways that the city is Culture
enhanced through various cosmetic illusions. Albinea isn't much of a nation, more of just a few isolated
Culture settlements on a shared landmass. Each has their own
customs and traditions.
The real-world inspiration for Morfis is Egypt. Morfis culture
focuses on the acquisition of knowledge. Information is as Ecology
valuable, if not more valuable than currency. Magical arts in Albinea is far too cold for agriculture, so inhabitants have to
Morfis surpass even Fodlan. resort to hunting and fishing.
Morfis is ruled by a council of the most prominent
members of the city, and they decide on all the major projects
that the government gets involved with. Economy and Technology
Morfis is similar to the Alliance in the way that freedom Abinea uses basic technology that can be found in most small
and expression are valued. Each citizen takes pride in their towns. The people are efficient and waste nothing. Albinea
own unique style. This does, however, lead to a trend of has no major exports, save a few kinds of meat from the
selfishness and greed. wildlife.
Ecology People of Albinea
The deserts surrounding Morfis is mostly barren, with water The people of Albinea mostly come from Fodlan, having left
being a scarce commodity. Inside the city, however, large for one reason or another. Due to their isolated location, they
waterways flowing throughout make water trivial. This is one don't get much contact with the main continent.
of the major reasons that very few other settlements exist in If you want to play someone from Albinia, use the Kingdom
the desert. lineage.
Economy and Technology
Morfis engages in trade with all the surrounding nations,
including the Empire, the Alliance, and Almyra. Not only is
their magic unparalleled, but they also have exotic fruits that
are sought out by the nobility.
Due to Morfis' advanced magic, there are plenty of people
who have used it for evil. Morfis is one of the few places in the
world where the art of necromancy is common. Earth-infused
undead, known as 'risen", or for the more powerful variant
"entombed", wander the wastes.
People of Morfis
Morfis is an extremely class-based society. Commoners
rarely, if ever have a chance to advance their position.
Education is also extremely controlled.
Morfans have a sense of superiority over the other nations.
They believe that Morfis is at the center of the world.
If you want to play a character from Morfis, use the Empire
lineage, taking Morfan as the extra language.

An entombed warrior from Morfis

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31
The True History

N
ot all the stories of Fodlan are entirely true. Slaughter
There are secrets that have been kept from As the Goddess was restoring Fodlan, the Agarthans waited
humanity for over a thousand years. With patiently. When she laid to rest, the Agarthans convinced a
the event currently unfolding, centuries-old bandit lord known as Nemesis to kill her in her sleep. He
secrets threaten to come to the surface. succeeded, and from her blood they gave him the Crest of
Flames. From her bones they made the Sword of the Creator.
Nemesis and the Agarthans weren't satisfied with this, and
they went to Zanado and slaughtered most of the Nabatean
SPOILER ALERT people. While the Agarthans stood little chance on their own,
the Sword of the Creator proved effective in taking out the
The following section contains information that only certain dragons before they could even fight back. The entire canyon
characters would know. If you haven't already learned this was drenched in blood, giving it the name it is now known by;
information from the games, you should probably skip to "The Red Canyon".
"Creating a Character". From the bones of the slaughtered Nabateans the Hero's
Relics were created. These, along with their respective
Crests, were given to 11 of Nemesis' allies, many of whom
Nabateans did not know the origins of the gifts.
When the Goddess Sothis descended onto Fodlan, she Out of the survivors, some of them left for other lands,
landed in Zanado, a canyon in the Oghma mountains. She retreating from Fodlan to start new lives. Only ten survivors
then creating the original Nabateans (also known as the remained; Seiros, the Four Saints, the Four Apostles, and the
children of the Goddess). The Nabateans are what are what wife of Saint Cichol.
we would refer to as dragons, and are varied in their abilities.
History of the Nabateans
Origins
As described above, the Nabateans were created by Sothis
after she arrived in Fodlan. They lived near and occasionally
alongside the native humans.
Sothis taught both the Humans and Nabateans how to use
advanced technology, and Fodlan became more advanced
than our own civilization, while the rest of the world were
still learning how to farm.
War
It wasn't long before the humans used their newfound power
to create weapons. They began dividing themselves into
factions and waging war for resources. By the time Sothis
and her children realized what was happening, it was already
too late.
The humans saw themselves as gods, and attempted to
revolt against Sothis. The battles were hard-fought, but
Sothis and the Nabateans triumphed, and the human
population was decimated. A few hundred humans retreated
underground, holding a grudge against Sothis and her
children, becoming the Agarthans.
Sothis spared the remaining humans and helped to rebuild
their civilization, this time only giving tools equivalent to
medievel technology. She then went to rest in her sanctuary
under the mountains, where the was to lay for hundreds of
years.
Nemesis, the fell King of Liberation, and slaughterer of the
Nabatean people.

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Retribution Rebirth
Not long after the slaughter, Seiros went to Enbarr and Seiros went on to create the Church of Seiros, dedicated to
started performing miracles, gaining the attention of their the worship of her mother. She ordered the construction of
leader. She helped him to create the Adrestian Empire, and Garreg Mach Monastery, and most of the rest is known to
convinced him to go to war with Nemesis, who had united history.
Northern Fodlan under his rule. The other survivors joined, Seiros was a great commander in times of war, but leading
though the Apostles were too old to be of much use, and a civilization was much more difficult. Seiros had no
Cethleann was too young to fight. intention of carrying out this task for very long, and set to
The war dragged on for about a century, with many work finding ways to revive her mother. Every order she gave
casualties on all sides. Cichol's wife was killed in battle, and was to keep peace in Fodlan until her mother was back, at
his daughter Cethleann gravely wounded. Nemesis was felled which point she could take over and lead Fodlan to its former
in the end, and the Nabateans had to figure out what to do glory. This was only intended to be a few hundred years, but
next. ended up going for over a millennium.
Cichol was only interested in saving his daughter, and left One experiment was with the Chalice of Beginnings. The
to watch over her while she slept for several centuries. Four Apostles were tasked with using the artifact to create a
Indech only joined the war for closure and to help his new body for the Goddess. Not only did the attempt fail, but it
brothers, Cichol and Macuil, and afterwards went to live in created a monster that took many lives before being felled.
Lake Teutates. The Apostles wished to leave the decisions to Out of regret for their recklessness, the Apostles went into
the younger generation, This leaved only Macuil and Seiros. self-exile, asking for their names to be removed from all
Seiros wished to deal with the Crest-bearing descendants records, and leaving Seiros all alone.
of the Elites by putting them in positions of power, making
them in the debt of the Nabateans and putting their power to Aspects of the Nabateans
good use. Macuil saw the descendants as abominations, and Draconic Forms
wished to annihilate them all before their numbers grew too Nabateans have two forms, one is a humanoid form, which is
great. The two argued for a long time, before finally coming used to communicate and do more precise work. The other is
to a compromise; the last few Elites would be hunted down, their true dragon form. "Dragon" is a loose term, and many of
regardless of their circumstances or any deals made them are more avian or mammalian than reptilian. There are
previously. In exchange, Seiros' plan would be enacted, many types of dragons, each with their own Crest. Most
creating peace treaties that would lead to many of the noble dragon types are not unique, and had multiple dragons of that
houses we now know. Macuil was still not happy with this type. Dragon types are passed down, but any dragon can be
arrangement, and left to the far north of the Sreng region. born as any type in their lineage, so it's hard to tell what type
dragon a later-generation child may be.
Crest Stones
Crest Stones are the artificial hearts that the Nabateans use.
While Nabateans are born with a Crest Stone as a heart, they
are replaceable as long as the surgery is done properly. They
can be created through alchemical rituals that are lost to
modern Fodlan. Used Crest Stones are imbued with the
memories of their previous owners, and are dangerous to be
used again.
Crests and Crest Stones are not meant for humans, and
abusing them can cause the user to be transformed into a
demonic beast. There's even evidence to suggest that Crests
are not even natural to Dragons, which has interesting
implications for the origin of the race.
Almost Immortal
Nabateans can live for thousands of years. They age
extremely slowly, and a Nabatean child may actually be older
than some nations. One drawback of this is that Nabateans
heal very slowly, and will sometimes have to go into
hibernation for decades or even centuries.

Seiros, the first and last Sky Dragon, in her humanoid form.
Part 1 | Lore
33
Agarthans
After the war between humans and Nabateans, a few
hundred survivors fled underground. They become bitter and
obsessed with vengeance. They kept their technology and
plotted to destroy the Goddess and her children.
History
The Agarthans were once people of Fodlan, specifically what
would later become the Eastern side of the Empire. They
were some of the furthest geographically from Sothis and her
followers, and still worshipped their old gods. They were the
first to invoke war, and the last to be defeated. They had taken
precautions however, and some were able to retreat into a
bunker below the mountains.
A Grand Scheme
The Agarthans waited in secret, waiting for the world to
forget about them, while they created the underground city The Weakening of Fodlan
that would come to be known as Shambhala. Once the Once they knew they had a way to enact their final
Goddess laid her head in rest, the Agarthans used Nemesis vengeance, the Agarthans began to divide the people of
to assassinate her, and then used him to slaughter the rest of Fodlan in order to weaken them. They were responsible for
the Nabateans. After they granted power to his Elites, they convincing Count Rowe to enact the tragedy of Duscur, and
left him to his own devices so as not to draw Seiros' aided count Gloucester in Assassinating Godfrey von Riegan.
attention. More recently, they incited the Western Church's rebellion,
as well as the Remire Calamity. They've also aided the
The Splitting of Fodlan Empire in their creation of demonic beasts.
The next major event orchestrated by the Agarthans was the
War of the Eagle and Lion. Pan, the tactician behind Loog's
army, was secretly an Agarthan spy, who supplied Faerghus'
army with advanced weaponry. While the Church was aware
that someone was meddling in the war, they were never able
to pinpoint the culprit. The Church was forced to recognize
Faerghus as an independent nation, but caused an
unexpected problem for the Agarthans by having Loog make
the Church of Seiros the official religion of his new kingdom.
When King Klause 1 died, the Agarthans forged his will to
divide his territory into pieces. This led to the Leicester
Alliance forming, a region that was less religious than its
neighbors.
The Creation of the Flame Emperor
After the Insurrection of the Seven, the Empire was in a
prime position for spies to be planted. They placed mages and
scientists in the ranks of Imperial nobility, and convinced the
ruling class that they could create the perfect Emperor using
experimentation.
Experiments first began in Ordelia territory, using the
family's own heirs. While only one survived, the results were
promising enough to warrant starting work on the real deal.
All of Emperor Ionius' children were experimented on in
order to implant a second Crest. Out of all the subjects, only
one survived: Edelgard, who now held the Crest of Flames
alongside the Crest of Seiros.
The Agarthans then helped Edelgard to plan her takeover
of the Empire. The two have remained somewhat at odds
however, and both have plans for if the other betrays them.
32nd king of Agartha, Thales.

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Aspects of the Agarthans Those Who Slither in the Dark
The Agarthans have lived underground for millennia, and Those Who Slither in the Dark, or, TWSitD for short, is the
have developed a culture unlike anything else in the world. organization that works to destabilize Fodlan. While not
every Agarthan is a member of the group, most scientists,
mages, and leaders contribute to their goals. TWSitD works
Advanced Technology with the Adrestian Empire to defeat the Church, though the
The Agarthans never gave up their technological Agarthans keep a safe distance, never revealing their full
advancements, and are far beyond anything else in the world. hand.
They are unparalleled in both mechanical and magical TWSitD often use human captives from the surface as the
advancements. They create autonomous guardians to protect subjects for their experiments. This has let loose a number of
their key locations, and powerful weaponry for their scouts humans with extraordinary powers onto the surface.
and soldiers to use.
Despite their technological advancements, they've still Agarthan Religion
chosen to use traditional martial weaponry, as their lack of Agarthan religion has its similarities to Hinduism, but the
access to certain materials has prevented them from many centuries of isolation has corrupted its original
inventing gunpowder. traditions. Agarthans worship many gods, some of which they
claim were killed by the "Fell Star" Sothis. Agarthans also
A Hateful People worship the light itself, despite the fact that Agarthans have
Agarthans have developed a society almost entirely based on difficulty in sunlight.
hurting others. They despise Sothis, who they refer to as the
"Fell Star", and wish for nothing but death and destruction Morality
for her and her children. They also believe the humans of the It's unknown whether or not the original Agarthans were
surface to be little more than mindless beasts. justified in their attack on Sothis. The only people capable of
Even among themselves, Agarthans are separated by telling the story are incredibly biased. What is known
castes, and while it is possible to change one's ranks in these however, is that any moral high ground the Agarthans may
castes, it is very rare to do so. have had has been lost to their corruption.
Agarthans are not naturally evil, and are only how they are
Grim Imitations now because of the way they were raised (as well as magic-
One development that the Agarthans have used is the ability induced mutations). Some Agarthans have left Shambhala in
to steal the identity of another humanoid. Because Agarthans order to find ways of revitalizing the Agarthan civilization.
can easily be identified, they use this to blend in among
humans. While most Agarthans that travel to the surface only
take one identity, if even that, there are certain Agarthan
spies that "collect" identities in order to maximize their
effectiveness.
Because these disguises are perfect to normal senses, the
people of the surface have no reason to suspect Agarthans,
and the Agarthans have become careless as a result. Anyone
already aware of these deceptions can easily catch an
Agarthan spy off guard.

Some amazing fanmade Agarthan designs you can use as


inspiration (Credit: Oneirio).

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35
Creating a Character

I
n order to play in the world of Fodlan, you need to Genie: your warlock learned from the shamans of Brigid,
know the changes to character creation. This guide and suffused themselves with elemental energy.
has information on new character creation Fathomless: your warlock has forsaken the land in favor of
mechanics, as well as the options available for Races, the seemingly bottomless depths of the ocean. They have
Feats, Backgrounds, ect. been attempting to transmute themselves into a form more
The list of sections is as follows: suited for aquatic life.
Classes Undying/Undead: your warlock is attempting a ritual to
make themselves undead, or at least a form similar to
Crests undeath.
Depending on the nature of your Warlock, it may be
Races acceptable to use Intelligence instead of Charisma for your
Backgrounds Warlock abilities, but this is entirely up to the DM.
Feats Class Suggestion: Barbarossa
Spells Among the wyvern riders of Almyra, the Barbarossa
are the most respected and feared. They are
Equipment equivalent to the knights of Fodlan, serving royalty
and nobility with their lives. Barbarossas uphold a
code of honor, though not neccessarily a code of
Classes ethics.
The class system in Fire Emblem: Three Houses is To play a Barbarossa, it's recommended that you
substantially different from Dungeons and Dragons. If you try play a Fighter with the Samurai subclass, taking
archery as your fighting style. Then, find a wyvern
to perfectly mimic the source material, you'll be left with to ride.
several variations of fighters and a few very generic The name "Barbarossa" comes from the Almyran
spellcasters. word for "Red-Bearded" due to the red tassels that
Instead, try to stick to Dungeons and Dragons classes, and hang around the wyvern's neck, signaling its rider's
take inspiration from the source instead of copying it directly. status. One notable Barbarossa is the prince Khalid,
Some classes may not entirely fit the world of Fodlan, so who rides a rare albino wyvern. The prince's
here's how to reflavor them so they work. whereabouts are currently unknown.
Keep an eye out for more class suggestions like
Cleric: this!
Because of the way gods are less involved in Fodlan (if they
even exist at all) Clerics get their magic from their belief and
teachings rather than direct power from a god (this applies to
Paladins as well). In addition, since there aren't many gods
available to provide all the domains, your Cleric's domain is
based on how they show their worship, rather than by their
god's domain.
Warlock:
There aren't many patrons to provide Warlock's their magic,
so instead of coming from an outside source, a Warlock's
power comes from taking "shortcuts" in their magical
research. Here's a list of what each patron translates to using
this method.
Fiend: your warlock performed Crest-based experiments
on themselves, granting them magic, but giving them traits
reminiscent of a demonic beast.
Archfey: your warlock specializes in enchantment and
illusion magic, to the point where they have permanently
infused themselves with said magic.
Great Old One: your warlock attempted to access the
"outrealms", a collection of other worlds. While they failed, The king of Almyra introduces the young Khalid to his future
their attempts left their mind and magic warped. mount (Credit: Kynimdraws).
Hexblade: your warlock augmented themselves with
Agarthan technology. Their body is now a weapon of mass
destruction.
Celestial: your warlock stole magical energy from a holy
relic and now wields it as their own.
Part 2 | Creating a Character
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Crests Standard Crests
Crests govern much of Fodlan religion and politics. When These are Crest that are available to players as long as they
creating a character, you may pick a single crest from the list have backstory justification for it.
of standard crests below. Each crest you possess reduces Crest of Blaiddyd
your maximum hit points by 1 for each level you gain (acting The crest of the Grim dragon.
retroactively). When you reduce a creature to 0 hit points with the attack
When you obtain a crest (At character creation or by other action on your turn, you can make a melee attack against
means), roll a d6, on a roll of 6 your crest is improved to a another creature as a bonus action, without adding your
major crest, gaining the benefits as described individually for respective bonus to the damage roll. (You can use this ability
each crest. only once per turn.)
All Crests come from Fodlan, and other nations barely even Major Crest: You can make the extra attack as part of the
know of Crests. You should only take a Crest if your character attack action instead of a bonus action, and can add your
has a reason to bear it. Unexplained Crest can, however, be modifier to the damage roll.
an interesting plot hook. Aspects: Uncontrolled strength, Desire for justice.
Arcana: VIII, Justice
Crest Aspects
Crests have been proven to have an effect on the bearer's
personality and physicality, as well as other seemingly
superstitious attributes. While the Crest does not entirely
define its bearer, the correlation between a Crest and bearer
is undeniable. As a player, it's a good idea to consider how
your character's crest affects them. You are in control of your
character's personality, but think of it similarly to a mental
condition, such as ADHD or OCD, rather than a set
personality type you're forced into.
Crest aspects are entirely roleplay and design-based. They
have no mechanical impact, and should serve as more of a Crest of Charon
guideline than a rule. The crest of the Lightning Dragon
When you land a critical hit with a weapon attack, you can
Crest Reversal deal extra force damage equal to half your level (rounded up)
Crest Reversal is a phenomenon in which a bearer's mental +1.
state causes their Crest to become erratic. This usually Major Crest: The extra force damage equals your level + 1.
manifests one of two ways: The aspects of a crest reverse, Aspects: Poor weather, Magic Detection.
causing the opposite personality traits, or the aspects amplify Arcana: XVI, The Tower.
to unhealthy levels, posing a danger to the user.
If your character has a Crest and a traumatic backstory, Crest of Daphnel
consider if they suffer from Crest Reversal. Note that most The crest of the Flame Dragon
cases come from longer periods of abuse and other trauma, When an enemy lands a critical hit against you, you can use
but occasionally a single event can cause a case. Also, not your reaction to change it into a normal hit. You can use this
every bearer who goes through traumatic evens develops ability once per long rest.
Reversal. Major Crest: You can instead use this reaction twice per
Because of how under-researched it is, Reversal has no short or long rest.
known solution. As with Crest Aspects, it's more a suggestion Aspects: Speed, Luck.
than a rule. Arcana: VII, The Chariot.

Other Things to Note Crest of Dominic


The crest of the Crusher Dragon
Each Crest comes from a type of dragon. This is a fact When you cast a spell of 1st or 2nd level that deals
unknown to Fodlan, so don't refer to a Crest by its dragon damage, roll a d6, on a 1, you don't lose the spell slot or use of
name unless you have a reason to do so. the spell.
Also, each Crest represents a major arcana from a Major Crest: You roll a d4 instead, and the ability works on
traditional tarot card deck, this is something that is known, spells up to 3rd level.
and Fodlan decks use the crests and the arcana in the card Aspects: Logical deduction, Careful planning.
designs. Arcana: III, The Empress.

Part 2 | Creating a Character


37
Crest of Fraldarius Crest of Riegan
The crest of the Shield Dragon The crest of the Star Dragon
When you roll a 19 or 18 on a weapon attack roll, you may When you have not taken damage since the end of your last
add your proficiency bonus to the damage roll if you hit. turn, all your weapon attacks are considered magical and
Major Crest: you can add the bonus on a roll of 17 as well, deal extra force damage equal to your proficiency bonus. This
and the extra damage increases by 1. does not apply outside of combat, or on the first round of
Aspects: Loyalty, Honor. combat.
Arcana: IV, The Emperor. Major Crest: When an enemy takes this force damage, you
gain the same number of temporary hit points, unlike normal
temporary hit points, these can stack up to three times your
proficiency bonus, but only with each other.
Aspects: Dexterity, Ingenuity.
Arcana: XVIII, The Moon.

Crest of Gautier
The crest of the Fissure Dragon
When you score a critical hit with a melee weapon attack,
you may add one extra damage dice of the weapons type +
half your proficiency bonus (rounded up).
Major Crest: you may instead add two extra damage dice + Obtaining Crests
your proficiency bonus.
Aspects: Lack of empathy, Brutal efficiency. Crests are passed down through bloodlines. The
Arcana: XIII, Death. closer a person is to the original Crest bearer, the
more likely that they will bear a Crest, and the more
likely it is that their Crest will be a major Crest. This
Crest of Gloucester slow decay has worried Crest scholars, who believe
The crest of the Craft Dragon that Crests are slowly dying out.
When you cast a spell that deals damage, you may add 1d6 While experimentation regarding gaining Crests
to the damage roll for that turn (For spells like magic missile is forbidden by the Church, that hasn't stopped
or scorching ray, only apply the damage to one instance). You people from attempting such experiments in
can use this ability a number of times equal to your secret. None have truly succeeded, at least, not as
proficiency bonus, recharging on a long rest. far as is known...
Major Crest: The extra damage increases to 1d10 and you Spoilers past this point
gain an additional use. In truth, there is only one reliable way to gain a
Aspects: Analytical, Magically adept. Crest. Receiving the blood of a dragon will imbue
Arcana: IX, The Hermit. you with that Crest. A proper blood transfusion will
automatically succeed, but drinking the blood
Crest of Goneril provides a quicker, more dangerous method.
The crest of the Kalpa Dragon If you drink dragon's blood, make 3 DC12
Constitution saving throws, if you pass all three,
Once per turn, when you hit an enemy with a weapon you gain the Crest and regain all your hit points and
attack, you can reduce its armor class by 2 and its speed by hit dice. On 2 successes, you gain the Crest with
10ft until the start of your next turn. You can use this ability a no other benefits, on 1 success, you gain nothing.
number of times equal to your proficiency bonus -1 , If you fail all saving throws, you turn into a
recharging on a long rest. demonic beast of the DM's choice. If you already
Major Crest: You instead reduce the enemy's AC by 3 and have a Crest, you have disadvantage on the saves
it speed by 15ft. and cannot gain a Crest.
Aspects: Extra strength, Extra endurance. For gameplay's sake, you still roll for minor or
Arcana: X, Wheel of Fortune. major Crest. The DM can override the roll and
make it a major Crest if they wish to remain
Crest of Lamine accurate to the lore.
The crest of the Aegis Dragon
When you cast a spell of 1st or 2nd level that restores hit
points or cures ailments, roll a d6, on a 1, you don't lose the
spell slot or use of the spell.
Major Crest: You roll a d4 instead, and the ability works on
spells up to 3rd level.
Aspects: Kindness, Alchemically adept.
Arcana: XX, Judgement.

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Crest of Cethleann Crest of Chevalier
The crest of the Light Dragon The crest of the Snow Dragon
When you cast a spell that restores hit points, you may roll Once per turn when you land an attack with a melee
a d6 and add the number to the healing for one of the weapon you may add an extra 1d6 cold damage and gain the
effected creatures. You may use this ability a number of times same number of temporary hit points. You may use this
equal to your proficiency bonus, recharging on a long rest. ability a number of times equal to your proficiency bonus
Major Crest: The extra healing increases to 1d10 + half minus one, recharging on a long rest.
your proficiency bonus (rounded down) and you gain an Major Crest: The cold damage is increased to 1d8+1, and
additional use. you gain one additional use.
Aspects: Sleepiness, Curiosity. Aspects: Survivability, Passion.
Arcana: VI, The Lovers. Arcana: XIX, The Sun.
Crest of Chichol Crest of Timotheos
The crest of the Earth Dragon The crest of the Dark Dragon.
When a creature makes an opportunity attack against you, When you cast a spell of 1st or 2nd level that gives positive
you may reduce the damage taken by an amount equal to effects other than restoring hit points, roll a d6, on a 1, you
your level, if you reduce the damage to 0 you take none of the don't lose the spell slot.
other effects of the attack. Major Crest: You roll a d4 instead, and the ability works on
Major Crest: If a creature takes an opportunity attack spells up to 3rd level.
against you it must reduce its speed by 10ft and its AC by 2 Aspects: Animal friendship, Beast warding.
until the end of its next turn, it knows of these effects before Arcana: XVII, The Star.
it decides to make the attack.
Aspects: Stubbornness, Protectiveness.
Arcana: XI, Strength.
Crest of Indech
The crest of the Water Dragon
When you make an attack with advantage, you may choose
to instead make two attacks not with advantage, you may only
use this feature once per turn, and only a number of times
equal to your proficiency bonus. You regain all uses on a long
rest.
Major Crest: On activation you gain a +2 bonus to hit on
all attacks for the rest of the turn. Crests and Their Abilities
Aspects: Reclusiveness, Precise vision. On top of a Crest's aspects, there are some
Arcana: XIV, Temperance. universal ways that Crests affect their users. The
vibrant hair colors prevalent throughout the
nobility are a byproduct of Crests, though it can be
inherited by one who does not have a Crest
themselves.
One of the most powerful abilities of Crests are
their ability to extend the lifespan of their wielders.
While modern Crest bearers only live a decade or
two more than normal, Crest bearers of old had
lifespans that could last two centuries or more.
Such longevity fizzles out after only two or three
generations, but illegal research has been made
into rejuvenating the phenomenon for modern
Crest of Seiros bearers.
The crest of the Sky Dragon
When you land a critical hit against a creature, it must
make a wisdom saving throw (DC = 8 + Your proficiency
bonus + your charisma modifier) or be frightened of you until
the start of your next turn. If the target is undead or fiend it
takes an additional 1d8 radiant damage whether it succeeds
or fails.
Major crest: All creatures take the additional 1d8 +
Charisma modifier radiant damage and undead and fiends
take 2d8 + Charisma modifier radiant damage instead.
Aspects: Long Life, Leadership.
Arcana: II, The High Priestess.

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Special Crests Crest of Macuil
These crests are unavailable to players at character creation, Crest of the Wind Dragon.
either because of lore reasons, mechanical balance, or a When you cast a spell that forces a saving throw, you may
mixture of both. These crests can, however be given by the push any large or smaller creatures that fail the saving throw
DM with special permission. 10ft in any direction. You may use this ability a number of
times equal to your proficiency bonus.
Major crest: You may push any creature that fails the
The Crest of Flames saving throw 15ft instead of 10, and deal force damage equal
This crest bears the power of The Goddess herself, those to your spellcasting ability modifier (minimum of 1)
who wield it possess immense power and authority. Aspects: Magically adept, Reserved.
You suffer no hit point loss from this crest, and it is always Arcana: I, The Magician.
considered a major crest.
When you score a critical hit you may deal extra Radiant Crest of Aubin
damage to the target equal to 1d8 + your proficiency bonus The crest of the Ice Dragon.
and regain the same amount of hit points. When an enemy makes an attack against you, you may use
When an enemy makes an attack against you, you may use your reaction to increase your AC by an amount equal to your
a reaction to impose a penalty on the attack roll equal to your proficiency bonus until the end of your next turn. You must
proficiency bonus, you can use this reaction even after the use this ability before you know if the roll hits or misses. You
attack roll is declared. can use this reaction 2 times, recharging on a long rest.
Aspects: Uncanny leadership, Semi-Immortality. Major Crest: You may use the reaction after you know if
Arcana: XXI, The World. the roll hits or not, the AC bonus increases by 1, and you gain
1 additional use.
Aspects: Wisdom, Charisma.
Arcana: XII, The Hanged Man.

Crest of Noa
Crest of Maurice The crest of the Bloom Dragon.
The crest of the Storm Dragon, also known as the crest of the When you cast a spell of 1st or 2nd level that Inflicts
beast. Those who bear it tend to experience great misfortune. negative effects without doing initial damage, roll a d6, on a 1,
You may gain advantage on any weapon attack roll of your you don't lose the spell slot.
choice, if you do so, the DM gains one opportunity to impose Major Crest: You roll a d4 instead, and the ability works on
disadvantage on anything they choose and at any time. spells up to 3rd level.
Major Crest: When you use this ability, any creature hit by Aspects: Heliophilia, Arrogance.
the attack takes necrotic damage equal to half your level Arcana: V, Hierophant.
(rounded up).
Aspects: Bad Luck, Speaking with Animals. Crest of Ernest
Arcana: XV, The Devil. The crest of the Thorn Dragon.
Whenever you land a critical hit with a weapon attack your
speed increases by 15ft until the end of your turn, and you
may deal extra damage equal to your proficiency bonus.
Major Crest: You no longer provoke opportunity attacks
during the turn, and the extra damage increases by 2.
Aspects: Unknown
Arcana: 0, The Fool

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Nabatean, called "celestial" by the people of Fodlan. It was
Races said to be the language the Goddess spoke in. In reality, it is
the language of Dragons. If an ability lets you speak Draconic
Race Limitations or Celestial, you learn Nabatean instead.
Because Fodlan is so different from traditional Dungeons and Duscan, the language spoke by the people of Duscur.
Dragons settings, only the races presented in this guide Brigid, the indigenous language of the land of the same
should be used. In addition, players who have not played name.
through Three Houses should limit themselves to playing Almyran, the language of Almyra, dialects can vary greatly.
only humans, though this is a suggestion, not a rule. Dagdan, The language of Dagda, also varies greatly.
Morfan, The language used by the city-state of Morfis.
Character Appearance Often learned by Fodlan scholars to avoid third-party
translations.
When creating a character, keep the anime-inspired aesthetic Sreng, The language used by the people of the Sreng
of the games in mind. More vibrant clothing colors are not region.
unusual, especially for certain upbringings. As for hair, magic Primordial, The language spoken by the elementals of
and Crests both provide opportunities for colorful hair Brigid. Functions like the regular primordial language.
options, though even without either, characters are free to Alfar, is a language that exists only in myth, and is the
pick whatever ridiculous color they wish. supposed language of Dream Fairies. This replaces Sylvan.
Some regions or races will have suggested appearances
and traits. If your character has a mixed lineage, feel free to If you are playing a ranger, and your favored enemy doesn't
take aspects from all parts of your family tree. have a related language, use the language of the region where
Be careful of what traits you give to your character, as that creature type is most prevalent.
certain hair colors can imply certain lore implications,
though it can always be written off as coincidence.

Finding Artwork
If you aren't artistically gifted, but need artwork of
your character, there are two options I can
recommend: First, if you have money to spare,
check out the artists who's art is featured in this
guide, and see if they have commissions open. If
you don't have the money to get art done, looks up
"Three Houses OCs" on google, you might find
something you like.

Customizing Racial Bonuses


While the new humans presented in this guide are made to
be versatile, the other races follow the standard ability score
methods of 5e. If you don't wish to take the given ASIs, talk to
your DM about changing it. You should still come up with a
reason for your character to have these changes.
Languages
Fodlan mostly uses one language, but other languages exist
from other times and places. Here's a list of all available
languages:
Fodlan, the language spoken throughout the continent.
Since the guide assumes you are playing in Fodlan itself,
foreign characters are assumed to have learned the language.
If you are starting on another country/continent, consider
swapping this for the native language. A Duscan rogue (Credit: Rosieelfgirl)
Olde Fodlan, before even Nemesis, there was a history of
Fodlan that is now lost to time. While it shares similarities to
modern Fodlan, a modern speaker would only recognize a
few words, and has to know the language itself in order to
understand it. This also serves as the "undercommon" for
Fodlan.

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Human Church of Seiros
Most of the people of Fodlan are human, however, they vary Ability Score: Wisdom
greatly from region to region. The regions presented are Answered Prayers: Choose one 1st-level cleric spell of
based mostly on culture, so if your character has mixed your choice, you may cast this spell once without expending a
lineage, choose whichever culture they exemplify most. spell slot, you regain the use of this spell on a long rest.
Ability Score Increase: You have two different ability Wisdom is your spellcasting modifier for this spell.
scores you can increase, one based on your region, and a Church Teachings: You gain proficiency in the religion
different score that you may choose. You may choose one skill.
score to increase by 2 and the other is increased by 1. Languages: Fodlan and one other language of your choice.
Feat: You gain one feat of your choice that does not Appearance: There's no defined appearance, as these
increase an ability score. people can come from anywhere, but a common trend is
Region: You gain additional abilities base on what region more modest and reserved fashion.
you were raised in. Duscur
Speed: Your speed is 30ft. Ability Score: Constitution
Tempered Fortitude: You gain resistance to cold damage,
Adrestian Empire and you do not suffer the ill effects of naturally cold weather.
Ability Score: Intelligence Grand Immovable: When you take the dodge action on
Imperial Schooling: You gain proficiency in one your turn, you cannot be moved against your will except by
intelligence-based skill of your choice, and you learn one creatures that are huge or larger, and your AC increases by 2.
wizard cantrip of your choice, Intelligence is your spellcasting These bonuses apply while the effects of the dodge action are
modifier for this spell. active.
Languages: Fodlan and one other language of your choice. Languages: Fodlan, Duscan.
Appearance: The people of Adrestia are mostly the same Appearance: The people of Duscur are known for their
as the rest of Fodlan, being white-skinned with varying hair immense size, but also for their surprisingly tan complexion
color, but immigrants from Brigid give some diversity. and pure white hair.
Kingdom of Faerghus Brigid
Ability Score: Strength Ability Score: Wisdom
Dauntless: You have advantage on saves against being Hunter's Training: You gain proficiency in two simple or
frightened, and you have resistance to psychic damage. martial weapons and one Wisdom-based skill of your choice.
Martial Training: You gain proficiency in two simple or Fleet-Footed: Your speed increases to 35ft.
martial weapons of your choice. Languages: Fodlan, Brigid.
Languages: Fodlan. Appearance: The people of Brigid have slightly tanner skin
Appearance: The people of Faerghus tend to be larger than those of Fodlan, but otherwise look mostly the same.
than the other nations, and vibrant hair colors are less
common. Like the rest of Fodlan they are generally white- Almyra
skinned, though some families have Duscan and/or Sreng Ability Score: Constitution
lineage, giving a more tan complexion. Savage Attacks:
When you score a critical hit with a melee
weapon attack, you can roll one of the weapon’s damage dice
Leister Alliance one additional time and add it to the extra damage of the
Ability Score: Charisma critical hit.
Merchant Teachings: You gain proficiency in one skill and Languages: Fodlan, Almyran.
artisan's tool of your choice. Appearance: The people of Almyra have darker skin than
Ranged Expertise: Once per short or long rest, whenever in Fodlan, with west Almyrans being brown-skinned, and east
you make a ranged attack, you may choose to gain advantage Almyrans being black-skinned. Another defining trait of
on the attack. You must use this ability before rolling. Almyrans are their orange eyes.
Languages: Fodlan.
Appearance: Vibrant hair colors are quite common, Dagda
whether a person was born with it or not. Again, mostly Ability Score: Dexterity
white, but Almyran immigrants add some brown skin to the Martial Prowess You gain proficiency in three simple or
mix. martial weapons and light armor.
Night Tactics: You gain darkvision out to 30ft.
Languages: Fodlan, Dagdan.
Appearance: Dagdans vary greatly, but a common theme is
darker hair and eye colors.

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Abyss SPOILER ALERT
Ability Score: Dexterity. The following races are secret in the lore. If you don't want
Shady Dealings: You gain proficiency in Thieves' tools and
one of the following skills: Deception, Stealth, Slight of Hand, spoilers, skip to the backgrounds section.
Insight.
Night Tactics: You gain darkvision out to 30ft. Homunculus
Languages: Fodlan. In their attempts to create a new vessel for The Goddess, the
Appearance: Like with the Church, the people of Abyss Church of Seiros began experimenting with the creation of
have no set appearance, but due to discrimination, many artificial life. Very few were serious attempts, being more
people of other nations were forced to the depths of Abyss, prototypes to ensure the safety of the final attempts. The
and thus the area is quite diverse. resulting homunculi served no continuous purpose after their
successful creation, and were allowed to live their lives
Class Suggestion: Dagdan Mercenary among humanity.
In Dagda, one must learn to work in the dark, keep Homunculi have no heartbeats, as they possess crest
their distance, and strike hard and fast. This section stones in place of their hearts. Their bodies, being artificial,
will detail the common skills that such mercenaries do not decompose after death. It's unknown if homunculi die
typically have. of old age or not, but many homunculi suffer from medical
First, pick Rogue, either going the Assassin or complications that are only staved off by the regenerative
Scout subclass, depending on if you're a wild or power of their Crests. If they suffer from Crest reversal, the
urban specialist. Make sure you have good wisdom, effects can be fatal.
and possibly put your expertise in Perception and While originally a product of the Church, the methods for
Stealth. Then, after a solid few levels, take a level of creating homunculi may have fallen into other hands, at the
monk (if you want to go further, take shadow DM's discretion.
monk). This will allow you to use a spear with your Ability Score Improvements: Constitution +2, one other
dexterity, and give you an extra attack with your ability score of your choice +1.
bonus action. Then go into a dip of Fighter for a
fighting style (preferably archery, but whatever
Unnatural body: You have resistance to poison damage
floats your boat). Then just go for more Rogue
and advantage on saves against being poisoned.
levels. Crest Heart: You must take a crest at character creation.
One notable mercenary, who brought the style This crest does not reduce your maximum hit points and is
to Fodlan, is the Knights of Seiros' spymaster, automatically a major crest. If you somehow replace the crest
Shamir Nevrand. Her foreign origins and ability stone in your body with another crest stone you lose the crest
with a bow made her stand out among the knights. you gained with this feature and it is replaced with a major
crest of the new crest stone.
Homuncular Endurance: Once per short or long rest
when you roll a saving throw, you may roll a d6 and add it to
the total, you can choose to use this after the roll, but before
you know if it succeeds or fails.
Languages: Fodlan and one other language of your choice.
Appearance: Homunculi are indistinguishable from
normal humans, and can be made however the creator
wishes.

Shamir Nevrand, Dagdan mercenary and member of the


Knights of Seiros (Credit: Uni).

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43
Agarthan Lesser Nabatean
Shunned from the light, the Agarthans have developed their After the massacre of the Nabateans, a few scared survivors
own underground civilization. Whether banished from their left to other lands, eventually settling with their human
home, or on secret missions, some have made lives for neighbors and producing children. The Lesser Nabataeans
themselves impersonating the surface dwellers. represent the descendants of these survivors. The race can
Agarthans differ from humans in multiple ways, due to also be used for Nabateans who are locked in their humanoid
both natural evolution and genetic experimentation. One forms, though that should probably not be used for player
prominent ability that Agarthans need in order to operate on characters.
the surface is the ability to perfectly imitate a person after Ability Score Improvements: Charisma +2, Strength +1.
sampling their DNA. Draconic Heritage: You gain resistance to your choice of
Ability Score Improvements: Intelligence +2, Charisma one of the following damage types: Fire, Lightning, Acid, Cold,
+1. Radiant, Necrotic.
Darkvision: You gain darkvision out to 120ft. Ancient Teachings: You gain proficiency in the History
Agarthan Teachings: You gain proficiency in the Arcana skill.
and Deception skills. You also learn one 1st level wizard spell Draconic Aspects: As an action, you may assume a form
of your choice that has the ritual tag, you can cast the spell as that releases some of your ancestor's bestial traits for 1
a ritual an unlimited number of times. Intelligence is your minute. You gain temporary hit points equal to 1d8 + half
spellcasting modifier for this spell. your level (rounded up). You also gain natural weapons that
Sunlight Sensitivity: You have disadvantage on attack deal 1d8 + your Strength modifier bludgeoning, piercing, or
rolls and perception checks that rely on sight when you, your slashing damage and are considered magical. When you
target, or the thing you are trying to perceive is in direct enter this form, and whenever you land a critical hit while in
sunlight. this form, you may make an attack with your natural weapons
Grim Imitations: You may take 10 minutes to extract the as a bonus action. Once you assume your bestial form you
blood of and observe an unconscious or recently dead cannot assume it again until you finish a long rest.
humanoid that is roughly the same height, build, and gender Languages: Fodlan, Nabatean.
as you. Any time afterward you may use your action to change Appearance: Lesser Nabateans will generally look like the
your body to look like the creature, or back into your true people of their region, but an aspect they may keep from their
form. This disguise is flawless to standard senses, however ancestors is the light-green hair prominent among
any ability that reveals the true form of shapechangers Nabateans, and possibly even the pointed ears.
reveals your true form.
Agarthan Treasures: You start the game with a
"Starblocker Amulet" (See "Magic Items").
Languages: Fodlan, Olde Fodlan.
Appearance: Agarthans, due to their evolution to their
underground home, have extremely pale skin. They also
augment themselves regularly, causing horrifying mutilations.
Older Agarthans tend to have more of these augmentations.

An Agarthan dark mage, covering their face due to lack of any


alternate appearances.

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44
1d6 Bond
Backgrounds 1 I have some friends from my academy days that I'd
like to keep safe.
Officer's Academy Student
2 The monastery was my home for a long time, I'm
You were a student at the officer's academy before the war. saddened by it's current state.
Either you were in the middle of your studies when the
conflict began, or you had graduated only a short time before 3 My professor was a huge inspiration for my current
and had yet to apply yourself in any career. work, I hope they're ok.
Skill Proficiencies: History and any one other skill of your 4 I have an old friend on the other side of this conflict,
choice. I hope to win them over.
Language: one of your choice. 5 I often visited Remire village both before and after its
Weapons: Two simple or martial weapons of your choice. destruction, I have a fondness for the people there.
Equipment: One Simple or Martial Weapon, old notes, a
treasured gift from a friend, and a pouch containing 12GP. 6 I grew a fondness for the Church of Seiros in my time
at the academy.
Feature: School Contacts 1d6 Flaw
You were friends with many people back at the monastery,
and even some people on opposing sides would hate to see 1 I forget that some of my former friends have changed
you hurt. Any former Monastery inhabitant that does not since the war. It often ends with me being betrayed.
consider you a threat will accommodate you with lodgings 2 I forget that other people have not had the education
one step below their own lifestyle for free. They will not risk I have, and assume rare information is common
their lives for you unless already inclined to, however. knowledge.
3 I sometimes forget that not all battles are mock
Suggested Characteristics battles.
1d8 Personality trait
4 I will often refuse to attack a familiar face.
1 I always fear I will meet an old friend on the wrong
side of the battlefield. 5 I was a little too used to my accommodations when I
was a student.
2 I learned a lot at the academy, and I make sure to
show it off. 6 I tend to break down when comparing life then to life
now.
3 Due to my previous home's storied history, I often
ask about the little details about any place I visit.
4 I still value my house's honor, whether or not I agree
with the associated country's values.
5 I had to do a lot of hard work as a student, so I value
the work of others.
6 I met a lot of people from different places, so I'm not
quick to make assumptions.
7 I like to come up with a plan before every battle.
8 I've gotten used to training hard, and I actually quite
like it.

1d6 Ideal
1 Companions. Friends are the most important thing in
this world, I must protect them. (Neutral or Good)
2 Victory. We must win, no matter the cost. (Evil)
3 Civility. I was a model student, and I think we should
all follow the rules for a better social environment.
(Lawful)
4 Freedom. I didn't like the rules then, I don't like them
now. (Chaotic)
5 Chivalry. We are privileged in our education, and we
should use it for the benefit of others. (Good)
6 Mastery. Everyone should strive to hone their skills to
the extreme. (Any)

A student of the officer's academy


Part 2 | Creating a Character
45
1d6 Ideal
Knight
1 Honor. There is a strict code I must follow, or I will be
You served as a knight before the war, and may or may not disgraced. (Lawful)
continue to do so. There are several different allegiances for
a knight to have, choose one or roll randomly on the 2 Battle. To live is to fight, what other purpose is there?
(Evil)
allegiances table.
3 Chivalry. As knights we have a duty not only to our
1d4 Allegiance superiors, but to the common folk. (Good)
1 Knight of Seiros 4 Justice. We must seek to punish the wicked, the
2 Knight of Faerghus battlefield is the place of judgment. (Chaotic)
3 Knight of a noble house 5 Duty. I do my job, and I do it well, I can't be expected
to do any more. (Neutral)
4 Independent Knight
6 Prominence I want to ascend through the social
hierarchy. (Any)
Skill Proficiencies: Athletics, Persuasion.
Tool Proficiencies one artisan's tool of your choice. 1d6 Bond
Weapons: Two simple or martial weapons of your choice.
Equipment: One Simple or Martial Weapon, an old 1 My order is my people, I have to put them before
banner, proof of allegiance, and a pouch containing 10GP. myself.
2 I was stationed in a village or town before the war, I
Feature: Trusted Allies grew quite fond of them.
As a knight, you know many knights from your order. You 3 Someone I trusted turned out to be a traitor, I want
know where you may be able to find some of these allies, and to look them in the eyes and ask why.
you may be able to convince them to fight for you if they 4 I don't have a good relationship with my order
believe it is a good cause, though they may still require some anymore, but I want to make peace again.
payment.
5 I fell in love before the war, but duty has separated
Suggested Characteristics us, I want to find them again.
1d8 Personality trait 6 I failed someone and they paid the price, I want to
1 I admire the people who have saved my life, and try avenge them.
to emulate them.
1d6 Flaw
2 I never forget a promise.
1 I'm still haunted by the people I've killed and the
3 I constantly strive to be stronger people I've lost.
4 I make sure to find a peaceful solution before 2 I forget that not everyone is a trained soldier.
combat, I've seen enough horrors to know what
fighting will bring. 3 I believe too firmly in the nobility.
5 I make sure to befriend my allies, you always want 4 I tend to leave some unpaid tabs when I travel.
someone watching your back in battle. 5 I have a bit of an anger issue.
6 I always honor the dead, and I'm quite superstitious. 6 I don't trust people from other countries, even when
7 I don't slack on my training, and make sure others they've done nothing to warrant it.
don't either.
8 I'm always looking out for threats.

Lord Lonato, a formerly well-respected lord, and former


member of the knights of Faerghus.
Part 2 | Creating a Character
46
1d6 Bond
Those Who Slither in the Dark
1 I got attached to one of the test subjects. That was a
You worked with the sinister shadow organization known as mistake.
Those Who Slither in the Dark. Composed mostly of
Agarthans, with some Human bandits and Imperial mages as 2 My superior officer was surprisingly kind, and
shielded me from many of the horrors of the
expendable manpower. organization.
Skill Proficiencies: Pick two from: Arcana, Deception,
Medicine, Intimidation. 3 I found a secret I shouldn't have. I want to find out
Tool Proficiencies Disguise kit. more about this revelation.
Languages: One of your choice 4 One of my colleagues betrayed me for power, I want
Equipment: A small arcane trinket, a dagger, a disguise kit, to get back at them.
and a small pouch containing 15gp. 5 I was sent to assassinate someone, I ended up
making friends with them instead.
Feature: Dark Secrets
As a member of TWSitD you gained knowledge of the various 6 I came into possession of an interesting artifact, I
must keep it safe.
workings throughout Fodlan. You learn of one major
operation of the organization or work with your DM to create 1d6 Flaw
one.
1 I have a hard time thinking of common humans as
Suggested Characteristics actual people.
1d8 Personality trait 2 I tend to not question orders from my higher-ups,
1 I have a hatred for the church, and I don't trust its even when I disagree with them.
followers. 3 I hoard my knowledge. These secrets belong to me.
2 I have nightmares of the experiments we conducted. 4 I tend to laugh at other's suffering.
3 I'm always watching my back. 5 I kill without hesitation, I feel little sympathy for my
4 Anyone could be an Agarthan, I can't trust anybody. victims.
5 I've gotten more used to other people's suffering 6 I'm always unimpressed by the works of others, it
than I would like. can't compare to the things I've seen.
6 I've learned about the lies I've been told, I don't know
what's real now.
7 I've lost much of my emotional capacity, I've had a
hard time integrating into normal society.
8 I have odd ticks that I don't notice most of the time.

1d6 Ideal
1 Organization. I can't stand any sort of messy
structure, everything needs order, especially people.
(Lawful)
2 Vengeance. We have been robbed of everything, now
we turn the tides (Evil)
3 Redemption. I have done terrible things, I must atone
for them (Good)
4 Knowledge. We must always strive to learn more and
progress beyond our understanding.(Any)
5 Destruction. We must tear down this world to build it
better than before (Chaotic)
6 Survival. Each person must watch their own backs, we
cannot rely on others.(Neutral)

Dark Bishop Solon, former second-in-command of TWSitD.

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47
1d6 Bond
Experiment Victim
1 I met someone who eventually escaped, I want to
You were a survivor of the cruel experiments conducted by find out what happened to them.
Those Who Slither in the Dark. This may have led to you
gaining unnatural abilities. 2 One of my captors was secretly nice to me, I want to
repay them.
Skill Proficiencies: Survival and Stealth.
Languages: Two of your choice. 3 I had a friend before I was captured, they were gone
Equipment: A gift from a loved one lost to experiments, a when I resurfaced.
silvered dagger, stolen research notes, and a pouch 4 I still have a friend down there, i need to get them
containing 10gp. back.
5 My home has been taken over by my former captors,
Feature: Blind Spots I will take it back..
You learned something about the inner workings of TWSitD,
and have found ways to avoid their prying eyes. You know of 6 I heard the voice of the Goddess, I now seek her
special techniques to avoid being caught, such as avoiding guidance.
areas they are prominent in, determining if someone has
been replaced, and finding signs of their involvement. 1d6 Flaw
1 I constantly hear the voices of the others.
Suggested Characteristics 2 my personality changed drastically, I haven't noticed.
1d8 Personality trait
3 I'm too quick to assume someone has been replaced
1 I'm always on the watch for Agarthans.
4 I'm possessive of my things, I don't want them taken
2 I'm more comfortable in the shadows than the light. again.
3 I tend to stay up late to avoid nightmares. 5 I no longer know how to interact with other people.
4 I can eat just about anything, as long as it keeps me 6 I assume nobody else has had it as bad as I have.
alive.
5 I freak out at the sight of any surgical instruments
6 I have a strong bond with small animals.
7 I've developed a split personality.
8 I don't like seeing other creatures suffer, if I have to
kill I make it quick.

1d6 Ideal
1 Survival I must carry on, in spite of what has
happened to me (Any)
2 Vengeance. I must get rid of the ones who did this to
me (Neutral or Evil)
3 Freedom. Nobody should ever be contained against
their will (Chaotic)
4 Resurgence. I must stand strong and thrive, I won't let
this get to me. (Lawful)
5 Kindness. I must make sure nobody else goes through
what I've been through.(Good)
6 Karma. Those who have helped me deserve to be
repaid, and those who stood to the side do not
deserve my attention. (Neutral)

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48
Honorable Spirit
Feats Prerequisite: Dexterity of 13 or higher.
Agarthan Technology Whenever you are within 5ft of an enemy, and there are no
Prerequisite: Agarthan other creatures within 5ft of you or that enemy, you gain a +2
You have adapted your body with defensive technology to bonus to your melee weapon attack rolls against that
defend against any creature foolish enough to approach you, creature. In addition, when the creature attacks you and you
you gain the following benefits: are wielding a melee weapon, you gain a +2 bonus to your
armor class.
Increase your Constitution score by 1, to a maximum of
20. Monstrous Appeal
Whenever a creature makes an attack roll within 5ft. of Prerequisite: Crest of Timotheos or Crest of the Beast.
you, you may use your reaction to apply a penalty to all its Your crest has been twisted and warped through
attack rolls until the end of your next turn. The penalty experimentation. You gain the following benefits:
equals your Proficiency Bonus or your Intelligence You can cast Speak With Animals and Animal Friendship
modifier (your choice). Once per long rest without expending a spell slot. Wisdom
is your spellcasting modifier for these spells.
Improved Beast Form
Prerequisite: Lesser Nabatean, 6th Level. Once per long rest you can use a bonus action to do a
special trigger, such as a sigh or a dance or something
Your natural weapons deal 1d10 damage and have +1 to hit else. This unleashes the crest's power and calls all sorts of
and damage. You regain the use of your Beast form on a short monsters to you. All monstrosities and fiends within
or long rest. 1000ft of you with an intelligence of less than 10 must
make a wisdom saving throw (DC = 8 + your proficiency
Officer's Duty bonus + your Wisdom score) or be drawn towards the
Prerequisite: Charisma of 13 or higher. spot you were standing. The beasts are not under you
As an action in combat you can inspire your allies with control and will likely attack you or anyone near you. Once
your commanding presence. Choose a number of allies the Creature reaches you it is no longer drawn toward the
within 120ft. equal to half your level (Rounded up) each ally area.
can add a d4 to all damage rolls for their attacks until the
start of your next turn. Once you use this ability you cannot
use it again until you finish a long rest. Heavy Rager
Prerequisite: Heavy armor proficiency and the Rage ability.
Murderous Intent Your training in heavy armor has allowed you to use your
As a bonus action, you may enter a vengeful state of mind Barbarian abilities alongside heavy armor. You gain the
until the start of your next turn, while in this state your melee following benefits:
attacks score a critical hit on a roll of 19 or 20 and you deal Increase your Strength or Constitution score by 1
an extra 1d6 damage with all melee weapons. Once you use
this ability you cannot use it again until you finish a long rest. You can now use the Barbarian's rage and fast movement
abilities while wearing heavy armor.
Live To Serve
Whenever you restore hit points to a creature you gain 1d6 Master Duelist
temporary hit points. When wielding a versatile weapon, you gain a bonus based
on how you last used the weapon.
Survival Instincts
Prerequisite: Wisdom of 13 or higher. If you last used the weapon two-handed, You can take
Whenever you reduce a creature of CR1/2 or higher to 0 attacks of opportunity against an opponent that has used
hit points, you gain advantage on all attack rolls and can add the disengage action, and you gain advantage on attacks
a d6 to your saving throws until the start of your next turn. made with your reaction.
Dark Mage If you last used the weapon one-handed, but without a
Prerequisite: The ability to cast at least 1 spell with the "Dark shield, you gain a +1 bonus to your armor class.
Magic" tag. Regardless of how you last used the weapon, you gain a
Whenever you cast a Dark Magic spell you gain a +1 bonus +1 to hit when using a versatile weapon one-handed with
to the spell save DC and spell attack roll. in addition, no shield, and +1 to damage when using one two-handed.
whenever you reduce a creature to 0 hit points with a Dark
Magic spell you gain temporary hit points equal to half your
level (rounded up.)

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49
Dark Magic Spells
Spells The following spells are now considered to be Dark Magic,
Dark Magic More Dark Magic spells appear below. Any dunamancy spells
Some magic has been restricted by the Church of Seiros for from Explorer's Guide to Wildmount are also Dark Magic
various reasons. While not outright banned, the Church
required special permissions to learn and use these spells.
Certain spells now have the Dark Magic tag. Any devout
member of the church and many common folk may be upset
with you using dark magic without special permissions.
1st Level Animate Dead Contagion Summon Fiend
Hex Hunger of Hadar Geas Tasha's Otherworldly Guise
Witch Bolt Vampiric Touch Cloudkill
Ray of Sickness Summon Lesser Demons Dominate Person 7th Level
Dissonant Whispers Summon Shadowspawn Synaptic Static Finger of Death
Tasha's Caustic Brew Summon Undead Enervation Power Word Pain
Tasha's Hideous Laughter Summon Aberration Danse Macabre
Cause Fear Infernal Calling 8th Level
4th Level Negative Energy Flood Feeblemind
2nd Level Blight Abi-Dalzim's Horrid Wilting
Crown of Madness Evard's Black Tentacles 6th Level Maddening Darkness
Mind Spike Phantasmal Killer Eyebite
Phantasmal Force Sickening Radiance Create Undead 9th Level
Tasha's Mind Whip Shadow of Moil Harm Blade of Disaster
Summon Greater Demon Circle of Death Power Word Kill
3rd Level Magic Jar Weird
Bestow Curse 5th Level Soul Cage Psychic Scream
Fear Modify Memory Mental Prison
New Spells Miasma
Evocation Cantrip (Dark Magic)
Casting Time: 1 action
Range: 60ft
Components: V,S
Duration: Instantaneous
Choose a creature within range. A small, black orb flies at
them. The target must make a Charisma Saving throw or
take 1d6 + Your Spellcasting modifier Psychic damage as the
orb directly attacks their soul.
This spell's damage increases by 1d6 at 5th level
(2d6+Mod), 11th level (3d6+Mod), and 17th level (4d6+Mod).
Available to: Bards, Sorcerers, Warlocks, Wizards.
Nosferatu
2nd-Level Necromancy
Casting Time: 1 action
Range: 60ft
Components: V,S
Duration: Instantaneous
You assail an enemy with holy energy. Make a ranged spell
attack
against a creature within range, on a hit the target
takes 2d8+2 radiant damage and you regain hit points equal
to the damage dealt, as the energy takes the life force from
your target and brings it to you.
At Higher Levels. When you cast this spell with a spell
slot of 3rd level or higher the spell deals an extra 1d8 damage
for each level after the 2nd.
Available to: Clerics, Druids, Paladins.
A dark mage performing a spell (Credit: Kaijuicery)
Part 2 | Creating a Character
50
Dark Spikes Saggitae
4th-Level Conjuration (Dark Magic) 5th-Level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: 90ft Range: 120ft
Components: V,S,M (A silver needle worth at least 10gp) Components: V,S
Duration: Instantaneous Duration: Instantaneous.
Choose a 20ft radius within range, several giant spikes of You send four bolts of energy towards creatures of your
black iron appear and thrust inward into the area. Any choice, each bolt deals 2d6+2 Radiant Damage and
creature in the area must make a dexterity saving throw or automatically hits. If the target is an undead or fiend it takes
take 7d8 Piercing damage on a failed save or half as much on an extra 1d6 damage. If a creature is immune to the Magic
a successful one. Creatures that are large or larger or any Missile spell it takes half damage.
creature riding such a creature make the saving throw at At Higher Levels: when you cast this spell with a spell slot
disadvantage. of 7th or 8th level, you may create one extra bolt, and if you
At Higher Levels: when you cast this spell with a spell slot cast this spell with a 9th level slot you may create two extra
of 5th level or higher, the damage increases by 1d8 for each bolts.
level after the 4th. Available to: Clerics, Druids, Paladins.
Available to: Sorcerers, Warlocks, Wizards.
Physic
Bolganone 2nd-Level Evocation
4th-Level Evocation Casting Time: 1 action
Casting Time: 1 action Range: 360ft
Range: 60ft Components: V,S
Components: V,S,M (A vial of flammable oil) Duration: Instantaneous.
Duration: Instantaneous You send a piece of healing energy an incredible distance
Choose a spot within range, a circle of fire erupts from the towards a target you can see within range. That target
ground with that point at the center and a radius of your regains hit points equal to 1d8+ your spellcasting modifier.
choice (up to 20ft). any creatures within 10ft of the ground This spell causes you to give off a noticeable glow while
(including beneath it) in that area must make a constitution casting, and may give away your location.
saving throw or take 9d6 fire damage, or half as much on a At Higher Levels: when you cast this spell with a spell slot
successful saving throw. of 3rd level or higher, The target regains an additional 1d8 hit
At Higher Levels: when you cast this spell with a spell slot points for each level after the 2nd.
of 5th level or higher, the damage increases by 1d6 and the Available to: Clerics, Druids, Paladins.
maximum radius increases by 5ft for each level after the 4th.
Available to: Druids, Sorcerers, Wizards.
Death
7th-Level Necromancy (Dark Magic)
Casting Time: 1 action
Range: 90ft
Components: V,S,M (A humanoid skull)
Duration: Concentration, up to 1 minute.
Choose a creature within range, it must make a Charisma
saving throw or take 8d8 necrotic damage and all attacks
against it score a critical hit on a 19 or 20 until the spell ends
(If an attack has different critical conditions built into it, this
spell does not change it). On a successful save the target
takes half damage and does not suffer the additional effect.
At Higher Levels: when you cast this spell with a spell slot
of 8th level or higher, the damage increases by 2d8 for each
level after the 7th.
Available to: Bards, Sorcerers, Warlocks, Wizards.

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51
Cutting Gale Bolting
2nd-Level Evocation 3rd-Level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60ft Range: 360ft
Components: V,S Components: V,S,M (a small copper rod worth 5gp, Which
Duration: Instantaneous. the spell destroys)
You conjure a burst of Wind magic which appears as Duration: Instantaneous.
silvery blades of air in a 15ft cube within range, each creature You send a bolt of lightning into the air and down onto a
in the area must make a Dexterity saving throw or take 4d8 creature of your choice within range, make a ranged spell
slashing damage or half as much on a successful save. A attack against the target, ignoring half and three-quarters
creature that is in the air has disadvantage on the saving cover. On a hit the target takes 6d8 Lightning damage, if the
throw. attack misses the target takes half damage. On a critical hit
At Higher Levels: when you cast this spell with a spell slot only half the damage dice are doubled (rounded down).
of 3rd level or higher, the spell deals an extra 1d8 damage for At Higher Levels: when you cast this spell with a spell slot
each level after the 2nd. of 4th Level or higher, the damage increases by 1d8 for each
Available to: Bards, Druids, Rangers, Sorcerers, Wizards. level after the 3rd.
Available to: Druids, Sorcerers, Wizards.
Excalibur
6th-Level Evocation Bohr
Casting Time: 1 action 8th-Level Necromancy (Dark Magic)
Range: Self(60ft Line) Casting Time: 1 action
Components: V,S,M (A small silver blade) Range: 360ft
Duration: Instantaneous. Components: V,S,M (A ball of Lead, which the spell
You summon a blade of air that hurls through a 60ft line consumes)
that is 10ft wide. All creatures in the line must make a Duration: Instantaneous.
dexterity saving throw or take 6d10 slashing damage plus Choose a creature within range, that creature looses half
4d8 thunder damage and be knocked back 10ft from you and its current hit points. A creature can expend a legendary
cannot fly until the end of its next turn, unless it can hover. resistance to ignore this spell.
On a successful save the target takes half damage and suffers Available to: Warlocks, Wizards.
no other effects.
At Higher Levels: when you cast this spell with a spell slot Quake
of 7th level or higher the slashing damage increases by 1d10 9th-Level Evocation (Dark Magic)
and the thunder damage increases by 1d8 for each level after Casting Time: 1 action
the 6th. Range: Self
Available to: Druids, Sorcerers, Wizards. Components: V,S
Duration: Instantaneous.
Fimbuvetr
4th-Level Evocation A shockwave of destructive energy emerges from you into
Casting Time: 1 action the ground. All creatures standing on the same ground as you
Range: 70ft within 400ft must make a constitution saving throw or take
Components: V,S, (A small piece of permafrost) 20d10 Force damage, or half as much on a successful save.
Duration: Instantaneous. any creature killed instantly by this spell is disintegrated.
When you cast the spell you may choose any number of
You briefly encase a 10ft radius in ice, all creatures in the creatures to succeed the saving throw automatically.
area must make a constitution saving throw or take 5d8 cold Available to: Warlocks, Wizards.
damage, have their speed reduced to 0ft, and have
disadvantage on attack rolls, all until the start of your next
turn. On a successful save the target takes half damage and
suffers no other effects.
At Higher Levels: when you cast this spell with a spell slot
of 5th level or higher the damage increases by 1d8 for each
level after the 4th.
Available to: Druids, Rangers, Sorcerers, Warlocks,
Wizards.

Part 2 | Creating a Character


52
Banshee
4th-Level Necromancy (Dark Magic)
Class Suggestion: Dark Bishop
Casting Time: 1 action Dark Bishops are worshipers of gods or ideas
Range: 90ft considered taboo. While not necessarily evil, a Dark
Components: V,S,M (A piece of glass from an abandoned Bishop is destructive in both power and ideals.
building) Dark Bishops are common among Agarthans and
Duration: Concentration, Up to 1 minute. the Western Church.
You summon three Wisps of dark energy within range, There are two options for a Dark Bishop. The
each one of them immediately attacks one creature within first, if you want utility, is to pick Cleric. The best
domains would be Death, Grave, Knowledge, or
5ft. of them. Make a spell attack roll for each one. The wisps Trickery domain. Focus on spells related to
deal 1d8 + your spellcasting modifier necrotic damage, and debuffing and attacking your enemies, as opposed
any creature hit by them has its armor class reduced by 2 to the typical Cleric method of heals and buffs.
until the start of your next turn. The second option, if you want to focus on
As a bonus action on each of your turns until the spell offense, is to pick Warlock, with the best "patrons"
ends, you can move each wisp up to 15ft in any direction and being: Fiend, Great Old One, Hexblade, or
attack with them. They must remain within the spell's range Undead/Undying. Pick spells and invocations
At Higher Levels: when you cast this spell with a spell slot related to dealing as much damage as possible.
of 6th level or higher you may summon 1 extra wisp for every Regardless of what you choose, pick up as many
2 levels after the 4th Dark Magic spells as you can, and take the "Dark
Available to: Clerics, Warlocks. Mage" feat when available.

Rescue
4th-level conjuration
Casting Time: 1 action
Range: 360 feet
Components: V,S
Duration: Instantaneous.
Choose one creature within range. You must either be able
to see the creature, or know the creature's location to an
accuracy of 10ft. If the creature is willing, it is teleported to
an unoccupied space within 5ft of you.
At Higher Levels: when you cast this spell with a spell slot
of 5th level or higher, the range increases by 60ft. for each
level after the 4th.
Available to: Bards, Clerics.

Part 2 | Creating a Character


53
Equipment
Weapons
Name Cost Damage Weight Properties
Katana 30gp 1d8 slashing 2.5lb. Finesse
Greatspear 7gp 1d8 piercing 4lb. Versatile (1d10)
Clawed Gauntlets 15gp 1d6 slashing 2lb. Light, Special
Spiked Gauntlets 15gp 1d6 piercing 2lb. Light, Special
Blunt Gauntlets 10gp 1d6 bludgeoning 2lb. Light, Special

Equipment Descriptions
Katana: a type of blade conceived in Sreng. Fodlan
swordmasters have taken a liking to the weapon, and it's
become a popular weapon among knights.
Greatspears: a larger variation of the tradition spear. Its
higher weight adds more damage, but prevents easy
throwing. It's a popular weapon among commoners.
Gauntlets: not just any old metal gloves, these gauntlets
are made for hand-to-hand combat, and are incredibly bulky.
Special: When grappling a target, you ignore its armor class,
allowing you to always hit as long as you don't roll a 1.
Mounts
Additional mounts are available to purchase, in addition, the
pricing of some mounts has changed.
Mount Prices
Mount Type Price
Warhorse 120gp
Greatsteed 250gp
Riding Pegasus 275gp
One of the Vajra-Mushti, a pair of gauntlets from Kupala that
resemble a Hero's Relic.
Riding Wyvern 300gp

Each mount is described in the "monsters" section of this


guide.
Price Changes
The economy of Fodlan is slightly different from normal
D&D. Specifically, Fodlan manufactury has made certain
equipment slightly cheaper.
Equipment Prices
Equipment Type Price
Breastplate 120gp
Half Plate 200gp
Splint 125gp
Plate 400gp

Part 2 | Creating a Character


54
Aurora Shield
Magic Items Armor(Shield), Rare
Horseslayer This shield is imbued with a shimmering light, While
Weapon(Any Polearm), Uncommon wearing the shield you gain an additional +1 bonus to your
When attacking with this weapon, you ignore any abilities armor class and ranged attacks against you have
on your target that they gain from being mounted, such as any disadvantage against you when you are at least 30ft above the
ability preventing them from being targeted. attacker.
This weapon also deals an extra 1d8 damage to beasts.
Armorslayer
Wo Dao Weapon (Rapier, Warhammer, or Maul.), Uncommon.
Weapon(Katana), Legendary This weapon is made to combat armored infantry. When
This weapon Has a +3 bonus to hit and damage, and lands you make an attack roll against a creature wearing heavy
a critical hit on a roll of 19 or 20. armor or has natural armor that is similar to heavy armor.
You gain a +3 bonus to the attack roll.
Levin Sword Devil Weapon
Weapon(Shortsword), Rare Weapon (any Melee Weapon), Rare
This weapon has +1 bonus to attack and damage rolls and This weapon serves as a +2 weapon and deals an extra
can be used to make ranged attacks against creatures within damage dice on a hit.
60ft, these ranged attacks deal lightning damage. The first time you attack with this weapon on your turn,
If you have the ability to cast spells, you may use your you lose 1d8 hit points whether you hit or not. This hit point
spellcasting ability modifier instead of strength or dexterity. loss cannot be reduced.
Brave Weapon Crescent Sickle
Weapon(Any), Very Rare. Weapon (Glaive), Uncommon
When you take the attack action and attack only using this These weapons were created for assistants of the Death
weapon, you may make 1 additional attack as part of the Knight.
same action. When you land a critical hit with this weapon, you deal an
Sacred Weapon extra 1d4 necrotic damage and the target must make a DC14
Weapon(Any), Uncommon (Requires attunement by a Wisdom saving throw or be frightened of you until the start of
creature with the relevent crest) your next turn.
While wielding this weapon, you gain 5 temporary hit Scythe of Sariel
points at the start of your turn. Weapon (Glaive), Legendary
This weapon was crafted as a gift to the Death Knight in
exchange for his loyalty.
You gain a +3 bonus to attack and damage rolls.
When you land a critical hit with this weapon, you deal an
extra 1d10 necrotic damage and the target and up to two
other creatures of your choice within 120ft. that can see you
must make a DC18 Wisdom saving throw or be frightened of
you until the start of your next turn.
Whenever you are targeted by a ranged attack, you may use
a reaction to send a necrotic bolt in retaliation, the attacker
must make a DC18 Dexterity saving throw or take 2d10+2
necrotic damage.

A typical Levin Sword (Credit: SatoshiKura). The Scyth of Sariel


Part 3 | Magic Items
55
Athame Hero's Relics
Weapon (Dagger), Very Rare Gifted to the Ten Elites in order to help them defend Fodlan,
This weapon is made as a sacrificial dagger and was used the Hero's Relics are powerful weapons that can turn the tide
by the assassin Kronya. of battle. Recently, previously unknown relics have appeared,
You have a +2 bonus to attack and damage rolls with this either lost to history and only recently uncovered, or that
weapon. were made only in recent years.
When you deal damage with this weapon to a creature that
bears a crest, the creature must make a DC16 Constitution
saving throw or have its hit point maximum reduced by the The Relic's Curse
damage it took. This reduction lasts until the creature takes a The Hero's Relics are not made to be wielded by just anyone.
long rest, or the Greater Restoration spell is cast on the While a person with an unrelated Crest can wield any relic,
creature. A creature dies if its hit point maximum is reduced even if they cannot attune, a person without a Crest risks a
to 0. fate worse than death.
For weapon relics, if you have no Crest, you lose 1d8 hit
Circe Staff points after the first attack each turn (you lose no HP on
Staff, Very Rare, (Requires Attunement) subsequent attacks), this loss cannot be reduced. For non-
A high-tech staff made for the dark mage Solon. weapon relics, they each have their own triggers for the HP
The wielder can cast the following spells using the staff: loss, as described in each.
At will: Silent Image, Minor Illusion, Friends. If your hit points are reduced to 0 due to misuse of a Hero's
3/day: Invisibility, Phantasmal Force, Sleep, Darkness. Relic, you transform into a Demonic Beast of the DM's
1/day: Counterspell, Dimension Door, Dominate Person. choice. All of your equipment is consumed by your new form,
The staff has a spell DC of 16, counterspell uses your including the relic. You revert to your true form when your
intelligence if a roll is required beast form dies, and your true form dies as well.
Curse: the staff is cursed to protect it from falling into
enemy hands, if anyone other than an Agarthan tries to Thunderbrand
attune to the staff, They take 3d8 Psychic damage and an Weapon (Longsword), Hero's Relic (Requires attunement by a
alert is sent to a lab in Shambhalla showing the location of creature with the Crest of Charon.)
the staff. If the creature is reduced to 0 hit points by this This weapon has a +2 bonus to hit and damage, you do not
damage it falls into a coma, only awakening after 1 month or need to be attuned to gain this benefit.
until a greater restoration spell is cast on it. When you take the attack action and attack only using this
weapon, you may make 1 additional attack as part of the
Retreat Pendant same action.
Wondrous Item, Rare, (Requires Attunement) Foudroyant Strike: As an action, once per long rest, you
These pendants are enchanted with an emergency can make a slashing attack that sends a line of energy hurling
teleportation spell, and were developed by Imperial mages to towards your foes. each creature in a 60ft line that
is 5ft wide
give to their strongest generals. must make a DC18 Dexterity saving throw or take 8d10
When you drop to 0 hit points while wearing this pendant, lightning damage, or half as much damage on a successful
you are instantly teleported to whatever receiving location the save.
pendant is bound to (Notable locations are Enbarr and fort
Merceus). You cannot choose whether or not to activate this
effect.
Once this pendant has been used, it requires a week to
recharge before it can be used again.
Starblocker Amulet
Wondrous Item, Common, (Requires Attunement)
This amulet was made to allow Agarthans to operate in the
daytime. While attuned to this item you do not suffer the
effects of sunlight sensitivity.

Part 3 | Magic Items


56
Freikugel Areadbhar
Weapon (Greataxe), Hero's Relic (Requires attunement by a Weapon (Glaive), Hero's Relic (Requires attunement by a
creature with the Crest of Goneril.) creature with the Crest of Blaiddyd.)
This weapon has +1 bonus to attack rolls and a +5 bonus This weapon has a +3 bonus to hit and damage, you do not
to damage rolls. You do not need to be attuned to gain this need to be attuned to gain this benefit.
benefit. When wielding this weapon, you may take attacks of
When you land a critical hit or an attack of opportunity opportunity even against creatures that take the disengage
with this weapon you may roll an additional damage dice and action.
add the number rolled to the damage dealt. Atrocity: As an action, once per long rest, you can focus
Apocalyptic Flame: As an action, once per long rest, you your strength into a single deathly blow, make an attack with
can scorch the earth in front of you. Choose a 15ft cube of the weapon with a +5 bonus to hit. On a hit the attack deals
ground in front of you, each creature standing there must an extra 2d8 necrotic damage and the target is considered
make a DC18 Constitution saving throw or take 8d8 Fire vulnerable to all the damage dealt from the attack, ignoring
damage and have disadvantage on all attack rolls until the resistance and immunity.
start of your next turn. On a successful save the targets take Devastation: As an action, once per long rest, you can
half damage and no other effects. make a swinging blow against a hoard of enemies, you may
make an attack against each creature within 10ft of you,
Crusher dealing an extra 1d8 necrotic damage on each hit.
Weapon (Warhammer), Hero's Relic (Requires attunement by
a creature with the Crest of Dominic.) Failnaught
This weapon has a +3 bonus to hit and damage, you do not Weapon (Longbow), Hero's Relic (Requires attunement by a
need to be attuned to gain this benefit. creature with the Crest of Reigan.)
When wielding this weapon, you may use your intelligence This weapon has a +3 bonus to hit and damage, and does
modifier for attack and damage rolls, as opposed to strength. not suffer disadvantage from attacking at long range, you do
Dust As an action, once per long rest, you can strike a not need to be attuned to gain this benefit.
single enemy with oppressive force, make an attack roll with While attuned to this weapon, you gain the Evasion skill,
an extra +5 to hit, on a hit the attack deals an extra 5d10 allowing you to take half damage on failed Dexterity saving
Force damage and the target is stunned until the start of your throws and no damage on successful ones.
next turn. A creature can expend a legendary resistance to Fallen Star: As an action, once per long rest, you can make
avoid being stunned. a special maneuver to evade your enemies, make an attack
roll with +5 to hit, on a hit the target takes an extra 4d8 Force
damage and has its speed reduced to 0 until the start of your
next turn. Whether the attack hits or misses attack rolls
against you have disadvantage until the start of your next
turn.
Lúin
Weapon (Spear), Hero's Relic (Requires attunement by a
creature with the Crest of Daphnel.)
This weapon has a +3 bonus to hit and damage, and has
the finesse property. You do not need to be attuned to gain
this benefit.
If you throw the spear, it returns to your hand at the end of
your turn.
Burning Quake: As an action, once per long rest, you can
charge forward up to 50ft, moving through the space of other
creatures and barricades. Make an attack roll against any
creatures you pass by, any creatures hit by the attack take an
extra 2d10 fire damage and are knocked prone or fall out of
the sky if they are large or smaller.

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57
Lance of Ruin Vajra-Mushti
Weapon (Lance), Hero's Relic (Requires attunement by a Weapon (Clawed Gauntlets), Hero's Relic (Requires
creature with the Crest of Gautier.) attunement by a creature with the Crest of Chevalier.)
This weapon has a +1 bonus to hit and a +5 bonus to These gauntlets have a +2 bonus to attack and damage
damage, and does not suffer disadvantage from attacking at rolls, you do not need to be attuned to gain this benefit.
5ft, you do not need to be attuned to gain this benefit. If you are attuned to one gauntlet, you know the location of
When you land a critical hit with this weapon you deal an the other. You may attune to both gauntlets using a single
extra damage dice. attunement slot.
Ruined Sky: As an action, once per long rest, you can These gauntlets can be used to make ranged attacks
shoot a bolt of destructive energy in a 30ft cone. each against creatures within 30ft. These ranged attacks deal
creature in the area must make a DC 18 Dexterity save or thunder damage.
take 8d8 force damage and cannot fly until the end of its next Eviscerate: Once per long rest when you have both
turn, unless it can hover. On a successful save the target gauntlets, when you take the attack action, you can gain the
takes half damage and suffers no other effects. following benefits: A +3 bonus to hit, an extra damage dice
per attack, and the damage dealt ignores resistance and
immunity.
Aigis Shield
Armor (Shield), Hero's Relic (Requires attunement by a
creature with the Crest of Fraldarius.)
You gain a +2 bonus to AC while wielding this shield, you
do not need to be attuned to gain this benefit. If you do not
have a crest you take damage whenever you are forced to
make a saving throw.
While attuned to this shield you have resistance to damage
against spells.
Pavise: While wielding this shield and attuned to it you can
use a reaction after being hit by an attack to reduce the
damage taken by half.
Fetters of Dromi
Wondrous Item, Hero's Relic (Requires attunement by a
creature with the Crest of Aubin)
While wearing this set of rings, your movement speed
increases by 10ft, you do not need to be attuned to gain this
benefit. If you do not have a crest you take damage when you
take the dash, dodge, or disengage actions.
Blutgang While attuned to these rings you gain the Evasion skill,
Weapon (Scimitar), Hero's Relic (Requires attunement by a allowing you to take half damage on failed Dexterity saving
creature with the Crest of Maurice.) throws and no damage on successful ones. You also do not
This weapon has a +3 bonus to hit and damage, you do not provoke attacks of opportunity
need to be attuned to gain this benefit. While attuned to the rings you gain a +2 bonus to all saving
When wielding this weapon, you may use your wisdom throws.
modifier for attack and damage rolls, as opposed to strength
or dexterity.
Beast Fang: As an action, once per long rest, you may
make an attack with a +5 bonus, if it hits the attack is
considered a critical hit and deals an extra 3d8 necrotic
damage (not doubled) or 6d8 if the target is a beast or
monstrosity.

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58
Aymr Rafail Gem
Weapon (Battleaxe), Hero's Relic (Requires attunement by a Wondrous Item, Hero's Relic, (Requires attunement by a
creature with the Crest of Seiros or Maurice). creature with the Crest of Lamine).
This weapon appeared recently in the hands of Adrestian This gem has a number of charges that can be used to cast
Emperor Edelgard Von Hresvelg. She has used it as a symbol spells, if you are unattuned, the gem has a maximum of 5
to affirm her power. charges, if you are attuned, that number goes up to 10. The
This weapon has a +3 bonus to hit and damage, you do not gem regains 1d4+1 charges daily at dawn. If you cast a spell
need to be attuned to gain this benefit. without any Crest, you take the damage reduction for Hero's
While attuned to this weapon, you gain a +1 bonus to all Relics.
saving throws, and you have advantage on saves versus magic Spells:
while you have the benefits of the dodge action. 1 Charge: cure wounds, shield of faith, protection from evil
Raging Storm: Once per long rest, you can take an and good, detect magic, thunderwave.
additional action on your turn, you cannot use an action 2 Charges: enhance ability, prayer of healing, protection
surge on the same turn as this ability. from poison, healing word.
4 Charges: beacon of hope, remove curse, daylight.
5 Charges: revivify, mass healing word.
Casting spells from the gem requires no material
components. The gem has spell save DC of 15, a spell attack
bonus of +7, and a spellcasting modifier of +4. If you wish, you
can replace any of these with your own.
Aigis: While attuned to this gem, all critical hits against
you become regular hits, and you cannot be vulnerable to any
damage.

Thyrsus
Staff, Hero's Relic, (Requires attunement by a creature with
the Crest of Gloucester).
When wielding this staff, regardless of attunement, you
may use it as any kind of spellcasting focus. If you do so, all of
your spells that use attack rolls have their range doubled. If
you cast a spell through this staff without a Crest, you suffer
the HP reduction of a Hero's Relic.
While attuned to this staff, you gain a +1 bonus to your
spell attack rolls and spell save DC.
The staff has 7 charges, regaining 1d6+1 every day at
dawn. While wielding it and attuned to it, you can cast the
following spells, requiring no material components:
1 Charge: magic missile, fairy fire, dancing lights, guiding
bolt.
2 Charges: shield, hold person, shatter, ray of sickness.
3 Charges: counterspell, lightning bolt, dispel magic.
The staff has spell save DC of 15, a spell attack bonus of +7,
and a spellcasting modifier of +4 (do not apply the bonus
granted by the staff's previous ability). If you wish, you can
replace any of these with your own.

Part 3 | Magic Items


59
The Sword of the Creator
Weapon (Longsword), Hero's Relic (Requires attunement by a
creature with the Crest of Flames). Dark Hero's Relics
This weapon has a +3 bonus to hit and damage, you do not In addition to the Hero's Relics shown here, there
need to be attuned to gain this benefit. are replicas in use by the Agarthans. These are
While attuned to this weapon, it has a melee range of 15ft referred to as the "Dark Hero's Relics". They are
on your turn. identical to their normal counterparts, aside from
being made of a different material.
Ruptured Heaven: As an action, once per short or long These are a great way to give out Hero's Relics
rest, you can unleash a mighty attack said to be able to fell to your players without breaking the lore.
mountains. All creatures in a 40ft cone projecting from you
must make a DC18 Dexterity saving throw or take slashing
damage = 2d8+ your Strength modifier, as well as radiant
damage = 4d10(6d10 for Dragons, Fiends, and Undead) +
your Charisma modifier.

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60
Monsters

W
hile monsters are less prevalent in Fodlan,
they still roam some of the outskirts of Riding Pegasi
civilization, off the roads and in the forests. The Riding Pegasus is a less intelligent type of pegasus
Most monsters are not natural beings, but favored for its relative tamability compared to its divine
abominations created through magic, whether counterpart.
intentionally or as a result of many spells used Docile Beasts. Pegasi are fickle creatures, and detest
in the area. Many rangers and druids aggressive behaviors. Not entirely unrelated, they prefer
specialize in taming or putting down these threats. female riders, and will often reject a male rider. This isn't a
set rule however. A particularly passive man may be able to
Reflavoring Monsters ride a pegasus, and evil women may have difficulty riding
one.
In order to fit the world of Fodlan, you'll need to make some
aesthetic and lore changes to certain monsters.
Monster Types Riding Pegasus
Large Beast, lawful good
Many monster types don't quite translate well to Fodlan,
here's a list of each monster type that changes. Armor Class 13
Fiends: A fiend, instead of being any sort of Devil or Hit Points 37 (5d10+10)
Demon, is any creature that has been mutated beyond Speed 60ft, fly 70ft.
recognition through the power of a Crest or Crest Stone. This
mostly encompasses demonic beasts, but some types of
Devils and Demons could be reflavored as mad scientists or STR DEX CON INT WIS CHA
experiment victims. 18(+4) 16(+3) 14 (+2) 7 (-2) 14 (+2) 12 (+1)
Celestials: Celestials are mostly just divine spirits
conjured to assist clerics and other divine spellcasters. Saving Throws Dex +5, Wis +4, Cha +3
Fey: Fey exist only in the world of dreams. Stories are told Skills Perception +4, Stealth +5
to children not to invite anything into their home while Senses Darkvision 60ft., passive Perception 14
dreaming, or else they risk letting a Fey into the real world. Languages Understands one language but cannot
Humanoid: While you can use humanoid monsters, it's speak.
best to keep them unintelligent, and unable to speak. Fodlan Challenge 1 (200 XP)
is mostly about the races presented in the guidebook, and
adding more complicates things significantly. Actions
Hooves Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 8 (1d8 + 4) bludgeoning damage

Variant: Black Pegasus


Very rarely, a pegasus is born with a black coat, as
well as powerful infused magic. Such pegasi can
only be found in auctions or private deals, and
cannot be bought at any standard price.
Hit Points: 45 (6d10+12)
Magic Resistance: The pegasus has advantage on
saving throws versus spells and other magical
effects. It confers this ability to its rider as well.

Pegasus Knights in battle.

Part 4 | Monsters
61
Riding Wyverns Greatsteed
In a similar vein to Riding Pegasi, Riding Wyverns are While flying mounts can give a huge advantage, they also
smaller, tamer versions of their wild cousins. Originally bred confer a huge risk. Some riders prefer the safety of the
in Almyra, but are now found all over the world. ground, and for those, there is no greater mount than the
aptly-named greatsteed.
Built for War. Greatsteeds are bred in order to be sold to
Riding Wyvern the greatest generals and soldiers. They are very expensive,
but their sheer size and power make them worth every
Large Dragon, unaligned copper on the battlefield.
Armor Class 14 (Natural Armor)
Armor. When purchasing a greatsteed, the first thing you
Hit Points 51 (6d10+18)
should do is get it fitted for armor. Getting a full set of armor
Speed 40ft, fly 60ft. costs 350gp, but confers a bonus to your mount's armor class
that could save its (or your) life. This armor also comes in +X
variations, though that costs several times the price.
STR DEX CON INT WIS CHA
20(+5) 12(+1) 16 (+3) 6 (-2) 12 (+1) 8 (-1)
Greatsteed
Saving Throws Str +7, Con +5 Large Beast, unaligned
Skills Athletics +7
Senses Darkvision 60ft., passive Perception 11 Armor Class 11 (15 with proper armor).
Languages Understands one language but cannot Hit Points 59(7d10 + 21)
speak. Speed 60ft.
Challenge 1 (200 XP)

STR DEX CON INT WIS CHA


Actions
Bite Melee Weapon Attack: +7 to hit, reach 5ft., 20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)
one target. Hit 10 (1d10 + 5) piercing damage
Saving Throws Str+7, Con +5, Dex+3
Senses passive Perception 11
Languages _
Challenge 1 (200 XP)

Trampling Charge. If the greatsteed moves at least


20 ft. straight toward a creature and then hits it
with a hooves Attack on the same turn, that target
must succeed on a DC 15 Strength saving throw or
be knocked prone. If the target is prone, the
greatsteed can make another Attack with its hooves
against it as a Bonus Action.
Sure Footing. The greatsteed has advantage on
saves to avoid being moved or falling prone.

Actions
Hooves. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 12 (2d6+5)

Alliance leader Claude performs a risky maneuver on his


wyvern (Credit: Tecchen)

Part 4 | Monsters
62
Demonic Beasts Wild Beasts
Demonic Beasts are humans or animals that have been Various Crest Stones were shattered during the War of
corrupted by a Crest or Crest Stone. Heroes. The resulting shards are occasionally found by
wandering animals or even travelers.

Flying Beast
Huge fiend (Demonic Beast), chaotic evil

Armor Class 14 (natural armor)


Hit Points 93(11d12+22)
Speed 20ft., fly 40ft

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 15 (+2) 2 (-4) 12 (+1) 3 (-4)

Skills Perception +4, Stealth +6


Damage Resistances Necrotic, Bludgeoning,
Piercing, and Slashing from nonmagical attacks
Wild Demonic Beast not made with silvered weapons.
Condition Immunities None
Huge fiend (Demonic Beast), chaotic evil
Senses Darkvision 60ft., Passive Perception 14
Languages Understands languages it knew in life but
Armor Class 15 (natural armor)
cannot speak.
Hit Points 104 (11d12 +33)
Challenge 5 (1800 XP)
Speed 40ft., Climb 30ft.

Actions
STR DEX CON INT WIS CHA
Multiattack. The beast makes three attacks, one with
21 (+5) 9 (-1) 17 (+3) 3 (-4) 10 (+0) 6 (-2) its beak and two with its claws.
Beak. Melee Weapon Attack: +5 to hit, reach 10ft.,
Saving Throws Con +6
one target. Hit 9 (2d6 + 2) piercing damage and
Damage Resistances Necrotic, Bludgeoning,
the target is grappled if it is medium or smaller
Piercing, and Slashing from nonmagical attacks
(Escape DC 13). Each time the beast takes damage
not made with silvered weapons.
while grappling a creature it must make a
Condition Immunities Frightened
constitution saving throw (DC = half the damage
Senses Darkvision 60ft., passive Perception 10
taken, minimum of 10) or drop the creature.
Languages Understands languages it knew in life but
cannot speak. Claw. Melee Weapon Attack: +6 to hit, reach 10ft.,
Challenge 6 (2300 XP) one target. Hit 12 (2d8 + 3) slashing damage.

Heartseeker. When the Beast lands a critical hit, it Reactions


deals an extra 1d10 damage of the appropriate Beating Wings. When a creature within 10ft
type. attempts to make a melee attack against the beast,
the beast may use this reaction to impose
Actions disadvantage on all the creature's melee attacks
until the end of the turn. This reaction triggers
Multiattack. The beast makes three attacks, one with
before the first attack is made.
its bite and two with its claws.
Claw. Melee Weapon Attack: +8 to hit, reach 10ft.,
one target. Hit 14 (2d8 + 5) slashing damage
Bite. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit 16 (2d10 + 5) piercing damage plus
7 (2d6) poison damage.
Poison Breath (Recharge 5-6). The Beast shoots
poison gas in a 40ft cone, each creature in the area
must make a DC 14 Constitution saving throw or
take 36 (8d8) poison damage, or half as much on a
successful save.

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63
Masked Beasts
These demonic beasts are used by the Empire as siege
weapons. While difficult to control, the large mask placates
the beast enough for it to follow orders.
Former Humans. Unlike wild beasts, which can be made
from either humans or beasts, the masked beasts need to be
made from humans in order to achieve their full power. The
Empire tries to take dying soldiers and willing volunteers for
the transformation. This is not always an option however, and
prisoners of war and major criminals have sometimes been
used.

Masked Demonic Beast Masked. The beast wears a large stone mask on its face,
the mask has an AC of 20, 50 hit points, and immunity
Huge fiend (Demonic Beast), lawful evil
to psychic and poison damage. The mask can only be
Armor Class 17 (natural armor, mask) damaged by direct attacks. If the mask is broken, the
Hit Points 114 (12d12 +36) beast will lose 2AC and will no longer be able to tell
Speed 40ft., Climb 30ft. friend from foe.
Adamantine Mask. While the beast is wearing its mask,
any critical hits the beast takes are changed to normal
STR DEX CON INT WIS CHA hits.
21 (+5) 9 (-1) 17 (+3) 3 (-4) 10 (+0) 6 (-2)
Actions
Saving Throws Con +6 Multiattack. The beast makes three attacks, one with its
Damage Resistances Necrotic, Fire, Bludgeoning, slam and two with its claws.
Piercing, and Slashing from nonmagical attacks not
made with silvered weapons. Claw. Melee Weapon Attack: +8 to hit, reach 10ft., one
Condition Immunities Frightened, Charmed target. Hit 14 (2d8 + 5) slashing damage
Senses Darkvision 60ft., passive Perception 10 Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one
Languages Understands languages it knew in life but target. Hit 18 (3d8 + 5) Bludgeoning damage.
This
cannot speak. attack deals double damage to objects and structures.
Challenge 7 (2900 XP)
Fire Breath (Recharge 5-6). The beast shoots flame in a
Regeneration. The Beast regains 10 hit points at the 40ft line that is 5ft wide, each creature in the area
start of its turn as long as it has at least 1 hit point must make a DC 14 Dexterity saving throw or take 36
remaining. It does not regenerate if it has taken radiant (8d8) Fire damage.
or acid damage since its last turn.

Part 4 | Monsters
64
Experimental Beast
Masked Flier These beasts are smaller prototypes of the masked beast
Huge fiend (Demonic Beast), lawful evil variants. They can now be found lurking around Garreg
Mach.
Armor Class 16 (natural armor, mask)
Hit Points 102(12d12+24)
Speed 20ft., fly 40ft
Experimental Beast
Large fiend (Demonic Beast), chaotic evil
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 2 (-4) 12 (+1) 3 (-4) Armor Class 15 (natural armor)
Hit Points 68(8d10 + 24)
Speed 40ft., climb 40ft., burrow 10ft.
Skills Perception +4, Stealth +6
Damage Resistances Necrotic, Bludgeoning,
Piercing, and Slashing from nonmagical attacks STR DEX CON INT WIS CHA
not made with silvered weapons.
Condition Immunities Frightened, Charmed 17 (+3) 16 (+3) 16 (+2) 3 (-4) 12 (+1) 3 (-4)
Senses darkvision 60ft., Passive Perception 14,
Languages Understands languages it knew in life but Saving Throws Dex +5, Con +4
cannot speak. Skills Stealth +5
Challenge 6 (2300 XP) Condition Immunities None
Senses Darkvision 120ft., passive Perception 11
Masked. The beast wears a large stone mask on its Languages Understands languages it knew in life but
face, the mask has an AC of 20, 40 hit points, and cannot speak.
immunity to psychic and poison damage. The mask Challenge 4 (1100 XP)
can only be damaged by direct attacks. If the mask
is broken, the beast will lose 2AC and will no longer Pack Tactics. The beast has advantage on attack rolls
be able to tell friend from foe. if an ally is within 5ft of the target.

Actions Actions
Multiattack. The beast makes three attacks, one with Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
its beak and two with its claws. If the beast is at 25 one target. Hit 8 (1d10 + 3) piercing damage, and
hit points or below, it can instead make one beak the target must make a DC13 Constitution saving
attack and three claw attacks. throw or be paralyzed until the end of the beast's
next turn.
Beak. Melee Weapon Attack: +5 to hit, reach 10ft.,
one target. Hit 9 (2d6 + 2) piercing damage and Claw. Melee Weapon Attack: +5 to hit, reach 5ft.,
the target is grappled if it is medium or smaller one target. Hit 7 (1d8 + 3) slashing damage
(Escape DC 13). Each time the beast takes damage
while grappling a creature it must make a
constitution saving throw (DC = half the damage
taken, minimum of 10) or drop the creature.
Claw. Melee Weapon Attack: +6 to hit, reach 10ft.,
one target. Hit 12 (2d8 + 3) slashing damage.
Fire Breath (Recharge 5-6). The beast shoots flame
in a 40ft line that is 5ft wide, each creature in the
area must make a DC 13 Dexterity saving throw or
take 31 (7d8) Fire damage.

Reactions
Beating Wings. When a creature within 10ft
attempts to make a melee attack against the beast,
the beast may use this reaction to impose
disadvantage on all the creature's melee attacks
until the end of the turn. This reaction triggers
before the first attack is made.

Part 4 | Monsters
65
Black Beast Spellbinder. Checks made to maintain concentration
after the beast's attacks have disadvantage.
Huge Fiend (Demonic Beast), Chaotic Evil
Death Blow. The beast's attacks made on its turn score
Armor Class 18 (natural armor) a critical hit on a roll of 19 or 20.
Hit Points 230(20d12 + 100)
Speed 45ft. Actions
Multiattack. The beast makes 4 attacks, one with its
STR DEX CON INT WIS CHA bite, two with its claws, and one with its tail. It can also
use its Harrowing Roar if it has it available.
24 (+7) 15 (+2) 20 (+5) 7 (-2) 14 (+2) 13 (+1)
Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one
Skills Perception +7 target. Hit 18 (2d10 + 7) piercing damage plus 9 (2d8)
Saving Throws Str+12, Dex+7, Wis+7 poison damage and the target must make a DC 18
Damage Resistances bludgeoning, piercing, and Constitution saving throw or be poisoned for one
slashing from magical attacks not made with silvered minute. The creature can repeat this save at the end of
weapons. each of its turns, ending the effect on a success.
Damage Immunities poison, necrotic, bludgeoning, Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one
piercing, and slashing from nonmagical attacks not target. Hit 14 (2d6 + 7) slashing damage
made with silvered weapons
Condition Immunities frightened, poisoned, charmed Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one
Senses darkvision 120ft., tremorsense 60ft., passive target. Hit 16 (2d8 + 7) bludgeoning damage plus 10
Perception 17, (3d6) piercing damage.
Languages Understands languages it knew in life but Harrowing Roar (Recharge 5-6). Each creature of the
cannot speak. beast's choice that is within 120 ft. of the beast must
Challenge 15 (13,000 XP) succeed on a DC 14 Wisdom saving throw or become
Frightened for 1 minute. A creature can repeat the
Beast's Resistance (1/day). When the Black Beast fails a saving throw at the end of each of its turns, ending the
saving throw, it can choose to succeed instead. effect on itself on a success.

Black Beast
The most powerful variation of Demonic Beasts. They can
only be created through a Hero's Relic, and only from a
powerful humanoid.

Part 4 | Monsters
66
Titanus
Mechanical sentinels designed by the Agarthans to defend
their most important locations. They have no will of their own
and are set to obey a strict hierarchy of commands.

Titanus
Large construct, lawful neutral

Armor Class 20 (natural armor, shield)


Hit Points 85(10d10 + 30)
Speed 25ft.

STR DEX CON INT WIS CHA


18 (+4) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 7 (-2)

Condition Immunities charmed, frightened,


poisoned
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks not made with
adamantine weapons.
Damage Immunities psychic, poison.
Senses Blindsight 60ft, passive Perception 10
Languages Understands Olde Fodlan but does not
speak.
Challenge 5 (1800 XP)

Immutable Form. The titanus is immune to any


effects that would altar its shape or form.
Sentinel. The titanus can still make attacks of
opportunity against creatures that have taken the
disengage action, and any creature hit by an attack
of opportunity from the titanus has its speed
reduced to 0 until the end of that turn.

Actions
Giant Sword. Melee Weapon Attack: +7 to hit, reach
10ft., one target. Hit 13 (2d8 + 4) bludgeoning
damage, and if the target is medium or smaller it
must make a DC 14 Strength saving throw or fall
prone.
Wind Cleave. Ranged Weapon Attack: +7 to hit,
reach 20/40ft., one target. Hit 13 (2d8 + 4)
thunder damage.

Reactions
Sentinel Strike. If a creature attacks one of the
titanus' allies while within the melee attack range of
the titanus, the titanus can make an attack of
opportunity against that creature.

Part 4 | Monsters
67
Church Golems
During the construction of Garreg Mach, a small army of Altered Golem
autonomous soldiers were created to be unleashed if needed. Huge Construct, lawful neutral
They were stored beneath the monastery for safekeeping, and Armor Class 17 (natural armor)
were forgotten after a hundred years or so. Hit Points 114(11d12 + 44)
Guardians of Abyss. With the war causing damage to the Speed 30ft.
landscape, several storage units have been unearthed, with
some golems being restored by residents of Abyss. Though
not entirely sure how to operate the things, they've been put STR DEX CON INT WIS CHA
to good use defending the area from demonic beasts and 18 (+4) 14 (+2) 18 (+4) 12 (+1) 16 (+3) 10 (+0)
occasional scouting parties.
Condition Immunities charmed, frightened,
Altered Golems poisoned
These golems were designed with higher intelligence than Damage Resistances bludgeoning, piercing, and
their smaller counterparts, and are made to lead entire slashing from nonmagical attacks not made with
armies. adamantine weapons.
Damage Immunities psychic, poison.
Senses Truesight 30ft., passive Perception 13
Languages Fodlan, Nabatean.
Golem Soldier Challenge 7 (2900 XP)
Large Construct, lawful neutral
Magic Resistance. The golem has advantage on
Armor Class 16 (natural armor) saves versus spells and other magical effects.
Hit Points 68(8d10 + 24)
Speed 30ft. Immutable Form. The golem is immune to any
effects that would altar its shape or form.
Magnetic Lances. The golem carries 3 giant lances,
STR DEX CON INT WIS CHA it can recall any lance within 60ft as a bonus action.
16 (+3) 14 (+2) 16 (+3) 7 (-2) 14 (+2) 5 (-3) Spearmaster. The golem can make opportunity
attacks against creatures that enter its attack range.
Condition Immunities charmed, frightened,
poisoned Actions
Damage Resistances bludgeoning, piercing, and Multiattack. The golem makes two giant lance
slashing from nonmagical attacks not made with attacks.
adamantine weapons.
Damage Immunities psychic, poison. Giant Lance. Melee or Ranged Weapon Attack: +7 to
Senses Blindsight 30ft., passive Perception 12 hit, reach 10ft. or range 40/80ft, one target. Hit 14
Languages Understands Fodlan and Nabatean but (3d6 + 4) piercing damage or 17 (3d8 + 4)
cannot speak. piercing damage if making a melee attack with both
Challenge 4 (1100 XP) hands.

Immutable Form. The golem is immune to any


effects that would altar its shape or form.
Magnetic Lances. The golem carries 3 giant lances,
it can recall any lance within 60ft as a bonus action.
Spearmaster. The golem can make opportunity
attacks against creatures that enter its attack range.

Actions
Multiattack. The golem makes two giant lance
attacks.
Giant Lance. Melee or Ranged Weapon Attack: +5 to
hit, reach 10ft. or range 40/80ft, one target. Hit 10
(2d6 + 3) piercing damage or 12 (2d8 + 3)
piercing damage if making a melee attack with both
hands.

Part 4 | Monsters
68
Soldiers
Even before the war, there have been many kinds of
professions available for fighters to take in an army. The
following stat blocks represent some of the classes from Fire
Emblem: Three Houses.

Footsoldier
Medium Humanoid, any alignment

Armor Class 15 (Scale Mail)


Hit Points 22(4d8 + 4)
Speed 30ft.

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 13 (+1) 10 (+0) 11 (+0) 10 (+0)

Senses passive Perception 10


Fighter
Languages Any one language Medium Humanoid, any alignment
Challenge 1/2 (100 XP)
Armor Class 12 (Leather)
Hit Points 26(4d8 + 8)
Actions Speed 30ft
Greatspear. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit 6 (1d8 + 2) piercing damage or
7 (1d10+2) piercing damage if used with two STR DEX CON INT WIS CHA
hands. 16 (+3) 12 (+1) 14(+2) 9 (-1) 10 (+0) 9 (-1)

Skills Athletics +5
Saving Throws Con +4
Senses passive Perception 10
Armor Knight Languages Any one language
Challenge 1/2 (100 XP)
Medium Humanoid, any alignment

Armor Class 20 (splint, shield) Reckless Attack. At the start of their turn, the fighter
Hit Points 32(5d8 + 10) can choose to gain advantage on all melee attack
Speed 25ft. rolls until the end of its turn. Afterwards, attacks
against the fighter have advantage until the start of
its next turn.
STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 10 (+0) 12 (+1) 10 (+0) Actions
Multiattack. The fighter makes two handaxe attacks.
Saving Throws Str +5
Battleaxe. Melee Weapon Attack: +5 to hit, reach
Senses passive Perception 11
5ft., one target. Hit 7 (1d8 + 3) slashing damage or
Languages Any one language
8 (1d10 + 3) slashing damage is used with two
Challenge 1 (200XP)
hands.
Defense Fighting Style The armor knight has +1 to Handaxe. Melee or Ranged Weapon Attack: +5 to
AC while wearing armor (included in stats block). hit, reach 5ft. or reach 20/60ft., one target. Hit 6
(1d6 + 3) slashing damage
Actions
Battleaxe. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit 7 (1d8 + 3) slashing damage or
8 (1d10 + 3) slashing damage is used with two
hands.

Part 4 | Monsters
69
Cavalier Archer
Medium Humanoid, any alignment Medium Humanoid, any alignment

Armor Class 16 (Breastplate) Armor Class 14 (Leather)


Hit Points 26(4d8 + 8) Hit Points 22(4d8 + 4)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)

Skills Animal Handling +5 Skills Perception +6


Saving Throws Wis +3 Senses passive Perception 16
Senses passive Perception 11 Languages Any one language
Languages Any one language Challenge 1 (200 XP)
Challenge 1 (200 XP)
Archery Fighting Style. The archer has +2 to hit with
Mount. The cavalier always brings a warhorse ranged attacks (included in the stat sheet).
alongside them in battle.
Actions
Actions Longbow. Ranged Weapon Attack: +7 to hit, reach
Halberd. Melee Weapon Attack: +4 to hit, reach 5ft., 150/600ft., one target. Hit 7 (1d8 + 3)
one target. Hit 7 (1d10 + 2) slashing damage.
Rapier. Melee Weapon Attack: +5 to hit, reach 5ft.
one target. Hit 7 (1d8 + 3)
Reactions
Mounted Defense The cavalier forces an attack
targeting their mount to target themselves instead,
or an attack targeting themselves to target their
mount. Pegasus Knight
Medium Humanoid, any alignment

Armor Class 15 (studded leather)


Hit Points 32(5d8 + 10)
Thief Speed 30ft.
Medium Humanoid, any alignment
STR DEX CON INT WIS CHA
Armor Class 14 (leather)
Hit Points 22(4d8 + 4) 13 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 12 (+1)
Speed 30ft.
Skills Animal Handling +5
Saving Throws Wis +3
STR DEX CON INT WIS CHA Senses passive Perception 11
10 (+0) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0) Languages Any one language
Challenge 2 (450 XP)
Skills Perception +3, Stealth +5
Senses passive Perception 13 Mount. The knight always brings a riding pegasus
Languages Any one language alongside them in battle.
Challenge 1/2 (100 XP)
Actions
Actions Multiattack. The knight makes two rapier attacks.
Multiattack. The thief makes two melee attacks Rapier. Melee Weapon Attack: +5 to hit, reach 5ft.,
Shortsword. Melee Weapon Attack: +5 to hit, reach one target. Hit 7 (1d8 + 3) piercing damage,
5ft., one target. Hit 6 (1d6 + 3)
Reactions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5ft. or reach 20/60ft., one target. Hit 5 (1d4 Mounted Defense The pegasus knight forces an
+ 3) attack targeting their mount to target themselves
instead, or an attack targeting themselves to target
their mount.

Part 4 | Monsters
70
Mercenary Phantom Soldiers
Medium humanoid, any alignment Some ancient ruins have powerful magic defenses
that can conjure spectral defenders. Far from
Armor Class 17 (chain shirt, shield) illusions, these soldiers fight just as well as, if not
Hit Points 45 (6d8 + 18) better than the real deal. They have the following
Speed 30ft. modifications:
Creature Type. The soldier is a celestial instead of
humanoid.
STR DEX CON INT WIS CHA Condition Immunities charmed, frightened,
16 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 10 (+0) poisoned.
Damage Immunities poison.
Skills Athletics +5
Senses passive Perception 10
Languages Any one language
Challenge 2 (450 XP)

Dauntless. The mercenary has advantage on saves


Fortress Knight
Medium Humanoid, any alignment
against being frightened.
Dueling Fighting Style. The mercenary has a +2 Armor Class 21 (Plate, shield)
damage bonus when wielding a weapon in one Hit Points 92 (13d8 + 36)
hand (included in the stat block) Speed 25ft.

Actions STR DEX CON INT WIS CHA


Multiattack. The mercenary makes two handaxe 18 (+4) 10 (+0) 16 (+3) 11 (+0) 14 (+2) 11 (+0)
attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach Saving Throws Str +7, Con +6
5ft., one target. Hit 9 (1d8 + 5) slashing damage or Senses passive Perception 12
8 (1d10 + 3) slashing damage is used with two Languages Any two languages
hands. Challenge 5 (1800 XP)
Handaxe. Melee or Ranged Weapon Attack: +5 to
hit, reach 5ft. or reach 20/60ft., one target. Hit 6 Defense Fighting Style. The fortress knight has +1 to
(1d6 + 3) slashing damage. AC while wearing armor (included in stat block).
Heavy Armor Master. When the fortress knight takes
bludgeoning, piercing, or slashing damage, the
damage is reduced by 3.
Axefaire. The fortress knight deals an extra 5
damage with axes (included in stat block).

Actions
Multiattack. The Fortress knight makes two
battleaxe attacks.
Battleaxe. Melee Weapon Attack: +7 to hit, reach
5ft., one target. Hit 13 (1d8 + 9) slashing damage
or 14 (1d10 + 9) slashing damage is used with two
hands.

Part 4 | Monsters
71
All Artist Contributions
Credits Intelligent Systems
Writer Other third-party affiliates of Intelligent Systems.
Jacob "Jakkafang" Pamplin Various artists contracted by the above.
Spellbound Entertainment
Special Thanks Ubisoft
Kodyjustkody Roman Ankenbrandt
Fantasy Flight Games
Rivaan Laulaubi
Oneirio
Playtesters Kynimdraws
Kodyjustkody Rosieelfgirl
Uni
Rivaan Kaijuicery
Tecchen
Artemisfox Tamafry
Hyperbat SatoshiKura
These artists are not responsible for their artwork being
Tools Used used in this guide. What art is used is entirely my decision.
Guide made using Homebrewery Contacts
Map made using Inkarnate jakkafangvo@gmail.com
Research into Three Houses was done using the game @JakkafangVO
itself, various fanmade Fire Emblem Wikis, and
discussions online.

Current Version
Version 1.0.2

Credits
72

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