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Arora Age of Desolation ALPHA PDF
Arora Age of Desolation ALPHA PDF
3
Credits
Lead Design: Shawn Merwin
Rules Development: Cody Faulk, Phil Beckwith,
Scott Fitzgerald Gray, Shawn Merwin
Writing: Alan Patrick, Andrew Bishkinskyi, Benjamin Huff-
man, Chris Sims, Cody Faulk, Elliott Randall, Greg Marks,
Ownership &
Jeff Stevens, Jordan Conrad, JVC Parry, Micah Watt, Phil
Beckwith, Scott Fitzgerald Gray, Sharang Biswas, Shawn
Copyright
Merwin, Tom Donovan, Toni Winslow-Brill This product is compliant with the Open Game Licence
Realm Concepts: Adam Lee, Ari Levitch and is suitable for use with the 5th Edition rules system.
Editing: Chris Walz
Product Identity: The following items are hereby
Proofreaders: Chris Walz, Phil Beckwith
identified as Product Identity, as defined in the Open
Art Direction: Suzanne Helmigh, Marius Bota
Game License version 1.0a, Section 1(e), and are not
Graphic Design: Martin Hughes, Simon Sherry
Open Content: All trademarks, registered trademarks,
Cover Illustrators: Lucas Torquato, Ralph Horsley
proper names (characters, deities, etc.), dialogue, plots,
Interior Illustrators: Alberto Dal Lago, Andreia Ugrai,
storylines, locations, characters, illustrations, and trade
Anna Verhoog, Anastassia Grigorieva, Brent Hollowell,
dress. (Elements that have previously been designated as
Bruno Machado, Carlos C. Diaz, Cristiana Leone,
Open Game Content or are in the public domain are not
Diana Franco Campos, Emily Ormerod, Guilherme
included in this declaration.)
Motta, Guilherme Olivieri, Gustavo Rodrigues,
Isabel Gibney, János Brumár, Josiah Cameron, Julia Open Content: Except for material designated as Product
Fernandez, Kerstin Evans, Kurt Jakobi, Leanna Identity (see above), the game mechanics of this game prod-
Crossan, Lucas Torquato, Michele Giorgi, Olivia uct are Open Game Content, as defined in the Open Game
Rae, Ona Kirstensen, Quitin Gleim, Martin Mottet, License version 1.0a Section 1(d). No portion of this work
Rod Mendez, Sam White, Suzanne Helmigh, Tijana other than the material designated as Open Game Content
Janković, Titus Lunter, Xabi Gaztelua, Živko Kondić, may be reproduced in any form without written permission.
Zuzanna Wuzyk Arora: Age of Desolation © 2022, Ghostfire Gaming Pty
Concept Art: Alina Kovalenko, Anastassia Grigorieva, Ltd. All rights reserved. Reference to copyright material in
Brent Hollowell, Suzanne Helmigh no way constitutes a challenge to the respective copyright
Cartographers: Anna Verhoog, Sebastian Breit, Simon holder of that material. Ghostfire Gaming Pty Ltd, the
Sherry, Suzanne Helmigh, Vita Naumavičienė Ghostfire Gaming logo, and the Arora logo are trademarks
Product Design: Simon Sherry, Josh Orchard of Ghostfire Gaming Pty Ltd.
Project Manager: Phil Beckwith Made in China
4
Table of Contents
Introduction............................................... 6 Warlock: Lost Beast......................................... 144
Campaigns in Arora............................................6 Warlock: The Psychopomp.............................. 146
The World of Arora.............................................7 Wizard: Hedge Mage....................................... 147
Chapter 1: Gallaht.....................................21 Wizard: Rimefrost Sage................................... 148
Ruling Dragon ..................................................22 Chapter 8: Backgrounds....................... 151
Environment.....................................................23 Behemoth’s Confidante.................................... 152
Geography........................................................26 Botanist........................................................... 153
Chapter 2: KHOOR...................................... 39 Caver.............................................................. 154
Ruling Dragon..................................................40 Dreamwalker................................................... 155
Environment.....................................................42 Exorcist........................................................... 156
Geography........................................................43 Grobb Smuggler.............................................. 157
Icekissed......................................................... 158
Chapter 3: Mogsturma............................. 57 Realm Guide .................................................. 159
Ruling Dragon..................................................58 Sahali Expert................................................... 160
Denizens of Mogsturma.....................................60 Sandborn........................................................ 161
Environment ....................................................62 Scavenger........................................................ 162
Geography .......................................................64 Spelunker........................................................ 163
Chapter 4: Prazzolar................................71 Stone Shaper................................................... 164
Ruling Dragon..................................................72 Storyteller....................................................... 165
Environment.....................................................74 Swamper......................................................... 166
Geography........................................................76 Vermin Sweeper.............................................. 167
Chapter 5: Tievmer..................................... 87 Village Healer................................................. 168
Ruling Dragon..................................................89 Warden of Tievmer.......................................... 169
Environment.....................................................90 Chapter 9: Running the Game.............. 171
Geography........................................................92 Between Worlds............................................... 171
Chapter 6: Character Creation........ 105 Improved Exploration and Discovery............... 173
Characters in the Five Realms......................... 105 Discovery System Example.............................. 181
Legacy of Arora............................................... 109 Survival in Arora............................................. 184
Character Traits.............................................. 112 Environmental Hazards................................... 190
Feats............................................................... 195
Chapter 7: Subclasses............................. 125
Evolved Advantage.......................................... 196
Barbarian: Path of the Scavenger..................... 126 Equipment...................................................... 199
Cleric: Hearth Domain.................................... 127 Magic Items.................................................... 206
Cleric: Scale of Jha-dhol.................................. 129 The Shardscale Incursion................................ 208
Druid: Circle of Conducting..............................130 Random Encounter Tables.............................. 210
Druid: Circle of Nightmares............................ 131
Chapter 10: Monsters of Arora.......... 213
Druid: Circle of Sand...........................................133
Dracokin......................................................... 213
Druid: Circle of Volcanoes............................... 134
Monsters of Gallaht......................................... 217
New Circle Spells............................................ 135
Monsters of Khoor.......................................... 232
Fighter: Legionnaire........................................ 136
Monsters of Mogsturma.................................. 241
Fighter: Stone Warden..................................... 137
Monsters of Prazzolar...................................... 247
Monk: Way of theSilent Scribe..................... 138
Monsters of Teivmer........................................ 251
Paladin: Oath of Incarceration........................ 139
Rogue: Equilibrist........................................... 141 Appendix A ...................................................256
Sorcerer: Forge Sorcerer.................................. 142 Region Sheet................................................... 256
Sorcerer: Four Serpents................................... 143 Open Game License.................................. 260
5
Introduction
Campaigns in Arora
This book is written with the expectation that you’ll want to set
your adventures in Arora 500 years after the Dragonrage.
The descriptions of the realms in this chapter provide you the
information you need to start your adventures in any of the Five
Realms of Arora. The geographies, locations, inhabitants, and
cultures of each realm are presented, allowing you to set your
game during the Age of Desolation.
However, some adventure ideas may also spur ideas for a
game set before or during the Dragonrage. One of the challenges,
and the great joys, of running a game set during the Dragonrage
is determining what happens on a large scale as the characters
watch peaceful societies crumble as the dragon-apocalypse rages
on. Which powers and governments step up to defend their realms,
and which fade into the shadows? Will those powers attempt to
maintain the social structures of the realm, or do they let them
crumble to oblivion?
Whether you’re playing a campaign set in the harsh post-
apocalyptic Age of Desolation, or one set 500 years ago at the fall
of civilization, from survival and exploration to planes hopping
and dragon hunting, Arora has all the bases covered!
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The World of Arora Time is unrelenting, of course, and before long the world
of Arora settled into a routine. Centuries passed, and the
dragons found a way to coexist with, and sometimes even
A rora is a world that’s seen great upheaval, as reality-
shaking forces have repeatedly changed the face of the
planet. Each catastrophic change has not only changed
peacefully interact with, the peoples of Arora. Sometimes
the natives hunted the dragons, rightly or wrongly. Some-
the landscape but also the very nature of the creatures times the dragons fought each other. But the dragons, long-
inhabiting the world. Yet through it all, the sentient beings lived and keen of intellect, always remembered Terradraca
of Arora continue to hope, to explore, and to survive. and its terrible fate.
The current state of Arora depends on where you, the The Shardscale continued to ravage various realities
gamemaster, decide to start the story you’ll tell with the play- and worlds in their path. The delicious dragon-magic was
ers. But to understand the story of Arora, you must under- especially tasty to them. The Shardscale had found the
stand the history of the dragons. And that story starts on a dragons once, and Arora was not as safe a haven as the
different world entirely. dragons had thought.
Introduction 7
The Faithful Separation existed before the Great Abjuration, ceased to be. While
all the first generation of creatures of the Five Realms were
The power that Jha-dhol unleashed to establish the Great born of dragons, no two creatures were exactly alike. All
Abjuration was unprecedented. More importantly it was humanoid generations after the first reproduced naturally
infused with chaos. Even the dragon goddess herself could among themselves.
not perfectly form this new world. The realms were safe Other eggs hatched into draconic creatures but not
and protected, but important elements of maintaining the true dragons—dracokin serving the dragons loyally in
Great Abjuration, and vital resources for the survival of the the most important roles of managing and protecting the
creatures of the Five Realms of Arora, were spread wide. realms. The few true dragons hatched from these eggs
The goddess formed a limited number of inter-planar rifts were celebrated and integrated into the ruling structure
to enable travel between the realms, but Jha-dhol’s power of each realm.
was not infinite. Life would not be easy in her five realms.
Each ruling ancient dragon governed their realm accord-
ing to their own strengths, views, responsibilities, and the Protection and Survival
unique constraints of the realm itself. Some ruled with a As Jha-dhol decreed after the Great Abjuration, each realm
heavy hand, requiring long days of joyless hard work from was responsible for contributing to the prosperity and safety
their subjects. Other realms saw benevolent dragons treating of all the realms. No realm was completely safe, as each dealt
citizens of their realm with kindness, encouraging self-rule. with its own internal threats. Although it was a struggle,
Through it all and across all five realms, the five ruling drag- thousands of years passed, and the Great Abjuration held.
ons kept the covenant set upon them by Jha-dhol. All the while, the greatest threat, the Shardscale, knocked
ceaselessly on the barrier that protected the realms. The ab-
Repopulating the Realms juration magic was fueled by the very souls of the creatures
of the realms, which had a sad but necessary side effect: the
Jha-dhol only had the power sufficient to create the five magical powers and supernatural abilities of Arora’s people
ruling dragons and a limited number of dragon attend- were muted. They could perform necessary tasks, but their
ants. To repopulate the realms, the dragons would have vitality, uniqueness, and power were used to maintain the
to lay eggs. The magic of the Great Abjuration effective- barrier that held back the Shardscale.
ly curtailed the intrusion of the Shardscale, but it also
dampened magic and suppressed the powers of all living
creatures in the world—even the true dragons. A Great Curse, and the Awakening
Most of the eggs the dragons laid hatched unique crea- Then came the Dragonrage. The beginning of the end of
tures, bearing diverse traits from among the thousands the world. The dragon apocalypse. True dragons, in one
of folk that had sacrificed themselves to give Jha-dhol the beat of a great reptilian heart, became somehow infected
power to drive off the Shardscale. by the Shardscale. A small part of the alien crystalline
Creatures born from the true dragons could exhibit invasion had leaked into the Five Realms and squeezed
features of any of the original folk of Arora, although al- through the Great Abjuration. Most dragons that were in-
most all were humanoid. The sentient species, as they had fected went feral, falling upon one another and their own
Introduction 9
20 Arora: Age of Desolation
Chapter 1:
Gallaht
21
Knights of the First Wing
With the transformative power of her storms, many of
Gallaht’s denizens worship, or at least attempt to interpret,
aspects of Dawilquar’s power as if it were divine. The great
blue dragon’s closest adherents and most vigilant protec-
tors are the Knights of the First Wing. This elite order of
knights is made up of winged kobolds who have sworn
fealty directly to the ancient blue dragon. The knights
travel with their queen in shifts, so that there are typically
five knights escorting her at any given moment. They make
sure nobody comes in contact with Dawilquar.
Denizens of Gallaht
The peoples of Gallaht live under the rulership, influence,
and deadly threats of its dragon warlords.
Ruling Dragon
The storms that follow Dawilquar continue to have a The First Warlords
transformative effect on the landscape and are seen After Dawilquar took to the sky in her eternal flight, she
as both a threat and a necessity — much like the great created a power vacuum in the day-to-day ruling of Gallaht.
dragon herself. The arcane energy of these storms can be Five dragon warlords rose to fill this vacuum, each with their
harvested to power magical devices, such as the sand skiffs own design and followers. These became known as the First
that make life on Gallaht somewhat bearable. The same Warlords. As other dragon warlords have come and gone,
energy rains destruction in the form of intense sandstorms the First Warlords have remained the most powerful. Many
that can level cities and transform the desert sands, of the humanoids and dracokin in Gallaht align themselves
creating fulgurite structures and magic-filled crystals. under the different warlord factions.
In the centuries since the ancient blue dragon has taken Warlord Katighez. The oldest and most powerful of the
to the skies, the location of her lair — and her hoard — First Warlords, Katighez is the master of all things arcane,
have been lost. Not even Dawilquar’s sworn protectors, and unafraid to tap into the darkest magics. He immediately
called the Knights of the First Wing, know where it is. saw the potential in the realm’s central Krystalys region and
Whether the dragon killed all those who knew where it has ruled it with an iron claw ever since. Katighez’s followers
once was, or it was simply buried with the sprawling city are fiercely loyal and consider themselves the greatest power
ruins beneath Ancestors Reach remains a mystery. in the realm—they may not be wrong.
Chapter 1: Gallaht 23
Dangers and Survival Quicksand. The quicksands of Gallaht come in many
forms. The common quicksand created with subterranean
Along with the hard and dry climates of Gallaht’s deserts, water is highly sought after for its moisture. This has led to
the following environmental dangers are ever present for the proliferation of the Sandhunter—a dangerous vocation
those traveling the dunes. that harvests water from quicksand.
Water Scarcity. Death by thirst is the omnipresent fear The other common type of quicksand is known as
and practical consideration of every humanoid in Gallaht. “false quicksand.” It is most often found in Ancestors
Although the geography varies from rolling sand dunes to Reach, where subterranean ruins form air pockets or moist
desolate plains, water is never abundant, and the search quicksand pockets made of ancient non-water liquids such
for it—and trade in it—are the most common motivators of as acid or ooze. Some of these are natural, and some are
dangerous pursuits. traps set by the Children of the Volt.
Electrical Dust Storms. It has long been clear that Finally, the Waking Sands region is home to many
the devastating electrical dust storms are connected to aberrant types of quicksand. The sand elementals and
the arcane lightning discharge that follows in Dawilquar’s tempests that live here leave strange residual pockets of
wake. The details of this are subject to much debate sand that behave in unnatural ways. Every traveler through
among the druids, mystics, and sages of Gallaht. There the region has a different story about strange shapes and
are three prevailing theories on the matter, and different seemingly humanoid figures found within.
beliefs have each led to their own followings, and Mirages. Mirages are frequent in Gallaht’s open regions,
occasionally fanatical cults. especially across Ancestors Reach and the Waking sands;
The first theory is that the electrical storms are actively seasoned travelers know to be extremely wary of them.
empowered by Dawilquar’s presence, and would subside Illusion magic is common in Gallaht as well, from nefarious
with her death. The second theory is that the storms spellcasters to cunning arcane predators. The wakeshark—a
originate far out across the Golden Ocean, and it is only burrowing carnivore common to the Waking Sands and the
Dawilquar’s own ability to absorb them that tempers their Golden Ocean—can project a large illusion of shaded shelter
wrath. Finally, there is the third — so-called “moderate” — or water to draw in unsuspecting prey.
hypothesis that, while the storms were initially empowered Gallaht’s best known mirage is the Fey Morgana, a huge
by Dawilquar’s wake, they have become a natural part of city of trees and spires that appears on the horizon of the
Gallaht’s climate, and now exist on their own, as a natural Golden Ocean. Legends abound of it being a fey city ruled
arcane phenomenon. by a benevolent archfey that welcomes all, and is home to
To the average resident of Gallaht, the mystery of the lush forests and healing waterfalls. Many adventurers have
storms is far less important than sheltering themselves from mounted expeditions to reach the Fey Morgana, yet none
their devastating bolts and whipping sands that can tear have found it, and most have perished.
flesh from bone.
Chapter 1: Gallaht 25
Geography Important Locations
The following sections detail some of the most important
Gallaht’s inhabited and most-travelled regions reach and notable locations in Gallaht.
out from a polar center. Surrounding these regions is an
endless and impassible desert of massive sand dunes known
as the Golden Ocean. Ancestors Reach
Due to the realm’s polar nature, Gallaht has its own Ancestors Reach takes its name from the ancient
unique orientation system that does not use the pole’s civilizations that lie buried—some dangerously shallow,
location as a direction. Instead, the cardinal directions are and some deep enough to nearly reach Gallaht’s
Neb to Sarm, and Woln to Efir, with maps being drawn with heart—beneath its sands. Although sparsely populated
Neb-up. Additionally, travelers often describe their direction aboveground, the region draws many travelers and raiders
relative to and from the pole. Traveling away from the who harvest water, hunt, and explore the ruins.
pole and toward the Golden Ocean is referred to as “going
Sunward” and traveling toward the region of Krystalys and History
the pole is referred to as “going Shadeward”.
Bordering the Golden Ocean, on the Woln side of Layers upon layers of buried cities built one atop the other
Gallaht, is Ancestors Reach, once the heart of civilization lie buried beneath Ancestors Reach. The topmost layer
in this part of the realm. The Reach is an area of low sand of these breaches the sandy surface with the cleanly cut
dunes that on a clear day can be seen across for miles. sandstone of its chiseled pillars and cracked tops of its
This region is rich in ancient relics, and is popular for both round buildings. This layer holds the remnants of a great
exploration and water harvesting, as there are many areas desert city that was claimed by the rising sands after the
of quicksand, and underground water reservoirs. Dragonrage. The city—once called Liforra—was built upon
Expeditions to Ancestors Reach are most often mount- even older ruins, predating the Great Abjuration. It is clear
ed from the Tremoring Badlands region, where Gallaht’s from those ancient ruins that the region hadn’t always been
largest city, Khulud, is located. This region is defined by a desert.
flat hard ground replete with large mesas that serve as both The denizens of Liforra had delved into the older ruins to
shelter and city, at least until they are rocked by one of the seek out lost knowledge, potentially explaining the quick ad-
region’s namesake earthquakes and replaced by others. vancement of their own civilization. There are records in the
Sunward of the Tremoring Badlands and bordering the ruins of Liforra and among the Children of the Volt—who
Golden Ocean is the region that by all accounts should now call the area home—of ancient Liforans communing
be part of the Badlands, but has so long been colloquially with the spirits of their pre-conjuration ancestors. Whether
called the Worselands, that this name now graces maps. these represent historical fact or religious doctrine has been
The Worselands suffer from the same devastating lost to the centuries of cataclysms.
earthquakes as the Badlands, but have far fewer resources. The secrets of ancient empires hidden in the decrepit
Bordering the Golden Ocean on Gallaht’s Neb-Efir side cities beneath its sands are but one draw of Ancestors Reach.
are the Waking Sands—a wild region of large dunes, just For most who travel here, it is the sands’ far less glamor-
barely more hospitable than the ocean itself. The sand type ous surface that is of greatest interest. Though it borders
here is of the bright yellow type identical to the Golden the Golden Ocean, the Reach’s dunes tend to be low and
Ocean, thus, deep ocean creatures such as sand elementals smooth, conducive to the use of sand skiffs, which makes
and lingering wakesharks can be found here. The region’s travel quicker. The region is rich in underground water that
main saving grace is that the living sandstorms do not manifests itself either in quicksand or in underground pools
make their way this far Shadeward. that can be sniffed out by specially trained drakes.
Connecting Ancestors Reach and the Waking Sands
Culture
on their Shadeward sides are the Fulgurite Fields. This
region is a wild maze of natural glass structures formed Despite its relative riches, the Reach has few overland
by lightning striking its volcanic sand. The Fields—along settlements. What makes Ancestor’s Reach dangerous and
with the ominously titled Blood Plains—encircle Gallaht’s foreboding is the presence of the Children of Volt, a fiercely
polarmost region of Krystalys. protective people who live in the underground ruins and
Whatever Krystalys was before, today it is a jagged consider anyone else’s presence in the Reach an invasion, met
landscape that looks like the insides of an enormous geode with violent and merciless resistance. The Children believe
that has somehow been turned inside out. Giant arcane themselves to be the descendants and true heirs of the original
crystals form and grow here, transformed and infused with peoples of the area, predating even the Great Abjuration.
each passing of a lightning storm and Dawilquar’s flight. They believe the citizens of Liforra had found a way to
commune with the spirits of those who were sacrificed in the
Abjuration and to bring those spirits back to the world. Their
strict doctrine says that the region belongs to them and that
they are its guardians; their innate resistance to the poisonous
"Gallaht’s terrible. Sand gets into everything! EVERYTHING!" vapors present in many of the subterranean ruins of the
- Nyben, Grobb Smuggler Reach is a blessing to enable this work.
As they protect the surface above, the Children of the Volt
explore the depths below, always seeking out arcane knowl-
Chapter 1: Gallaht 27
Notable NPCs Monsters
The following NPCs can be found around Ancestors Reach. Monsters found in the deserts of Ancestors Reach include
Fantula Mazzaki. Once one of the most feared water many common desert monsters, such as dust mephits, giant
pirates, Fantula Mazzaki turned her ill-gotten gains and spiders, snakes and scorpions, and dust devils.
cadre of combat-ready minions into a profitable mobile Chamocactus. This carnivorous cactus is endemic to
trade post that travels between the mesa cities—called “me- the reach. The chamocactus lures its prey by camouflaging
tehs” by the locals—of the Badlands. Her newest venture is its body to look like a large shade-providing stone.
the creation of a massive desert skiff capable of providing Undead. In the subterranean ruins below Ancestors
mobile shelter. Reach, all sorts of undead lurk in forgotten corridors,
Fantula is a shrewd trader, but also an adventurer and animated by long-lost magics. Wights, mummies, wraiths,
explorer at heart. Her thrill-seeking nature leads her and shadows are the most common.
into dangerous places, pay extra for mysterious items or Bulettes. These borrowing monstrosities are prolific in
information on where to find them, and occasionally even the region, though they prefer the deeper sands.
do favors for the bold and the brave, hoping they’ll lead her Sand Elementals. While rare in the realm, sand elemen-
to riches later. Fantula maintains a tenuous neutrality when tals sometimes form at the confluence of arcane energies.
it comes to Gallaht’s draconic warlords, making her both Lingering Wakesharks. Wakesharks are rare in the
somewhat welcome and not quite trusted by the different Reach, but can be encountered near the borders with the
groups of folk in Gallaht. Golden Ocean and the Waking Sands.
One of Fantula’s dreams is to establish trade with the
Children of the Volt. She has been working to learn their Adventure Ideas
language, and pays well for any relics relating to their
The following adventures are linked to Ancestors Reach.
runic language.
A Temple for a Price. Noted explorer Ersenta
Ersenta Sandwalker. Methodical planning and the
Sandwalker has returned to Khulud from one of her
love of speed go hand-in-muscular-hand for Gallaht’s
famous expeditions to Ancestors Reach having dis-
foremost explorer, Ersenta Sandwalker. The daughter of a
covered an entrance to a sealed temple the location
pair of ne’er do well water harvesters, Ersenta learned to
of, which she plans to sell for a hefty sum. Many such
pilot a sand skiff at age five and built her own, much faster,
locations have previously yielded great treasure and
skiff by age eight. By the time she was a teenager, she was
there is interest from at least two competing parties,
racing dragaurs for sport, and tweaking skiffs for the best
one led by a cutthroat dune pirate.
water-raider crews. But her dream was to go faster and
Fort Favors. A sudden storm has left Fantula’s
farther. Every few months she would tweak a small skiff
Flying Fort stranded overnight only a few miles
for maximum speed and set off to see how far and fast she
from Khulud, in Ancestor’s Reach. Fantula calls for
could explore the Reach.
reinforcements to ensure that the fort is not ambushed
Now in her late twenties, Ersenta has explored more
while the skiffs recharge and allow her to make it
of the furthest edges of Ancestors Reach than anyone
across the border.
alive. Ersenta finds so many water wells that she doesn’t
Water Race. It is the day of Khulud’s annual Water
harvest them herself—instead she sells their locations for
Festival. Part of the festivities is a race among water
a cut of the profits. It was Ersenta’s crew that discovered
raiders. The race is simple—each skiff crew must reach
the Impossible Tower, and she has been making plans to
a set location in Ancestor Reach, with all locations set
explore deeper into it.
at equal distances and drawn randomly on the day.
If you need a guide or scout in the Reach, none are
Once the crew reaches their location, they must find
better or more expensive than Ersenta. And none more
and harvest water, anywhere in the Reach. The first
worth it.
crew to return with a full barrel wins. The crews leave
Spikevolt. Though they likely have a true name
with barely enough water in their canteens to survive
amongst the Children of the Volt, the massive figure in a
the journey.
spiked helmet and shoulder armor is known to outsiders
only as Spikevolt. Those who survive to tell of an encounter
with Spikevolt likely saw them at a distance, or briefly,
like a flashing silhouette in a lightning storm. Those who
survived are cowards, fleeing upon seeing the deadly
visage. It is said that over the past 20 years, Spikevolt and
their group of 20 brutal followers have killed more water
raiders than all the desert beasts combined. "Many tell tales of the Lost Vault of Arponad, a magical
In Khulud, the bounty on Spikevolt’s helmeted head has place filled with treasures both wondrous and terrible,
grown every year for a decade, yet none who’ve tried to but the sands have sung to me only warnings of
collect it have returned successful, most have not returned madness and death."
at all. Spikevolt is said to be able to disappear in plain sight - Jhakith Madra Adailar
and to shoot lightning bolts from their eyes.
More recently, Spikevolt’s victims have been found with
their heads on spikes, and their eyes hollowed out and
replaced with crystals to catch lightning.
Chapter 1: Gallaht 29
sprite burrows are subterranean and difficult to spot. raiders, the skiffs, and the desert, Vertille has an uncanny
Typically built around underground pools or moist areas, way of feeling the desert’s “mood” and predicting storms.
the burrows can form vast underground networks. Warrenmaster Matteo Sturm. A short and stocky
When water raiders take water from a pool connected humanoid, Matteo runs the Thumb’s waterdrake warrens.
to a sprite burrow, the sprites consider this to be stealing, Overseeing the capture of wild drakes and their training
and in return steal from those who took the water. This as mounts or watersniffers, Matteo takes great pride in his
is made more complicated by the sprites’ concept of “fey work. Matteo’s kindly manner with the drakes is a stark
debt” and their long memories. When something is taken contrast to his manner with people, and most who’ve met
from a sprite, they remember this forever, and their taking him would say that he prefers the company of his draconic
of “reparations” may go on for years, or even generations. pets to anyone else. He’ll get you what you need, and will
The sprites train larger sand beasts and monstrosities like even nurse an injured drake back to health, but don’t ask
lizards and giant spiders to do their bidding. him to be nice about it.
Chapter 1: Gallaht 31
Culture Notable NPCs
The dust hags are the longest-residing denizens of the Ful- The following NPCs can be found in the Fulgurite Fields.
gurite Fields. These highly independent hermits share a fey Darmilla Sah. The leader and founder of Fort
heritage, but are not bound to another plane, and possess Glassriver, Darmilla’s fifty years spent in the Fulgurite
the free will to act as they wish. They have an innate talent Fields may be the longest that any humanoid can claim.
for spellcasting and—in their independence—often possess “So, however did you make peace with the hags?” is a
great skills in medicine and using the land’s resources. question that many a politically-savvy visitor asks, yet
As befits hermits, the dust hags do not have communal the only answer she ever gives is a sly smile and a wink,
settlements. Each of them has a unique, and often even when accusations that she’s actually a dust hag in
elaborate, glass structure that is often refined to look disguise come flying—at least before her thick fist quickly
further surreal with flourishes such as cupola or enchanted puts an end to this line of questioning. Although she
colored lights. Though they lack any outwardly discernable rarely leaves the comfort of the fort, Darmilla is a tough
governing body, it is widely known that this region belongs and experienced adventurer, and keeps order in her
to the hags. settlement. Please her and you get a knowing nod, anger
The dust hags are known to gather at the Flutes of her and she’ll quickly wish you good luck finding water
Valyne. This great open fulgurized field is home to a beyond her fences.
particularly striking pattern of hollow glass stalks. When Fulgurite Fil. Fil is the closest thing the Fulgurite
the wind blows, the entire structure forms a remarkable Fields have to a humanoid guide. The skin of Fil’s short
and haunting melody—like an inanimate glass orchestra. and stocky body is lined with an endless array of scars, like
It is said that when the hags gather here in ceremony, their a particularly rough fulgurite sculpture. His disheveled
oracles can interpret the strange melody as the words of a hair and beard are cut at odd angles and missing pieces.
great prophecy. The only part of his visible skin that does not seem to be
Like the hags, other denizens of the Fulgurite Fields damaged are his brilliant blue eyes, which—with their
rarely build structures, preferring to repurpose the vertical black pupils—seem bulbous beneath the thick
ever-present giant glass structures. As an example, Fort polished lenses of his signature fulgurite goggles.
Glassriver is built upon a gigantic blue-tinted glass tube Fil’s passion is exploring large fulgurite formations—
that has many entrances and exits. often head first. Although it is a surprise to many that he is
still alive, he has seen more of the Fields than most.
Current Events Kaphantra. The dust hag Kaphantra is such a common
Although they had long been the bane of humanoid explor- visitor to Fort Glassriver that she has been allocated her
ers, the dust hags have recently come to the bustling outpost own lodging in one of the stand-alone fulgurite towers that
of Fort Glassriver to trade. The hags have a great interest in litter the settlement. Her fulgurite-adorned heavy cloak, and
arcane crystals from Krystalys, and have even been known offputtingly slow manner of walking around, make her hard
to hire adventurers to procure these for them. to miss. Kaphantra speaks slowly and measuredly, her words
By most accounts, the Glass Volcano is sealed from clear despite a noticeable accent. Inevitably, nearly every
all sides and impenetrable. The few explorers that have conversation with her ends up in her choice of discussion of
attempted to scale it have fallen off, lucky to escape being the weather, Dawilquar’s passing movements, or of trade.
cut to pieces by the falling slivers of razor-sharp glass. Kaphantra sells potions, poultices made of fulgurite
Those who’ve tried to fly up have encountered powerful fungus, and also can be convinced to read fortunes, although
winds that carry glass shards that ripped into them like the results of these readings are delivered several days after
tiny blades. they are requested, after she has travelled away from the fort
Most recently, reports in Fort Glassriver have become and returned. The fortune telling is always accompanied by
more and more frequent of flying shadowy figures playing a small glass flute, though she never explains if the
disappearing into the volcano’s face, especially during music is intended to be part of the reading.
lightning storms. Rumors whisper that these are powerful
dust hags, entering the mountain through secret passages
known only to them.
With the hags more actively engaging with the
humanoids of the area, more insight into their ways of "I yearn to join with the swirling fulgurite for I’ve head
living and plans is being gained every day. There have been the song of Gallaht played at the Pipes of Valyne and it
instances of hag-on-hag conflict in recent days, and in some
is a dirge that weighs upon my mind."
cases, humanoids have taken sides. Rumors spread that
some of the hags have grand plans that involve the dragons - The dust hag, Cazadra
themselves, while others do not wish to anger the dragons.
Adventure Ideas
The following adventures are linked to the Fulgurite Fields.
Running Through the Fields. Renowned Khu-
lud-based explorer Ersenta Sandwalker is gathering
supplies for another expedition into the deep sands.
One of the key items she needs is a blushsand paste
that can be used to ward off the sun’s heat for a
prolonged period of time. Blushsand is only found in
the Waking Sands, though most expeditions to gather
it depart from Fort Glassriver in the Fulgurite Fields.
The adventurers are to cross the Fields to get to the
Fort, and either procure blushsand there or stage
their own expedition. Time is of the essence!
Fort Chaos. A coven of powerful dust hags —
Berildra, Semitta, and Xaersha — have arrived at
Fort Glassriver’s gates with a threatening ultimatum.
The hags claim that they have been robbed by a
group of Chaos Raiders now taking shelter at the fort.
If the Chaos Raiders—and the hags’ stolen property—
are not delivered to them by twilight, the hags
threaten to rain destruction upon the entire fort. The
raiders won’t retreat without a fight, and the hags’
property is an explosively powerful arcane crystal.
Dark Wings. An enormous fulgurite roc has been
terrorizing travelers to Fort Glassriver, and Darmilla
Sah is paying top coin for a crew to take it down. The Creating Fulgurite Monsters
reclusive dust hag Oriphalda, whose hut lies on the To create a fulgurite version of a roper, grick, or roc, make
slopes of the Glass Volcano, can help guide the party to these changes:
the roc’s lair—for a price.
• AC increases by 1 (including the roper’s tendrils)
• Whenever the creature deals damage with an attack, it
deals an additional 1d8 slashing damage.
• A creature that touches the creature or hits it with a melee
attack while within 5 ft. of it takes 4 (1d6) slashing damage.
• The creature’s CR increases by 1.
Chapter 1: Gallaht 33
Krystalys History
Krystalys is at the geographic center of Gallaht, a place Krystalys began transforming the day Dawilquar first
of immense arcane power and even greater danger. After took to the sky, and continues to do so as its many-colored
every storm, tiny multi-colored crystals appear embedded crystals grow and change with each of her storm-filled
into the ground. As they become infused with arcane power flights. Though it is the smallest of Gallaht’s regions, it
from additional energy strikes, the crystals grow and change is also the most valuable—a fact that its conniving ruler,
colors in unpredictable ways. Crystals can be carefully Warlord Katighez, recognized early on.
extracted from the ground and harvested, although doing Although Krystalys’s greatest value is in the arcane
so without having them explosively discharge their arcane energies of its unpredictable crystals, it is far from the
energy requires great skill and specialized tools. Charged only benefit of controlling this land. Krystalys is Gallaht’s
arcane crystals are powerful and valuable. coolest region, both due to its polar location and the
The magical discharges from the crystals can crystalline formations—active or dormant—that provide
disintegrate the unwary where they stand. Those who many areas of shade from the hot sun. It is also the easiest
venture to Krystalys often do so to collect crystals—either region for finding water, although extracting it from
for their own needs, for sale, or at the behest of dusk hags, beneath crystals often proves dangerous.
who trade the highest favors for charged crystals. Those The sands of Krystalys are fine and often flat, making
who dare collect crystals must not only be proficient in travel by foot easier. The presence of the crystals not
extracting them, but in avoiding—or violently dealing only physically blocks sand skiff maneuvering, but also
with—Warlord Katighez’s minions, who vehemently interferes with their own power crystals, making their use
protect even the smallest crystal in his name. risky to impossible. Many of the crystal formations also
The largest of the region’s crystals are found at the make for easily defensible positions in the event of attack.
center of Krystalys, forming the circular formation known With all of its benefits, there is little wonder why Warlord
as the Eight Swords. Each of these crystals stands at over Katighez took possession of the region and has not released
a hundred feet tall, and bristles with powerful magic. It is it from his grip ever since. The only threat to Katighez came
in the shadow of these megaliths that the dragon Warlord three centuries ago, when another of the First Warlords,
Katighez has chosen to make his lair. Keevenna the Radiant, attacked him in his lair.
Chapter 1: Gallaht 35
by her lack of mercy. Not even her own troops escape her
wrath, and those who fail her are lucky to escape with their
Additional Locations
lives. Enemies and traitors captured by Ozarba and her The following regions are less-populous or less-traveled
retinue are rarely kept alive for long, and nothing less than than the main regions of Gallaht. They each play a role in
giving up a greater target can help them escape. the realms’ everyday affairs, either by holding important
Maevidanna. This secretive ancient dust hag serves resources or allowing travel.
Warlord Katighez. She rarely leaves the warlord’s keep
but when she does it is to travel to the Flutes of Valyne, The Golden Ocean
in search of a particular arcane ingredient or to examine While all of Gallaht can be considered a desert
some strange phenomenon. The old hag says little, though environment, the unbroken sandy expanses of the Golden
her orange eyes are always lively and rumors abound that Ocean are the most hostile and desolate of these. Devoid
her sight can pierce one’s innermost thoughts. entirely of water, plant life, and even stone, the wavy
expanse is home to storms and nightmares, and there is no
Monsters record of it ever having been crossed safely.
The diverse arcane nature of the crystals found here has In addition to the harsh conditions that include hotter
made Krystalys a home of unusual creatures from chimeras temperatures, an utter lack of shade, and hurricane winds
born of Gallaht’s wildlife, to fire and earth elementals that and storms, the Golden Ocean is home to living sand-
spring up from raw arcane energy. storms—barely-sentient titans capable of grinding entire
Behirs. Krystalys was once home to several behirs, cities to dust. There is no good reason for anyone to venture
though over the centuries, Katighez and his brood have onto the Golden Ocean, and those that do are either foolish
kept their population in check, taking juvenile behirs for or desperate. For all intents and purposes, Gallaht ends
mounts, and killing them when they get too big. where the Golden Ocean begins. It is said that even Dawil-
Crystal Snails. The most common endemic monster quar is afraid to venture far into the ocean.
to Krystalys is the crystal snail which feeds on—and
sometimes explodes with—arcane energy. The snail is The Sorcery Forge
known for its ability to absorb water, making it common In ages long past, before the coming of the dragons, before
prey for Krystalys’s hunters. the Great Abjuration, and before the sands swallowed the
great cityscapes of Gallaht during the Age of Desolation, the
Adventure Ideas people of Gallaht built the Sorcery Forge, a sentient, magical
The following adventures are linked to Krystalys. factory that would aid them in their quest to build a perfect
Dumped Cargo. Houtas Goutas is the last world. When the Great Abjuration tore Arora asunder
surviving member of a three-person smuggling and Jha-dhol assigned Dawilquar as Gallaht’s protector,
operation. Before he barely made it back to the safety the great dragon was not comfortable with destroying the
of Soass, Houtas and his now-dead partners had to Sorcery Forge. She decided to keep it dormant and hidden
dump a pack full of harvested blue crystals when they deep beneath the sands. Inspired by the soul magic of the
were attacked by a pack of chimeras. Houtas is willing Great Abjuration, Dawilquar, with the help of her goddess,
to share the crystals fifty-fifty with anyone willing to created Gallaht’s great moon Alakshrimal, which generated
help him recover them from where they were dropped a magical barrier to keep the Sorcery Forge in a permanent
— several miles into Krystalys. state of dreaming. She would maintain the magic of
A Growing Concern. Kaphantra, Fort Glassriver’s Alakshrimal until she had time to better study the enormous
resident dust hag, has learned that a rare prismatic artifact. The demands of the cityscape and the realm kept
crystal has been growing in a secluded cave not far from her from ever finding that time, however.
Krystalys’s border with the Fulgurite Fields. Katighez’s The Sorcery Forge lay waiting for centuries, stewing
brood have periodically been checking on it, but have in dreams it was never meant to experience for so long
not collected it, and do not keep a constant watch. without contact with people. The echoes of these dreams
Kaphantra is willing to pay or trade great favors to any bubbled up and infused Gallaht’s people. It’s the influence
adventurers willing to deliver her the crystal. of the Sorcery Forge that counteracted the dampening
Gathering Storm. Reports have come from effect of the Great Abjuration on Gallaht, and allowed feats
Krystalys that Warlord Katighez’s forces are massing, of magic and artifice within the city that were unheard of
as if for invasion. Figuring out what they are planning in the other realms.
could be the key to stopping them. But as parts of the Forge began to wear and as the city
grew, the Sorcery Forge’s dreams began to corrupt. Now
that Alakshrimal’s power has weakened due to Dawilquar’s
slow descent into madness at the hands of the Shardscale.
The slowly awakening Sorcery Forge is an entity that is
"Weird. Just sold a big batch entirely alien, incomprehensible to any who live in Gallaht.
It is likely that even the Forge’s creators would be unable to
to a RED dragaur near Glassriver."
understand what the Forge is capable of or what it can do.
- Nyben, Grobb Smuggler The Sorcery Forge is a vast complex of magic and
artifice. It spans a large portion of the deep underground
Worselands
The Worselands are subject to the same seismic activity as
the Tremoring Badlands, but with smaller and less stable
mesas. This region has many fewer resources, and there-
by fewer settlements than the neighboring Badlands. Its
openness and proximity to the Golden Ocean also results
in more powerful dust and sandstorms. A strange phenom-
enon unique to this area are the pockets of electrified air
that are left behind whenever an electrical dust storm pass-
es through or when Dawilquar passes above. These pockets
of electrified air are invisible to the unenchanted eye, send-
ing deadly arcs of lightning between hapless travelers.
Criminals, hermits, and outcasts from Badlands
settlements often find their way here. The most desperate
among them risk their lives harvesting energy from the
electrified air pockets.
Waking Sands
This region is the driest of Gallaht’s travelled areas, and
has no permanent settlements. The main draw of the
Waking Sands are its wakesharks—prized for their teeth,
bones, and hides—as well as bulettes, and more dangerous
sand monsters. Sand elementals, colloquially called
“dusties,” are the most common danger but provide no
useful materials. “Trade ya two dusties for it” is a common
expression among Gallaht’s hunters and merchants,
meaning “it’s worthless.”
Another notable area of the Waking Sands—located
on its Shadeward border, where the sands begin to mix
with occasional rocky canyons—is a sheltered valley,
home to a unique type of valuable sand. This “blushsand”
is brownish-red in the heat of the sun and turns bright sand can be carefully used—with great care—to create
glowing blue in twilight, darkness, or shade. When particularly potent sandcloths, valued by crafters for
blushsand is crushed into a fine dust and moistened cleaning bone or polishing metal.
correctly, it can be applied to skin as a form of sunscreen.
This area is commonly called the Sands of Red and Blue. Interplanar Rifts
The Blood Plains The only known rift in Gallaht is the Khulud Portal located
in the city of Khulud within the Tremoring Badlands.
The ominous name of this region refers to the huge
rust-red blotches that litter the region’s barren, mesaless
landscape. The color comes from the parasitic blood Khulud Portal
cactus plant endemic to the area. These deep red plants
This portal leads directly to the Mogsturmian portals
grow from the size of a pebble to a wide set of thick and
in the Vast Plains of that hellscape realm. The portal on
thorny stalks that spread out to the size of a sand skiff.
the Gallaht side resembles a twisting maelstrom of lava,
As the blood cacti grow, they absorb what little moisture
fire, and steam bubbling away in a deep pit in the earth.
there is in the ground below and turn it into a thick juice
Traveling through any rift comes with its dangers, however
as corrosive as acid. When the plant reaches old age, it
Khulud Portal is more dangerous yet, though with the
explodes in a splattering fountain of crimson goo that
correct precautions, like the use of the rare grobb foam
spreads its seed—and the corrosive acid—in a thirty-to
sourced from the realm of Khoor, an interplanar traveler
fifty-foot radius.
can pass through the portal unscathed.
While the juice is fresh, it can burn straight through
skin, clothing, and even the soles of a good boot. After See the Between Worlds section in Chapter 9
it has dried and been absorbed into the sand, the red – Running the Game for more information.
Chapter 1: Gallaht 37
38 Arora: Age of Desolation
Chapter 2:
KHOOR
39
Ruling Dragon
Attire. The majority of Khoor’s citizens wear tattered Khoor is ruled by the black dragon Nycthias, The
or patchwork clothing—scraps of garments stitched Deathly Shadow.
together with whatever thread they can find. Seldom does The onset of Shardscale in Nycthias has purged her mind
someone have a nice, clean set of clothing. of right and wrong. The ancient black dragon sits in her
Crime. Theft, robbery, burglary, and pickpocketing sunken castle, weeping tears of acid for her lost treasury. She
are all common occurrences. More people care to protect is unnaturally afraid, which causes her wondrous magical
themselves than they care to protect others, turning a blind auras to travel across the realm, invisible tendrils causing
eye when they witness a criminal act. mutation, transformation, and destruction.
Grobb. Grobb, a naturally occurring, magical foam The once-benevolent ruling dragon of Khoor now has
that allows for safe travel through many of the planar rifts, tantrums of grief, flying over the realm while screaming
is both farmed and hunted. Foam hunters use grobb rats, about her lost treasure, sobbing large tears of acid,
giant rats trained to sniff out patches of the foam growing destroying whatever the touch.
naturally in the acidic realm. Queen Volga of Arinok While Nycthias believes she has yet to surrender to
controls the majority of grobb production in Khoor, in the the Shardscale, she is delusional. The entire realm has
caverns below Arinok and the Silt Flats. been impacted by her draconic magic, creating Khoor’s
Magic Items. Magic items are difficult to acquire current state. The dragon is indeed crazed and has bouts
in Khoor. Many who possess them have little desire for of Dragonrage where she attacks villages, settlements,
coin or gemstones. Many items were lost when the realm and even her own servants, all unprovoked. She rarely
changed, and are still hidden within the sunken cities remembers these grief-ridden outbursts.
across the realm. The ancient black dragon was stricken with Shardscale
Travelers Be Warned. Several pirate crews travel the and, to escape the plague’s progressing madness (and even-
interior of Khoor in small, maneuverable wind boats. The tual control), she is seeking to become a dracolich. Nycthias
most famous being Sally’s Pride, captained by Sally Jinx, a is desperate to rid herself of the affliction and entertains any
human whose body has taken on traits of a black dragon. possibility to be free of it—but many are the bones of those
Patches of shiny, black scales grow on her body. One third who have failed to please The Deathly Shadow.
of the left side of her face is covered in scales, her left eye Several books on the topic of the undead and lichdom
that of a dragonborn. Her arms end in long taloned claws exist in Khoor, though most are lost in sunken ruins or
while her right foot is a four-toed, clawed dragon’s foot. forgotten towers (see Krakow Mansion and Barstow Tower).
Chapter 2: Khoor 41
Environment Survival Tactics
While it has not been an easy transition from a lush paradise
Khoor has a subtropical, choking climate. Rains are to a dank and corroded hellish swampland over the past 500
prevalent in the north, along the Skycutter Peaks, where years of desolation, the swampers and other folk of Khoor
acid rains have eroded the granite mountains, causing have learned to survive during the Age of Desolation.
sections to crack, split, and fall away, creating knife-like Acid Neutralizer Paste. A thick paste made from specif-
serrated cliffs. These rains travel down the mountainside ic plant oils and alchemic practices used to protect exposed
as streams, joining together to confluence into larger skin from acid rain and other acidic elements of Khoor.
waterways which flow further down the mountain until Blightwater Clams. Aquatic muscles that naturally
finally joining together to create the wide Velo River. filter the acid from the water. This renders the clams
Most inhabitants have learned to cope with the regular inedible but provides a source of clean water for drinking
acid rains by creating clothing and dwellings from acid and cooking.
resistant materials. Many of Khoor’s flora and fauna have Protect Your Items. Unless an item is naturally acid
adapted to the environment, their surfaces, fruits, or bodies resistant, it stands a good chance of being ruined or
mutating to secrete acid resistant hides, feathers, or furs, or damaged if exposed to Khoor’s acid rains.
excreting acid-repelling oils. Mundane, non-magical metal weapons, shields, and
armor exposed to acid rain become pocked with small
Dangers and Survival holes, making the item weaker and less effective. The folk
of Khoor have learned to keep their weapons and armor
Along with the dank, soggy, and wet climates of the clean, covered, and protected during their wilderness
swamps of Khoor, the following environmental dangers are travels to avoid an untimely demise for their gear.
ever present for those wading through the marshes.
Acid Rain. Thunderstorms and harsh acid rain are
• Pocked Metal Weapon. A mundane metal weapon
corroded by the acid rains deals 1 less damage on a hit
frequent in this realm. The ruling dragon Nycthias’s and breaks on an attack roll of a natural 1
environmental effects are enhanced, reaching high into the
clouds, changing them to a mixture of green and yellow.
• Pocked Metal Armor. Mundane metal armor corroded by
the acid rains provides 1 less AC. The armor shatters if with
Often, creatures of the realm take heed of the change, but the wearer suffers a critical hit. If the wearer is also wielding
often the storms come quickly, melting hide from bone. a pocked metal shield, the shield shatters first.
Sinkholes and Gas. The realm is littered with Khoor-Specific Gear. The harshness of this region
sinkholes that open suddenly and without notice; requires specialized clothing and gear if they want to
quicksand strong enough to crush bone; pockets of survive. Some of these items include:
flammable, foul-smelling, and toxic swamp gas; and
• Hammock – to keep a person above the wet ground
regions of carnivorous earth that can quickly swallow a
• Peat Logs – Dried bundles of peat moss that burn like coal
giant alligator whole. Many intelligent creatures try to
• Insect Repellent – Used to repel nasty mosquitoes and ticks
utilize these natural dangers, setting traps near them or
• Tall boots – Made from acid resistant material and giving
luring creatures to them. However, a few kobolds have lost the wearer added protection against striking snakes.
their lives by igniting swamp gas while trying to quickly
• Serpent Sticks – 40-inch-long metal poles with a hook
roast their catch. at the end. Used to move and wrangle snakes.
Ever-changing Landscape. Due to the ever-
• Alligator Tackle – A three-prong grappling hook
changing water level, the land is in a constant state of attached to a 40-foot-long rope with a 1-foot-long chain
transformation. An island today may be underwater leader attaching the rope to the hook.
tomorrow. A small patch of dry soil may become a large Know Your Food. Many of the animals, fish, and
island in a few days. Many explorers have become lost, monstrous creatures of Khoor are harvested for food, but it
only to succumb to its acid rains or hungry grounds, while is important to know the signs of disease before biting into
trying to traverse this wetland realm. Cartographers try to a well-deserved meal.
add natural, large markers to maps—features that may still Meals typically consist of boiled taro root mashed with
exist as time passes. berries or apples; stews consisting of alligator, snake,
Insects and Disease. Mosquitoes, giant mosquitoes, fish, or rabbit with carrots and asparagus; spinach and
ticks, and other creatures may carry infectious diseases or cattail salads; fried fish; grilled constrictor snake; turtle
sap a creature’s strength, inducing exhaustion. soup; or similar dishes. Deep fried taro root is popular in
Tainted Water. The water of the realm is unsafe to taverns and eateries. Sweet treats like honey glazed carrots,
drink, harboring microscopic parasites that cause disease dehydrated mango or guava, and dragon fruit are popular
and illness. The water is nearly toxic after a fresh acid rain, children of all ages.
though it loses its acidic properties after 1 day as the realm’s Peat Moss. Fire building is difficult as most of the
vegetation works its magic to clean the destructive rain. vegetation is constantly damp. Inhabitants across the realm
The Soggy Ground. Sleeping on the ground is also have learned to create peat logs.
dangerous. The damp earth draws body heat, and a warm
body on the ground may lure insects or snakes. For this
reason, many explorers sleep in hammocks.
Chapter 2: Khoor 43
Everglen The Silt Flats
Everglen is the most hospitable region of Khoor. A variety Before the Dragonrage and the desolation of Nycthias, the
of fruits, vegetables, and vegetation have evolved here, Silt Flats was a large marshland teaming with aquatic and
offering some hope in the swamp realm. Thick skins help avian wildlife. Many towns and fishing villages relied on
protect the fruits and vegetables from acid rain, while the the marsh for sustenance and economic wellbeing. Alas, the
leaves of the trees and plants produce a protective oil, natural springs that feed the marsh from below now flow
spread upon the plant when the acid rains fall. with acid, destroying or mutating many of the species that
thrived here. Acid rains destroyed the vegetation, causing it
The Grand Bog to die, wilt, and decay, creating a muddy bog.
The Grand Bog is a massive open swamp dotted with peat
moss bogs, sinkholes, and dangerous vegetation. The water Skycutter Peaks
level in this area changes often, causing those inhabiting Once a plateau rich with limestone and marble, Nycthias’s
it to live a nomadic lifestyle as they move from one small draconic magic, coupled with the ever-present acid rain,
island to the next. Those living in the Grand Bog include has cut the stone to pieces, creating needlelike spires. The
people who wish to keep to themselves, and those who are peaks are home to wyverns, bandits, and the young black
hiding from someone or something. dragon Salaraze, whose battle with Shardscale is lost. She
resides in a lower area of the spires, in a cave along the
Sawgrass Sea Fermented Lake.
The Sawgrass Sea is a large bog overgrown with harsh
sawgrass sedges that reach heights up to 9 feet tall. The The Slog
inhospitable area is mostly uninhabitable, with few The southern coast of Khoor was once lined with several
resources for building. However, a smattering of small fishing and trading ports. However, this area is now a
villages have taken root along the edges of the Sawgrass vast wooded swamp called The Slog, where the poisoned
Sea and on small tree-filled islands deeper in the bog. waters of Khoor converge before emptying into the Sour
Alligators and constrictors snakes are abundant in this Sea. Sunken ships and submerged remnants of the once
area, as well as bladefolk—elementals created from blades of thriving port cities and villages can be found throughout
sawgrass resembling tiny humanoids. These creatures don’t use the swamp.
verbal language. Instead, they communicate by rustling their The majority of The Slog is thick with giant trees.
woven bodies, or vibrating them to create humming sounds. Willow, elm, ash, and maple have adapted to this area,
The half-jaguar, half-dragon monstrosity known as their thick, deep roots evolving to obtain nourishment from
Kalnira rules the Sawgrass Sea. the acidic waters and soils, the maple going so far as to
create a drinkable, syrupy water which humanoids tap to
survive. Giant bald cypress trees create havens for animals,
plant life, and even humanoids who have built entire
villages and hamlets in the branches, some spanning miles
as these urban areas grow, connected by rope and wooden
bridges high in the trees.
Travel within The Slog is limited to canoes or small
rowboats, foot, or by mount, though beasts of burden are
often too heavy to safely navigate this land, falling prey to
creatures, quicksand, or carnivorous vegetation.
Mangrove trees with thick, twisting roots and limbs
intertwine to create a near impenetrable wall of vegetation
along the outer edge of The Slog, where the freshwater of
Khoor meets the salty Sour Sea. The mangrove’s poisonous
sap causes inflammation and itching when it touches
exposed flesh.
Current Events
The Deathly Shadow now lairs in a pool of her own tears
within her sunken citadel beneath the Dells, weeping over Frondellow’s Rise
her lost treasure hoard. Her acidic tears flow through
the waterways of Khoor, poisoning the entire realm. She At the foothills of the Skycutter Peaks the land rises
bides her time in an out of rageful fits, hoping her minions forming a drier but still wet and thick upland forest. This
can find a way to transform her into a dracolich, a state region, called Frondellow’s Rise. The woodlands on the
which the great dragon believes will release her from the Rise grow denser and denser toward the center, becoming
Shardscale blight. nearly impassable at the heart. At that point, folk refer
to the circular forest as Frondellow’s Grove. Creatures
Notable NPCs there are hostile to those who serve the draconic order of
The following NPCs can be found in Nycthias’s Citadel. any true dragon, seemingly knowing the true ruler of any
Nycthias. The Deathly Shadow herself weeps here, creature that steps foot within the grove.
though barely lucid, she attacks any creature that comes Frondellow’s Grove centers on an enormous freshwater
within range of her acid breath, the only exemption being lake named Lake Frondellow. This water fills a circular basin
Took Narm, the kobold mage. that might be the caldera of a dead volcano, this is one of the
Sol Kono. A majestic bronze dragonborn archmage, only freshwater supplies in the whole of Khoor. In the middle
leads the Shadow Legion, using spells and magic items to of the lake, from a rocky island covered in other plants, grows
command them from afar and coordinate attacks. a titanic tree that calls itself Frondellow. This tree is so mas-
Brahm Kolg. A dual longsword wielding, muscled sive that it is a biome all its own, with a community of unique
dragaur gladiator commands the Shadow Legion in battle. flora and fauna to protect it. The tree is a conscious being
Took Narm. The kobold mage stays close to Nycthias, with an unknown origin, other than obviously being ancient.
who relies on the kobold to relay information and remind Frondellow. The people of Khoor believe Frondellow is
her of current and past events. Took has a secret desire to the tree that grows in the center of Frondellow’s Grove. It’s
kill Nycthias and rule the realm, though they dare not share a tree so massive it boggles the mind. Like a lofty moun-
this desire with anyone else. Nycthias’s minions are loyal to tain, it has its own weather, which changes at different alti-
the dragon but Took hopes to slowly degrade that loyalty by tudes. Frondellow’s enormous limbs support other environ-
giving the dragon false or embellished information. ments, too, from broad, mossy meadows and snowy high
branches with thin air to ponds, streams, and waterfalls.
A spirit that could be called Frondellow inhabits the tree
Adventure Ideas
from its icy crown to roots that twine down into the Boiling
The following adventures are linked to Nycthias’ Citadel. Lands. The spirit can speak, influence the dreams of those
Slay the Dragon. Many in Khoor fear the Deathly sleeping under its boughs and exert its will over the area.
Shadow, believing that the current state of Khoor is Some sages believe Frondellow inhabits the entire forest
thanks to the dragon’s magical effects. There have been on Frondellow’s Rise. Others say the tree has influence across
calls for brave warriors to seek out the citadel and slay Khoor. If true, either claim means countering or destroying
Nycthias, and hopefully bring an end to Khoor’s suffer- this entity would be a titanic task. One thing is for certain:
ing. This has been an ongoing discussion throughout the no dragon, including Nycthias, has ever entered the grove. It
realm over the past few centuries, but none have yet to remains the only area in Khoor, and perhaps one of the few in
brave the sunken halls of the Deathly Shadow. all of the Five Realms, untouched by the Age of Desolation.
Chapter 2: Khoor 45
Cultures
Frondellow is more than the tree and its spirit, though.
The tree and spirit’s seeds exist in countless other organ- Adventure Ideas
isms. Countless plants and beings have connections to The following adventures are linked to Everglen.
Frondellow in a way that leads to questions about whether Harvest Peat Moss. Joycellen asks the characters
they’re separate creatures or part of a hivelike conscious- to harvest several pounds of peat moss from a bog
ness. Insects, arachnids, and beasts, some with plantlike near Bridgeton. It seems to be the only viable way to
qualities, listen to Frondellow. incubate the remaining emperor snail eggs.
Kobold Aggressors. Joycellen complains that
Monsters several kobolds from the local grobb mine have often
More monstrous beasts find themselves obeying pestered her. During their last visit, they hinted at
Frondellow when on the Rise. The tree has mold-animated trying to kidnap Jewel.
corpses at its command that roam the grove atop the rise.
Purple Worms. These gargantuan worms prune Fron-
dellow’s dead roots, making way for new ones to reach out. Arooka Mine
Located in the north of the Everglen region, this silver
Everglen Forest mine also produces the scarce and valuable grobb. Several
Large oak, elm, and ash trees, along with conifers, grow silver veins still exist, and the mine has become a satellite
in the Everglen Forest of the Everglen region. These for Queen Volga, the dragonborn from the Silt Flats.
trees have adapted to the harsh environment, making The mine is protected by rotating shifts of workers, many
them perfect building material for homes, ships, and the of whom are not trained in combat. As a result, worker loss
timbered tiers of Pomus Point. The southern edge of the is high when bandits or creatures from the forest attack.
forest is now several acres of decaying stumps, the remains
of timber logged by Pomus Point. Deeper within the forest Current Events
and to the west, located near the shores of the Sour Sea, Currently the mine is used for grobb farming as a
is the Arooka Mine, where a faction from Queen Volga garrison of Queen Volga’s workers farm precious grobb,
harvests grobb from the decommissioned silver mine. shipping it to the Silt Flats by sailing vessel or carts pulled
by beasts of burden.
Cultures
Most people in Everglen are cautious but polite. Villages Notable NPCs
typically welcome newcomers, especially if they have The following NPCs can be found in Arooka Mine.
useful items to trade. Crime is prevalent in the larger Portak Pooth. This blue kobold leads the garrison and
settlement—everyone is striving to survive in this realm, is foreman of the mine. Portak is currently in poor standing
some choose to do it illegally. with Queen Volga as many of his recent shipments have
been stolen by pirates.
Notable NPCs
The following NPCs can be found in Everglen. Adventure Ideas
Joycellen Mares. Joycellen Mares, a Small-sized The following adventures are linked to Arooka Mine.
dragonborn anthropologist and druid, lives a happy, Grobb Heist. A particularly lowly figure
solitary life in a small house in the northern Everglen approaches the characters while in the vicinity of
Forest, where she has built the Emperor Snail Museum. Arooka Mine. He’s heard of their specialized skill sets
Her life’s goal is to resurrect the snails from extinction. and he wants to hire them to infiltrate Arooka Mine
Joycellen has several snail eggs, kept safe in stasis jars— and steal a batch of grobb that he intends to use to
magical jars that keep the contents from aging if the lid is leave Khoor once and for all.
closed. Her attempts at incubating the eggs have failed,
except for one. Joycellen named the snail Jewel; it has
grown to Medium size and follows her wherever she goes.
Joycellen believes the secret to the snail’s success was
the peat moss she hatched it on, peat moss she acquired
during an expedition to locate old emperor snail
breeding grounds.
Joycellen seldom tells the story of when she located the
lost Barstow Tower. She doesn’t want others to learn she
found the tower; fearing being asked too many questions
and her work being interrupted. Though, if asked, she may
be inclined to reminisce about that time.
Chapter 2: Khoor 47
sections in the interior and floors. The ruined structure
Harro is often used by explorers or travelers as a safe harbor
The village of Harro is built along the shores of Pomus during their adventures, though they receive little rest as
Point Lake in Everglen. Villagers have found a unique use several members of the Krakow family now lurk in the
for the constructed lake, using it to farm blightwater clams. dark recesses of the building. Eugenia’s private study, a
Explorers visit the village to purchase blightwater clams to hidden room on the third floor of the mansion, is still intact
use as water purifiers during their travels, while others buy and contains a book titled Lichdom, which would certainly
them just to have clean drinking water. interest Nycthias.
History History
Pomus Point Lake, on which Harro has been built, was Over the years, the mansion and lucrative business was
created from years of the town of Pomus Point harvesting passed down through the generations until the last heir
soil to create their raised village. Pomus Point Lake is a died several decades ago.
shallow lake, no more than 5-feet deep in most places. Eugenia Krakow, once a resident of the mansion,
Around one hundred years ago, the small village of Harro took no interest in mining peat moss, she left that to her
was erected when a swamper by the name of Harrowon brothers. Instead, Eugenia enjoyed studying necromancy
Sickleblend discovered a small colony of blightwater clams and secretly performed resurrections and undead
in the shallow waters. animations on workers who had gone ‘missing.’
Current Events
Piccolo Point The mansion was originally built on a large island, but
What was once a beautiful Everglen city filled with recent events have caused the island and the Krakow
entertainers and musicians before the Age of Desolation family cemetery, where nearly a hundred Krakow’s were
is now a ruined waypoint for travels, adventurers, and buried, to sink. With the cemetery soil now softened, many
cutthroats. The small village, if one can call it that, caskets have risen from the ground, some floating near the
provides entertainment, food, and lodging—and is one of mansion, others trapped in the muck, while even others
the few places a person can buy and sell grobb on the black have opened, releasing the undead inside.
market, though one needs something valuable to trade, and
to be careful with whom they speak. Monsters
One of the unique dangers of the Grand Bog are the giant
Notable NPCs
archer fish.
The following NPCs can be found in Piccolo Point. Giant Archer Fish. These giant fish have the ability
Hidelson Tug. An obnoxiously loud bard who leads this to shoot jets of water from their mouth with pinpoint
village. Hidelson also runs the grobb black market. accuracy. The fish use this ability to knock unsuspecting
Tarlooni Meffog. This black dragonborn runs the prey into the water. The fish is large enough to swallow
local inn aptly named The Black Tallon. He often recruits anything up to a Medium-sized creature. Once it has
adventurers passing through Piccolo Point for grobb caught its prey, it quickly swims away.
hunting missions. Undead. Now that the caskets have floated to the
surface, there are many undead including zombies,
skeletons, wraiths, ghouls and ghasts that haunt the area.
Toadmouth Bay
Toadmouth Bay is the only remaining active seaport that Adventure Ideas
services and builds sailing vessels. The larger ships are used
The following adventures can be linked to Krakow
to transport goods along the western coast of Khoor. Fishing
Mansion Ruins.
vessels leave for week-long excursions to the cleaner waters
Undead Rising. The characters encounter a group
at the southern tip of Khoor, near the coastal edge of The
of wandering ghouls, skeletons, and ghasts while ex-
Slog, staying clear of Shiphold and its unruly citizens.
ploring near Krakow Mansion. With further investiga-
tion, the characters can discover an interplanar trave-
Krakow Mansion Ruins ler has recently taken residence in the mansion and is
practicing necromancy to build a legion of undead. She
Nestled on a small island along a large area of peat moss plans to begin invading nearby settlements very soon.
in the Grand Bog, Krakow Mansion was built by Boris Eugenia’s Study. The characters encounter a group
Krakow centuries ago. Boris and his family started a of the Nycthias’s Shadow Legion exploring the mansion,
business farming peat moss, drying it, bundling it, and searching for Eugenia’s hidden study and the book
then selling it to other parts of the greater realm, providing on lichdom.
them with coal-like fuel.
Krakow Mansion still stands, though the acid rains
have corroded holes in the metal roof, creating weak
Adventure Ideas
The following adventures are linked to Quelt.
Quelt Test the Swamp Weasel. The Wildwhites haven’t
A medium-size island between the large Grand Bog and the been able to truly test their Swamp Weasel. They
river harbors the small village of Quelt. This small village simply can’t find anyone from the village to volunteer
was built around a ruined mansion which fell to ruins during to give it a proper test. They offer the characters a free
the Age of Desolation. The villagers are friendly to outsiders, charter to any place within a hundred miles to give the
offering them food and shelter if needed. vessel a real test.
History
The small village of Quelt once built grand paddlewheel Sawgrass Sea Villages
boats. These large ships, powered by humanoids who
There are three villages that dot the Sawgrass Sea.
worked hand cranks to spin the paddlewheels, were
Soterpose. The small village of Soterpose is located
floating hotels with decorated rooms, pristine kitchens, and
on the southern edge of the Sawgrass Sea. The village
luxurious dining areas. Bart Quelt, the fabulous inventor
acquires food and necessities by trading with other villages.
who invented the paddlewheel boats, used his newfound
Their main resources are the abundant alligators and
fortune to build a grand mansion along the river, on the
constrictor snakes of the Sawgrass Sea, which they trade
outskirts of the town and near his paddlewheel factory.
with others for more exotic foods and items.
The three-story mansion is now partially submerged, the
Miderpose. This growing village is built on a small
first and second floor entirely underwater. Bart died in the
island in the middle of the Sawgrass Sea. Its resident’s
mansion while it sank. Some say they can hear old Bart
worship Kalnira, who frequently visits the village to lobby
yelling from inside the mansion, others say they can see a
against Nycthias. It is also where new recruits for Kalnira’s
figure walking about the second and third floors.
growing army are sent to learn the words of Kalnira.
Current Events
Esterpose. This is a ruined village built on an island
on the Northern edge of the Sawgrass Sea. Kalnira expe-
The factory still stands but is overgrown with creeping rienced resistance with the villages some time ago. She
vines and infested with dangerous reptiles and vermin. used the village as a training ground for new recruits and
A completed, now landlocked paddlewheel boat rests in burned it to the ground. Many of the ruins are haunt-
one of the factory’s workshops. The remnants of other ed, and the spirits within are eager to tell the story of
boats can be found near Quelt, crushed by vegetation and Kalnira’s destruction.
growing trees, or sunk in the swamp.
A local inventor, Bammi, has used her ingenuity, History
curiosity, and no small amount of help from her twin
Over fifty years ago the folk of the Sawgrass Sea were one
sister to invent a machine that rolls on wetland and floats
people, living a nomadic life off the land. The village of
on the swamp.
Soterpose was the first created little more than fifty years
The contraption, which they call Swamp Weasel, is a
ago with an off-shoot band of nomads finding a place
long, canoe shaped vehicle constructed of bamboo and
to settle that had an abundance of food sources. At first,
balsa wood, making it extremely buoyant and light weight,
Soterpose was a tent city with every intention to move on
albeit vulnerable to acid. Attached to the canoe are four
when the game hunting faltered. However, over time the
oversized wooden wheels with slats and fins, similar to
game has stayed a viable resource and the folk of the village
large paddlewheels.
have created more permanent structures and settled.
Each wheel is powered by a set of foot pedals, which
Not long after, the folk of Esterpose attempted to follow
the occupants in the canoe shift with their feet. Springs
suit and settle on their island, though their time here was
and gears then transfer the kinetic energy to the wheels,
short-lived.
propelling the canoe over land or water.
The coming of Kalnira established Miderpose, the final
The canoe can hold six passengers and a driver, who sits
village in the Sawgrass Sea. They saw Esterpose as an
on a perch behind the occupants, using levers to steer the
easy target with little value to offer, unlike the bountiful
contraption’s wheels.
Soterpose to the south. Miderpose laid waste to Esterpose
and left the village in ruins.
Chapter 2: Khoor 49
Current Events History
The folk of Soterpose live in fear that should the game in The Dead Wood is ancient and predates living memory. It
the area become less bountiful, they would become the has not only survived through the Great Abjuration, but
next target for Miderpose. Soterpose fears the fate of their also the Age of Desolation. The wood once teamed with
easterly cousins. As such they have secretly been gathering live game and edible fruits, but has since embraced the
and creating weapons and defenses of late. coming of the Nycthias’s desolation like thirsty tree roots.
The rising swamp waters have made the Dead Wood more
Adventure Ideas deadly over time, earning the wood it’s dreadful name.
The following adventures are linked to the Sawgrass
Monsters
Sea Villages.
Defend Soterpose. The characters happen upon There are many dangers that come from entering the
a group of hunters from Soterpose engaged in a battle marsh-like Dead Wood.
with a large alligator or constrictor snake. If the charac- Wil-o’-Wisps. These luminescent beings dance along
ters help, the hunters invite them to Soterpose for food the perimeter of the forest, luring curious passerby deeper
and rest. They may also tell stories of Kalnira. Here they into the Dead Wood.
advise the characters of an expected raid by the folk of Bog Witches. The hag-like bog witches and their
Miderpose and request they help defend the village. harpies dwell deep within the Dead Wood.
Escape Miderpose. While traveling near the Leechwings. These bat-like creatures with tentacled
Sawgrass Sea, the characters come upon a group maws scour the realm at night in search of prey for their
of mercenaries—new recruits for Kalnira’s army in Lady in the Tower Erragath.
Miderpose. They immediately attempt to subdue the Necrotrees. The Dead Wood is riddled with necrotrees.
characters and hold them as prisoners in their village. The roots of the necrotrees act like tentacles, grasping
Here the characters may learn of Kalnira’s ambitions creatures and pulling them to the tree’s base. The roots
while attempting to escape. them pull the creature into the soft and soggy earth,
Bladefolk Hovel. The characters find a giant creating a cage it cannot escape. The tree then slowly
emperor snail’s jade shell. However, the shell is the digests the creature.
entrance to a hovel home for several bladefolk. The Ghost Moss. Ghost moss is a white hanging moss that
shell leads to an underground tunnel should the faintly moans and groans. Anyone touching the moss expe-
characters wish to explore. riences a memory of someone who died near its location.
Ghost moss often hangs from the branches of necrotrees.
Witches’ Beard. Witches’ Beard is a black, hair-like
The Dead Wood moss with dangling strands up to 5-feet long that grows
Located just north of The Slog, the Dead Wood is a place on tree limbs. A creature touching witches’ beard may be
of evil and necrotic magic. Children and travelers are subject to necrotic magic, suffering the effects of spells
warned to steer away from the Dead Wood. Desperate like chill touch, fear, vampiric touch, or ray of sickness. Brave
hunters often stray too far into the Dead Wood, or are souls search for witches’ beard along the Dead Wood’s
lured in by will-o’-wisps and are never seen again. perimeter, harvesting it to wrap around or infuse with
Tower Erragath. Near the center of the Dead Wood weapons and ammunition.
stands the lonely tower of Lady Lillian Erragath, a black
dragonborn inflicted with vampirism. The lady was once Adventure Ideas
a noble in the realm, but after her vampirism set it, she The following adventures are linked to the Dead Wood.
constructed a tower in the center of the forest. She fed on Save the Boy. The party witnesses a small
deer and other game that would frequent the wood to sate humanoid boy walking in the forest, following a will-o’-
her blood lust. Since the Dragonrage, the lady’s hunger has wisp. If the characters attempt to rescue the boy, they
become difficult to control. The newly adapted creatures are caught in the Dead Wood and must battle through
of the realm taste bad. Unable to satisfy her hunger, its dangers to escape, possibly becoming lost within.
Lady Erragath controls a number of leechwings to find Bog Witches. The party witnesses several
her decent prey. When they find a host, these creatures humanoids harvesting witches’ beard from a tree along
latch onto a body, ingest its blood, and then return to the forest edge. One of the humanoids falls prone after
Lady Erragath’s tower where she feeds on the leechwings, touching the necrotic moss. If the characters rush to
devouring them whole. help, the necrotrees come to life, attempting to drag
the characters and others into the woods for the bog
witches to capture.
Investigate Erragath. A traveling merchant
approaches the characters, saying that he was attacked
by bloodsucking bats that fled into the Dead Wood.
He suspects they fled to the tower at the wood’s center.
These bats have been causing him problems over
the past few months and employs the characters to
investigate the tower and eradicate them from the area.
Chapter 2: Khoor 51
"Nyben’s a charlatan. Get your grobb from me!"
- Magnus Book
Bitter Lake
Traversing the large lake in The Bitters region is hazardous
due to the many predators hiding under the water and
along the shores of the Bitter Isles. The largest threat being
the black dragon Klaltaku.
Once a popular vacation destination, now the lake and
isles are unused. Ruined hunting and fishing lodges stand
dormant, small leisure manors stand withered, while
sunken sailing vessels lay along the shores and below the
water, each now a fabricated skeleton with a story to tell.
Notable NPCs
The following NPCs can be found in Bitter Lake.
Notable NPCs Klaltaku. An adult black dragon inflicted with a
dormant Shardscale affliction, which has entered his mind
The following NPCs can be found in and around Arinok. but not yet showing on his body. Klaltaku constantly tears
Magnus Book. Once a scout for the Nycthias’ Golden at his wings, making them useless, appearing as ragged
Garrison, Magnus has always been a bit of an individual, flags. The dragon is mostly aquatic now, swimming about
preferring to work alone rather than in the large groups the large lake for food, though his favorite morsel is grobb,
like the other members of the Golden Garrison. When he which is found on several of the interior Bitter Isles.
learned he could make his own fortune stealing grobb and Bitter Ghosts. A group of humanoids living along
leading travelers through the dismal lands and underworld the outer shoreline of Bitter Lake. The Bitter Ghosts have
of Khoor, he set off on his own. Many members of the perfected camouflage, wearing oversized burlap capes and
Golden Garrison have different feelings about Magnus. cloaks with peat moss growing on them. When not worn,
Depending on who characters speak to in the garrison, one these items are laid on patches of soil and are watered,
might hear stories of the kobold’s bravery, certain death, allowing the vegetation to grow through the burlap. Not only
incompetence, and individualism. does this vegetation provide camouflage but it also provides
Magnus has a small lair deep in the underground the wearer with a layer of protection against acid rain and
caves, far from the grobb farms under Arinok. To date, no helps to mask their natural, humanoid scent.
one has been able to find the kobold’s lair. While surface Calling themselves the Swamp Ghosts, the bandits wait
dwellers don’t mind dealing with Magnus. He can often be in hiding until their prey is within reach. Stealthy scouts
found in the lands surrounding Arinok, keeping close eye locate travelers or animals near Bitter Lake, then relay this
on goings-on in the grobb farming town. information to the rest of their clan who create an ambush
area ahead of the travelers or prey.
Adventure Ideas They seldom cross the lake due to the danger, but when
The following adventures are linked to Arinok. they do, they cover themselves in crocotoad oil to dissuade
Magnus’ Bounty. While surface dwellers don’t mind preying carnivores.
Magnus, Queen Volga despises the thieving kobold. She’s
lost a good fortune to Magnus and wants him found and
returned to her alive to face public punishment.
Bitter Isles
Bitter Expedition. Queen Volga recently sent a Three large islands make up the Bitter Isles. These islands
team to explore the center island of the Bitter Isles for are 30 feet above the water table, which allows vegetation to
useful treasure. They haven’t returned and she would thrive. Several cave openings on the isles lead to underground
like the characters to investigate. She explains the his- sources of grobb. Many grobb hunters have crossed the lake
tory of Bitter Lake and the Bitter Isles, but she doesn’t to harvest from the isles, but very few ever return home.
reveal information about the area’s threats. The fate of Magnus Book (see Arinok Notable NPCs) being the exception,
the original expedition isn’t important, but she would who has pilfered the grobb caves several times. Perhaps Mag-
like more treasure for her growing hoard. She also isn’t nus has made a deal with Klaltaku, providing the dragon with
concerned about the adventuring party. She knows the fresh grobb in exchange for safe passage across the lake.
black dragon Klaltaku resides in a cave on the isle. If Klaltaku, an adult black dragon, lairs in a small cave
the party destroys the dragon, she gains access to the located on the centermost Bitter Isle. Here, he has access to
rich grobb fields on the islands. If they perish, it’s no an underwater exit and a large patch of grobb, though the
loss to her. latter is often in a constant state of regrowth since Klaltaku
often licks the underground field clean.
Chapter 2: Khoor 53
Barstow Tower Bindershot
For centuries, explorers have been searching for Barstow Bindershot is a small village built high in the limbs of giant
Tower. This ruined tower barely emerges from the water cypress trees, its dwellings and small shops built upon
wastelands in the Bitters. It holds many treasures and dan- platforms secured to their thick limbs.
gers inside for those either brave or foolish enough to enter.
Cultures
History The village is governed by a three-member council. When
Lord Byron Barstow, a nobleman during the time before the issues arise, the three members vote, with a simple majority
Dragonrage, adored art and unique handcrafted creations. vote deciding all issues.
He found wonder and amazement within the images, furni- Explorers entering Bindershot are greeted warmly. It
ture, and pottery that others did not. He filled his tower with isn’t often that the village sees new faces. The villagers
unique masterpieces, each coveted by investors, explorers, request stories and news about the greater realm and are
and collectors. Lord Byron also held a collection of rare always interested in trading for new things.
books, some discussing the topic of undeath.
Many years ago, a humanoid explorer named Joycellen Adventure Ideas
Mares unexpectedly located Barstow Tower while
The following adventures are linked to Bindershot.
searching for emperor snail mating regions. During a fierce
Swallowed Council. The family of Jonah Minx,
acid rain storm, she found shelter in the top of a nearly
a council member swallowed by the giant crocotoad,
unnoticeable, vegetation covered tower peeking out from
ask the characters to hunt down the beast. If the party
the wetland.
finds the massive crocotoad, they notice movement
The tower led down, before reaching the waterline that
along the walls of its stomach. Jonah is still alive,
prohibited further investigation. Along the exposed walls
surviving from potions of healing and acid resistance he
she found three jade carvings depicting giant emperor
carried in his shoulder satchel.
snails, each as large as a piece of parchment.
Realizing what she had found, Joycellen quickly drew
a map, but left off the final location of the tower entrance, Shiphold
which she would have marked with a bold ‘X.’ Instead, she
took out her serrated dagger and painstakingly chiseled the Shiphold is a ragtag town frequented by traveling bandits,
final piece of the map onto its blade. escaped prisoners, and villains seeking a haven. Located in
Sadly, Joycellen lost the map, serrated dagger, and jade the southwest of The Slog, Shiphold is a town constructed
carving during her return trip, being mugged in Bridgeton. from marooned sailing vessels of all shape and size, some
She never tried to return to the tower. Instead, she devoted nestled together to form a burrow, while others connected
her time to her research of emperor snails. by swinging bridges, covered walkways, enclosed
hallways, or raised wooden walkways. The larger ships are
equivalent to city blocks, containing merchants, eateries,
Adventure Ideas and even sleeping quarters for travelers or long-term
The following adventures are linked to Barstow Tower. homes for bandits. Each of these is governed by a person
The Map. Joycellen’s map leading to the tower is appointed by Hogus Bath, the red dragonborn captain of
now in three parts, and the dagger is presumed lost, the most influential bandit company in town, The Spears.
though it is currently held by Faith and Bryan Reid in
Bridgeton at their shop Sully’s Salvage. The characters Cultures
hear rumor of this map and its three pieces and can Anyone visiting Shiphold had better keep a hand on their
find clues that eventually lead them to Barstow Tower. valuables, as thievery and pickpocketing are allowed
• Magnus Book holds the first piece of the map and and commonplace. Hogus even turns a blind eye toward
has concentrated on searching the areas below the murder. This is a town of cutthroats, thieves, and villains.
emperor snail museum. Status within Shiphold is displayed by the number of gold
• The second piece of the map, which is an interesting crowned teeth a person has, displaying their experience and
drawing of Bridgeton, hangs on the wall of a tavern worth. Jade crowns, fashioned from the shells of emperor
in Bridgeton. No one realizes what it is, only that the snails, are extremely rare, given to a person only by another
art is interesting. It’s a great conversation piece. ”greentooth”—someone sporting a jade crown themselves.
• A garrison of the Shadow Legion has the third piece Greentooths are the most prestigious scum in Shiphold, their
of the map and has established a tent-filled camp of deeds known throughout Khoor and beyond.
workers who search and excavate the ground near a
small, subtle whirlpool.
• Joycellen’s dagger is located in Bridgeton at
Sully’s Salvage. The Bitter Ghosts are just a rumor.
- Salar Grimm, missing adventurer
Notable NPCs
The following NPCs can be found at their respective
swamp spire.
Inoshi. Couatl of the southern spire, Inoshi, awakened
from suspended animation when Uked, another of her kind,
died in fighting Nycthias, the realm’s ruling dragon. Inoshi
then cautiously left her spire in humanoid form to learn
what was happening in the realm. She sensed the turmoil.
Her wariness derived from her preternatural knowledge of
Uked’s death and sense that her sister, Mormi, was in dan-
ger. Over the past five hundred years, she has not been able
to find Mormi with scrying, and she keeps her slumbering
mate, Tlape, informed with dream magic through a dream-
space connection. Inoshi travels the swamps and mires in
humanoid form, pursuing information and organizing help
for those suffering in the Age of Desolation.
Chapter 2: Khoor 55
56 Arora: Age of Desolation
Chapter 3:
Mogsturma
57
Ruling Dragon
Toroshivar, the Crimson Doom, is an ancient red dragon
who is being driven mad by the Shardscale. The infection
led the dragon and her kin to lay waste to Mogsturma’s
cities and towns during the Dragonrage over 500 years
Some life remains, however. The volcanic soil is rich, ago. The great dragon lives in the king’s hall in the Fortress
and several varieties of hardy plants have thrived in the of Huroda, the last great bastion of its defeated enemies,
environment. Most have toxins, spines, or other defense surrounded by an army of dracokin and religious zealots.
mechanisms against predators, but many are edible if Toroshivar is powerful, brash, and arrogant, acting first
handled correctly, and some have unique alchemical and then thinking later. This, combined with her malady,
properties. Similarly, reptiles thrive in the conditions, and has made her dangerous indeed. All of the dracokin
several dozen lizard varieties have been catalogued, along that aligned with her are trying to not only survive the
with some snakes, scorpions, and a few species of beetles Shardscale plague, but also the madness of their queen.
and other crawling insects. Most notable are the ostrich- Toroshivar’s infection has advanced to the point where the
like Sahali, a species of omnivorous raptor-like dinosaur crystal growths cover nearly a quarter of the dragon’s body in
that grow to over eight feet in height and hunt in packs. strange reaching patterns. The right side of the dragon’s head
is littered in clusters of spiked protrusions, coving her eye
in a glasslike half mask. The dragon acts normally, if a little
erratically, most of the time but occasionally seems to twitch
or stare for a period, her speech and movements changing to
"Don’t go there! Mogsturma’s an awful, gods-forsaken realm." an unusual rhythm. Soon, the Shardscale will take complete
- Nyben, Grobb Smuggler control over Toroshivar’s mind and body and begin to spread
and build its zombie-like army masses to attempt complete
domination over Mogsturma. After Mogsturma, Toroshivar
will undoubtedly turn toward Arora as a whole.
Chapter 3: Mogsturma 59
Denizens of embedding shards of obsidian in their flesh, which serves
as gruesome status symbols amongst the clan—the greater
Mogsturma number of shards the more prestige. The most powerful
and hardy of their warriors clatter as they move, their
implants rippling in stride.
While the lands of Mogsturma are hard and fire-ravaged
More than half of the tribe is infected with Shardscale,
places, humanoids, dracokin, and other species have
making them emotionally volatile and prone to dragonrage
managed to adapt to the hellscape that it became following
outbursts. The tribe is predominately found at the Fortress
Toroshivar’s Dragonrage torment.
of Huroda.
The Darkstalker Tribe. Dull brown in color, the
Dracokin Darkstalkers are the antithesis of the Bloodclaws and
are considered cowardly by the other tribes. Careful and
Outside of the kobold tribes, and the rare individual
cunning, the Darkstalkers rarely engage in direct conflict,
dragaur or dragonborn, a majority of the dracokin in
instead specializing in traps, ambushes, and archery.
Mogsturma serve Toroshivar.
Like the other kobold tribes, they innovate with poisons,
mechanical traps, and deadfalls, but operate in small
Kobolds groups to lure foes into treacherous situations. They are
adept at using natural hazards, such as pyroclastic flows
The kobold tribes of Mogsturma are disorganized or poison gas vents, to their best advantage. Darkstalkers
and constantly fight amongst themselves in a complex hunt the mountainous regions around Garamount at night
hierarchical game to establish dominance over the other or through their tunnels, seeking to present high-value
tribes. While this rarely leads to more than harsh words prisoners or kills to the dragons as tribute. The tribe does
and the occasional skirmish, it has resulted in a dangerous not currently align with any other tribe, and often take the
arms race, pitting kobold against kobold. Each tribe seeks side of whichever force best suits their current needs.
to develop the next new weapon or innovation to gain the
attention of the more prestigious dracokin, or the dragons
themselves. Other Mogsturmians often bear the brunt of Humanoids
this experimentation. Mogsturmian humanoids have etched out harsh lives in the
There are as many as a dozen or more kobold tribes fire-blasted realm since the Dragonrage plunged it deep
in the realm. Some maintain independent enclaves, while into the Age of Desolation. A majority of humanoids who
others attach themselves to dracokin clans. A few of the have not settled in the stronghold of Garamount tend to be
smaller tribes band together for security while maintaining nomads, wandering and surviving the scorched environment
tense alliances. However, all come at the dragon’s call, and — not to mention Toroshivar and her followers.
all work in Toroshivar’s service, filling roles as messengers,
scouts, and skirmishers.
The Vomitfang Tribe. Predominantly grey-brown in Nomads of Mogsturma
color, the Vomitfang kobolds specialize in incorporating poi- While most of the folk of Mogsturma call one of the
sons, acids, and other dangerous substances in their weapon locations below home, some are not tied to a location at all.
designs; the Vomitfang were the tribe that developed Bang These nomads have their own unique cultures.
Stuff (see Weapons and Items). They are predominately The Sara’Thuali. The Sara’Thuali are true nomads
found in the North Plains region of Mogsturma. of Mogsturma. This tribe has tamed sahali, large raptor
Their tribe’s name comes from their tendency to poison dinosaurs that they ride swiftly through the realm; always
their fangs for battle, which invariably leads to at least some on the move, always one step ahead of the Toroshivar’s
self-poisonings. They produce some of the most insidious raiding dracokin. The tribe shelter in specially created
traps and weapons in all of Mogsturma. Many employ tents designed for rapid erection and striking, covered with
Vomitfang poison spitters, acid sprayers, and boomballs in ash- and dirt-encrusted hides—the perfect camouflage
defense of their settlements and strongholds, if they’re brave when correctly arranged. Even skilled trackers could wan-
enough to risk the flesh-melting consequences. der close and never suspect that a small cluster of hillocks
The Bloodclaw Tribe. Generally reddish-orange in was actually a Sara’Thuali camp.
color, the Bloodclaws pride themselves on being the most The Sara’Thuali wear tan robes and swathes of cloth
draconic in appearance and temperament of the tribes. wrapped tightly around their exposed skin. They protect
They are avid followers of Toroshivar. Bloodclaws are the their eyes with glassy lenses, and the lower portions of their
most martial, volatile, and violent of the tribes, offsetting faces—and those of their mounts—with crafted masks.
their natural timidness with an alchemical concoction called Often decorated as fearsome beasts (though never dragons),
firebreather that incites rage when imbibed. The long-term the masks serve to filter out toxic gasses, ash, and sand as
effects of firebreather include mental degradation and the tribe ranges widely across the realm. As nomads, the
psychosis, but while under the effects the kobolds become Sara’Thuali are primarily hunters, and are highly proficient
fearless and gain improved physical capabilities. with bow and spear. The tribe has untold knowledge of the
The Bloodclaws craft claw augmentations out of terrain and denizens of Mogsturma.
obsidian; Bloodclaw warriors favor the use of these over Historically, the Sara’Thuali tamed wild sahali and
most other weapons. They also augment their bodies by have a strong oral history replete with tales of cunning
Chapter 3: Mogsturma 61
Environment Smoke and Ash. Smoke and ash are ejected into the air
by eruptions, as well as from burning flammable materials.
Mogsturma always has a general ash and smoke haze,
The blasted lands of Mogsturma are a hellscape of
which is irritating but not harmful to creatures. However,
environmental dangers stemming from the extreme heat
on occasions where thick smoke or ash fills the air in
and increasing volcanic activity. The foolish or unprepared
clouds, due to a nearby massive eruption or significant fire
leave bleached bones as the only sign of their folly.
for example, the substance can begin to choke creatures
Extreme Heat. The barren land is scorched with heat
(see standard 5th Edition Suffocating rules) unless they can
every day, sapping moisture and strength from the creatures
escape the area of effect. If they are unable to escape the
of Mogsturma and the land itself. The hard-baked earth
area before they suffocate, they die.
radiates the trapped heat, offering no respite even in the
Toxic or Corrosive Water. Despite its heat,
shade of rocky outcroppings or makeshift cover. During the
Mogsturma does experience rains, and has rivers, lakes
day, the temperatures can rise to over 120°F (50°C), burning
and other waterways across its breadth. However, due
the unprotected flesh of creatures and subjecting them to
to the heat and volcanic activity these water sources are
heat fatigue and exhaustion until they eventually collapse.
often hazardous. In all cases, the water is warm and tastes
The night temperatures drop to more comfortable levels,
sulfurous. There is little to no pure water in the realm. At
but the innate heat of the land keeps it from ever becoming
worst the minerals ejected into them cause them to become
cold. Average night temperatures are around 77°F (25°C).
corrosive or toxic.
Hostile Plants. Most of the surviving plant life in
Dangers & Survival Mogsturma have adapted to the heat and dangerously
As well as the above weather conditions, Mogsturma has a acidic water. Most have some form of defense against
myriad of other environmental dangers that characters, and unwary wanderers or herbivores. Knowledgeable or astute
other denizens of the realm, must deal with as a day-to-day creatures can identify hazardous plants and avoid them or
occurrence if they hope to survive the harsh hellscape. bypass their defenses. See the Mogsturma Hostile Plants
Eruptions. Volcanic eruptions are common in sidebar for some examples.
Mogsturma. While most of the active volcanic areas
are known and highly visible, it is not unheard of for an
otherwise stable areas to crack and spew forth magma. Survival Tactics
When this occurs, it is usually preceded by several minutes
Mogsturma’s blasted lands are so hostile to life that
of tremors (see Earthquakes and Avalanches) and venting
any creature not adapted to the environment struggles
volcanic gasses (see Gas Vents). Eventually the earth spews
to survive. Each moment challenges the inhabitants of
forth a magma shower.
the realm, forcing them to innovate or fall victim to the
Incendiary Projectiles. Eruptions can also eject rocky
predations of the local conditions and wildlife.
projectiles along with liquid magma. These can fly for
Shelter and Water. The volcanic wastes of Mogsturma
hundreds of feet if not miles in some cases, streaking across
have killed countless poorly prepared travelers. The heat
the sky to crash to the earth in a burning impact, setting
alone can be the death of any creature not adapted to it,
alight any flammable materials in the area.
but combined with the ash, smoke, and toxic air, as well
Pyroclastic Flows. Active volcanic areas eject
as dubious water sources, made the realm one of the most
slow-moving lava flows that follow the contours of the
inhospitable in Arora. Securing shelter and shade, and a
surrounding lands, pooling in the lowest areas and
source of relatively clean, potable water must be anyone’s
hardening once more. The flows are fastest near the source
first priority. Failure to meet these basic needs will kill even
(moving up to 20 feet per round) and slow as they cool,
the hardiest adventurer before Toroshivar and her servants
until they eventually harden into smooth rock once more.
become a threat.
Pyroclastic flows are easily avoidable by alert creatures,
Isolate and Use the Terrain. Large groups are not
but those caught unaware (such as sleeping) or those
only more likely to be spotted and attract attention, but can
that are trapped in an area with no egress can come into
make a tempting target for a flying red dragon’s dragonfire.
contact with the molten rock.
Travelers are wise to spread out and use the uneven
Gas Vents. Along with magma, sulfurous gasses are
volcanic terrain for cover, relying on riverbeds, rock gullies,
ejected from below the earth from the volcanic activity. A
or lava channels to move while out in the open. The old,
gas vent can spontaneously occur at any time, the smallest
subterranean dragon worm tunnels make ideal routes to
crack in the earth venting scalding toxic gasses into the
avoid many of the environmental dangers. Even these are
area. Gas vents can also lead to gas pockets where the gas
regularly patrolled by dracokin and are home to dragon
slowly builds in an area for some time before cooling yet
worms—nothing is truly safe in Mogsturma.
remaining poisonous.
Be Aware. Most of the local populations are aware of
Earthquakes and Avalanches. Tremors and
particularly dangerous regions; which rivers are corrosive
earthquakes are common in Mogsturma, often preceding
or toxic, where to find static gas pockets, and the most
an eruption.
unstable, active volcanic regions. Some folk sell maps
On sloped terrain, earthquakes — or even tremors if
identifying these areas, or act as guides for the right price.
the ground is highly unstable — can cause rockslides or
Foreknowledge is the greatest protection in Mogsturma.
avalanches of gravel and dirt.
Chapter 3: Mogsturma 63
Geography History
The fortress was originally a beautiful structure, with
Mogsturma was always a mountainous region, inter- sweeping arches and tall towers of pale stone augmenting
spersed with fertile plains, rivers and valleys. Little of its design. The walls were strong and high, but it relied on
that remains now. The volcanic activity has ravaged the advantageous terrain as much as any constructed defensive
land, killed off entire species of plants, and baked the soil work. The fortress folk reasoned that no landbound forces
into brick. The forests are burned out husks; scrub flora could mount an adequate attack across the mountainous
dot the cracked and broken plains. Some rivers still flow, surrounds—this false hope was their downfall. The dragons
fed by rare rains and bleak, ashy sleet that falls occasion- and dracokin not only defied the terrain but used it to
ally in the great peaks. Many of these arteries are dry, isolate the defenders from hope of reinforcement as their
while others still are toxic. Even the potable waters are assault shattered the construction.
not free from the taint of Mogsturma, tasting of acrid In the long years of occupation, the dracokin forces have
minerals dredged up from deep within the earth. rebuilt the fortress to their liking, using kobolds and other
Volcanism and pyroclastic flows are common, creating ‘lesser’ folk as workers. The arches are shattered, and the
rivers of molten rock that methodically scar the land. Over towers blackened and broken, now jutting like ragged teeth
time, Mogsturma’s geography has changed to fit the hellish into the sky. Volcanic stone and iron have been added to
sensibilities of its maddened ruler—Toroshivar. make the approach difficult and the walls a spiked mass of
blades and spears for attackers to impale themselves upon.
Everburning braziers of brimstone crown the battlements,
Important Locations emitting a choking haze of smoke that smothers the area.
The following sections detail some of the most important
and notable locations in Mogsturma. Cultures
Toroshivar and her dracokin now reside in the fortress.
Crimson Doom’s forces are organized by echelon in a
The Fortress of Huroda hierarchy of authority that culminates in a council of seven
This was once a stronghold renowned for its wealth and generals, who answer to Toroshivar alone. Each general
opulence—something that Toroshivar coveted greatly. When commands a legion of dracokin elite, and duties rotate so
Toroshivar was infected by the Shardscale and the Drag- that no one general gains too much glory or becomes too
onrage began, she amassed a force of dracokin and took entrenched in their power. Respect and paranoia keep
the fortress by storm. Once the hardy folk of the fortress
were routed, Toroshivar dug a winding tunnel through the
mountainside and into the treasure chamber. The dragon’s
minions now deliver tribute to add to the wealth already
accumulated by the fortress’s original owners.
Chapter 3: Mogsturma 65
claves. Earning the trust of one enclave does not automatically
Garamount grant equal acceptance with the others, but it carries weight.
Garamount is mostly underground, making effective Within the safety of their enclaves, the mountainfolk
assault difficult, and its specific whereabouts is obscured relax and take their ease, enjoying life as much as they
by a series of outer fortifications designed to appear as the are able. They tell stories, sing songs, and keep the
main complex, but laden with traps and rigged to collapse. memories and rituals of Mogsturma—as it was before the
Protected by the outlying garrisons, Garamount is Dragonrage—alive and bright. Headstrong mountainfolk
a large complex carved within a nexus of abandoned hope to return Mogsturma to its cultural roots after the
dragon worm tunnels. The central hub is an open cavern dragons have been overthrown.
with numerous elevated areas connected by rope bridges Lighting is mostly via lanterns filled with a locally
and wooden ramps that connect small inner-villages— sourced oil coerced from a hearty olive that thrives in
discrete communities managed by various clans. A dozen Mogsturma’s volcanic soil. Wherever possible and safe to
tunnels lead off in all directions, each guarded by a do, the mountainfolk carve cunning channels into the rock
massive wall and gatehouse. The fortress is defensible to allow natural light to penetrate the enclave. Despite
but offers easy escape in multiple avenues. While the their dire predicament, the mountainfolk are hopeful and
mountainfolk of Garamount view it as the last bastion determined to rid themselves of the draconic menace.
of humanity in Mogsturma, its inhabitants know that a
concerted effort by the dragon armies would overrun it Current Events
with a sustained assault. Most of Garamount’s efforts have been turned to resisting
Despite the overall coordination of the fortress folk, and striking back against Toroshivar’s dracokin forces;
each clan maintains their own unique mannerisms, military raids and surface scouting missions are common.
customs, and norms. Visitors might find the separation Those mountainfolk unable or unwilling to fight still
jarring, but clan identity within the larger community carry out valuable work, however. Mining continues, as
helps maintain stability and a sense of purpose. Some clans does exploration of the vast, mysterious underground
are more welcoming of outsiders and other clansfolk, while cavern systems of Mogsturma. Scouts and expeditions
others are more insular, requiring tolls to pass or even are regularly sent deep into the earth to track dragon
refusing entry entirely. Like all civilizations, politics and worm activity, search for signs of dracokin scouts, and
rivalries influence the population and its representatives— to survey for new resources, such as plants, minerals, or
the council of clan leaders—who administer the fortress. uncontaminated sources of water.
History Notable NPCs
Before the turning of Toroshivar with her onset during the The following NPCs can be found at Garamount.
Dragonrage, Garamount was a small mining operation and Speaker Renee Tirea. Head of the council of Gara-
nothing more. Set mostly underground, the Garamount’s mount, Renee is a middle-aged woman with iron grey hair
workers mined iron and copper. and looks more of a soldier more than a politician. She
The outpost had a service town on the surface, but most oversees the council adeptly but would rather be in the
of the complex was underground. When the dragon swept thick of the fighting than in vaporous council chambers.
north, the upper works were destroyed completely, but Elder Vranson Lee. A white-haired man in his late
dragonfire never found the mines below. As the dracokin years, he is still muscular and spry, with a ready smile and
razed the other cities of Mogsturma, Garamount became mischievous eyes. Vranson serves as historian, lorekeeper
a natural refuge. The extensive tunnels were widened and and—along with a handful of others—holds the secrets of
repurposed to become a permanent, fortified dwelling. making cinder armor, a special hide armor constructed of
carefully extracted and prepared dragon hide.
Cultures
Of the remaining humanoid cultures, the mountainfolk are Adventure Ideas
the most numerous, and the most scattered. The remnants
The following adventures are linked to Garamount.
of the stout defenders of the highland fortresses, the moun-
Scout and Scavenge. A young dragon has been
tainfolk have retreated to Garamount, the last remaining
seen scouting for a lair to the northeast, close to the
fortress, and its outposts. The mountainfolk travel between
Bremmer Vale. This will likely result in the eagle
Ga’amount’s outposts through tunnels where possible or make
riders hunting and slaying it, leaving behind its corpse
use of the deep ravines near the surface. Despite—or perhaps
as a message. The Garamount smiths can make
because of—their hardships, they tend to have empathy for
cinder armor from its hide if it is retrieved before the
travelers, and though accessing many of their enclaves takes
dracokin get to it. A small group could spy on the beast
time and trust, they are quick with supplies, advice and occa-
until it is downed, then quickly scavenge its remains.
sionally act as guides through some of the more treacherous
Clay Run. An expedition is being set up to retrieve
regions of Mogsturma. Individually, the various communities
clay for crafting ceramic shields. This requires a quick
police themselves and manage their affairs independently, but
journey to a nearby river tributary on the surface—and
each enclave’s speaker—an elected leader—shares an equal
exposure to the dangers above. The expedition needs
place on the council at Garamount, where quarterly moots
protection while they fill and cart the clay.
are held to debate and rule on matters that affect all the en-
Chapter 3: Mogsturma 67
eagle and rider is made stronger by the trials a would-be
Bremmer Vale rider must face. The duo’s successes bring glory, and their
Hidden deep within the mountains amongst the highest failures risk death. The eagle riders live and die by their
peaks is a valley known as Bremmer Vale to the locals. skills alone.
The land passes are almost impossible to traverse, and are Hunts are conducted in flights of multiple riders, and
littered with switchbacks, deadfalls, and unstable rock are the culmination of careful tracking and reconnaissance,
scree, making flight the only reliable means to reach the usually of lone, young dragons. A successful hunt leaves the
secluded place. The vale itself is hot but humid, as a nat- dragon’s corpse intact and highly visible to be found by the
ural spring emerges within, and the ambient heat causes dracokin. Deep spear wounds and brightly fletched arrows
a heavy mist to form. Unlike the rest of Mogsturma, the clearly mark the Fawesuma’s work. Any rider who dies is
sheltered vale teems with life and greenery not seen since left, and any rider that is downed fights to the death, taking
before the Dragonrage. their own life if necessary to avoid capture. No eagle rider
Within this hidden oasis is a small tribe of humanoids will give up the location of the vale, or their fellow hunters.
who share a symbiotic relationship with the giant eagles
that roost in secluded shelves and niches in the cliff walls. Current Events
The Fawesuma village is designed with cohabitation in The eagle riders are proud hunters and have never
mind; wooden buildings several stories high with perches accepted the draconic presence in Mogsturma, battling
and wide entrances on all levels are common designs. them at every opportunity. The tribe has always been
Bright colors and pennants decorate the community, who limited in number, being confined to the Bremmer Vale,
are free to do so without much risk of discovery. and the constant combat is taking its toll. Every few weeks
they lose a hunter or two, and many of the huts now sit
History empty and idle. The chief is considering ending their
The Fawesuma are the oldest human culture in isolationist ways and forming an alliance with the other
Mogsturma, and the first to encounter the Hrulgindar tribes, but overcoming generations of tradition is as great a
on their migration. They discovered Bremmer Vale— foe as any dragon.
named after the Hrulgindar word for a bird—as part of
the journey. The Fawesuma chose to settle there for its Notable NPCs
isolation, protection, and fascinating avian population. The following NPCs can be found at Bremmer Vale.
The early Fawesuma were fascinated by the giant eagles. Sheliah Amera. This fierce teenage girl is counted
Their hunters and shamans developed techniques to among the most skilled flyers in the village, and is a skilled
capture, tame, and raise the giant raptors. The Fawesuma hunter and warrior. With her companion eagle Herita, she
have a magical ritual of bonding with their charges that regularly surpasses all the other riders in contests of aerial
links a rider and bird, a closely held tradition that fosters speed and agility. She lacks dragon hunting experience,
an empathic link between bird and rider. The sacred ritual however, as the vale’s elders have deemed her too young to
accompanies a day of celebration and feasting as a young risk her life. Her impatience to join the fight is palpable.
would-be rider returns from a dangerous cliffside journey Chief Belderac. A short, powerfully-built warrior
with an eagle egg. garbed in leathers and bristling with weapons—spears,
javelins, axes, and a thick bow of petrified wood—presides
Cultures over both the village and the eagle riders. Perceptive and
From their hidden village within the remote Bremmer quietly spoken, he is an exemplar of honor and bravery for
Vale, the Fawesuma (“eagle riders”) raise their raptors his people.
to fulfil their life’s purpose—to hunt dragons. A hardy
and gruff folk, the eagle riders have perhaps the safest Adventure Ideas
existence in all of Mogsturma. Bremmer Vale is so remote
The following adventures are linked to Bremmer Vale.
and inaccessible, the only creatures that pose any real risk
Ritual Bonding. A flight of scouts have found a
are dragons. In the entirety of Toroshivar’s occupation, no
would-be eagle rider called Raltan that has fallen
invader has ever found their way to the vale. Unlike other
while climbing to retrieve his egg. While he must
Mogsturmians, the Fawesuma dress brightly in dyed fabrics
accomplish the task alone, it is not forbidden for the
and hides, adorn themselves with beads and feathers, and
climber to accept aid. If he is successful, Raltan invites
personalize their weapons—all in an effort to stand out to
his rescuers to bear witness to the magical bonding
the dragons and dragonkin. The eagle riders put value on
ritual—a high honor for outsiders.
bravery, glory, and daring—they stoically risking life and
Race Against Discovery. A lone kobold from
safety for honor and pride. They also prize this in others,
the Fortress of Huroda has managed to traverse the
and outsiders that display these traits will find a warm
passes and stumbled on the hidden vale. It uses deep
welcome amongst the eagle riders.
narrow ravines and tunnels to avoid the eagle riders
Eagle riders occupy a place of fame and respect within
as it escapes, hoping to achieve a place of honor for
the clan from the moment they claim their eagle egg. The
delivering this discovery. The wily creature must be
young rider must scale the cliffs of the vale and return
pursued across the dangerous terrain and intercepted
with a pilfered eagle egg to hatch and raise. The clan does
before it reveals the vale’s location.
not breed eagles, believing the ritualistic bond between
Chapter 3: Mogsturma 69
70
Chapter 4:
Prazzolar
71
entrance to the Pinnacle. Even once you find the entrance,
it could take days to reach its heart, where Bitingcold and
her loyal servants are entombed. Rachigyostiv herself
rests in stasis, in a sarcophagus of ice within a spherical
chamber at the heart of the pyramid’s interior. Smaller
chambers throughout the pyramid hold other entombed
vassal dragons, each within their own sarcophagi. The
Ruling Dragon temperature inside the pyramid is unbelievably cold, and
grows colder closer to Rachigyostiv’s sarcophagus. Upon
Rachigyostiv is a cautious, ancient white dragon who the threshold of the inner sanctum, it is cold enough to
believes in the power of playing the long game. This is why freeze a humanoid’s flowing blood.
Bitingcold opted to simply wait out the Shardscale infection Despite the incredible danger the inner sanctum
within the safety of her ice pyramid. While she slumbers in presents, the way leading to the chamber is also protected.
stasis within her frozen sarcophagus, her cold magic runs Traps, both magical and mundane, protect the true route,
rampant over Prazzolar. and a labyrinth of ice walls separates Bitingcold’s sanctum
The ancient white dragon’s current lair is the massive from the rest of the pyramid. The traps vary from falling,
pyramid of ice known as the Pinnacle. It is perched at the razor-sharp icicles to entire chambers that are flooded and
peak of a flat-topped mountain that reaches high above the then frozen solid. That’s not to mention the guardians who
clouds. The exterior of the pyramid, built from cyclopean seek to safeguard the dragon.
blocks of ice, is sculpted with arcane symbols that amplify
Bitingcold’s freezing magic and turn it into chronomancy,
shaping time itself. Within, nothing ages, and nothing dies.
Rachigyostiv’s Servants
Those dragons and servants who entombed themselves in Bitingcold has a wide variety of servants, from living
the Pinnacle are frozen in time, and will remain so until creatures that choose to serve her, to her own frozen
Rachigyostiv chooses to release them, or some catastrophic creations that obey the telepathic orders of their frozen
event causes the dragon’s magic to fail. master. The primary protectors of the Pinnacle are ice
From the outside, there doesn’t appear to be any obvious golems, huge chunks of ice sculpted into crystalline, bestial
entrance into the Pinnacle. The colossal blocks that make forms that patrol the ice labyrinth and further afield.
up Bitingcold’s resting place are sheer faces of ice. The true These golems can slow creatures in an aura around them
entrance to the pyramid is within the plateau upon which thanks to the crippling chill they emanate.
it stands. Only by traversing the caverns and tunnels of the Chill-o’-wisps drift throughout the caverns that lead
mountain’s crystal-filled interior can you reach the guarded to the Pinnacle’s entrance—pancake-sized snowflakes
Chapter 4: Prazzolar 73
Environment their communities are mostly unexplored, it’s clear that
they delight in the slaughter of humanoids. They often
cause avalanches to batter humanoid communities, coming
Prazzolar’s weather is freezing and violent. At all times
down from their ice caves once the danger has passed to
a biting wind blows over the icy surface of the realm,
gather the bodies. These can be found frozen into walls of
complemented at times by hailstorms, blizzards, and
ice around yeti communities, as can symbols painted with
chilling fog. This weather changes subtly depending on the
the blood of yeti victims.
season; Prazzolar has a short light season and a dragging
Blinding Sunlight. During the light season, on a clear
dark season.
day, sunlight reflecting off the snow can blind travelers.
During the painfully short light season, the temperature
The snowblindness caused by the reflected radiance can
is slightly milder as the realm is warmed by a distant sun.
cause long-term damage to humanoid eyesight, and is
Sleet storms lash the ice cliffs and the frozen sea becomes
typically mitigated through the use of sungoggles.
a slushy slurry of crushed ice, peppered with immense
Hidden Chasms. Hidden chasms are one of the
bergs. It is during this season that most of Prazzolar’s
most severe hazards presented by the natural landscape.
wildlife comes out of hibernation; antlered gulca graze
Sometimes, ice and snow crust over chasms, hiding them
on uncovered pastures of lichen and the mountain goats
from view. With enough weight, this crust falls away,
emerge from their cavernous lairs to munch on exposed
causing those above to plummet into the depths below.
moss. Polar bears make their way to the coast to hunt for
Lucky individuals caught in this situation simply die when
fish and seals, occasionally battling it out with territorial
they impact the bottom of the chasm. The unlucky few that
walruses. Although the wind is still cold enough to bite
survive must await cold death in the miles-deep chasms,
into exposed skin, those in cold-weather gear and naturally
or wail in fear as natural predators loom ever closer in the
acclimated creatures can get by just fine. Unfortunately,
semi-translucent ice tunnels. Those who survive a fall into
during both seasons there can be snap freezes where
a chasm and escape with their lives number in the single
temperatures plunge to their lowest limits; unprepared
digits, but are revered by the nomadic communities.
creatures freeze to death in moments.
Thin Ice. Frozen seas, lakes, and rivers are among the
During the dark season, you can only see the sun
more consistent sources of food in Prazzolar. Especially
for brief glimpses during the awfully short days. The
during the dark season when moss and lichen are covered
darkness is accompanied by storms that deposit drifts of
with layers of ice, cutting holes in ice sheets to fish the
snow as tall as a house, or hammer the ice with hailstones
frigid waters beneath is the only way for creatures that
bigger than a human head. The most fearsome blizzards
don’t hibernate to survive. Unfortunately, ice fishing comes
are even capable of spawning gangs of ice mephits,
with the ever-present risk of fracturing the ice sheet that
whose mischievous elemental nature is a bane to nearby
covers the water. Falling into frigid water is a leading cause
humanoid communities. The temperature during the dark
of death in Prazzolar’s nomadic humanoid cultures. Being
season is not survivable. Extra measures have to be taken
mauled by polar bears who view the fishers as intruders is
in order to stave off a slow and desperate death. Most
a close second.
of the nomadic peoples of Prazzolar choose to remain
stationary during the dark season, holding up in valleys
where the wind can’t reach them, and digging up fresh Survival Tactics
lampstone to warm themselves. To survive the cold environment, the denizens of Prazzolar
use a variety of different techniques. Some of these are
Dangers & Survival more dangerous and effective than others, but the people of
Prazzolar do what they must to survive. They have earned a
As well as the inherent dangers the weather and climate
reputation for being somewhat cutthroat and brusque.
presents, inhabitants of Bitingcold’s realm have to deal
Dragon Eggs. All dragon eggs emit significant warmth
with other hazards posed by the environment. The
as they approach hatching. Foolhardy humanoids sneak
methods that humanoids take to avoid these dangers are
into the ice cavern lairs of white dragons who haven’t gone
varied in both method and success rate.
into stasis to loot their hatcheries. Just one dragon egg can
Advancing Glaciers. Glaciers rapidly expand from
provide enough warmth for an entire community to last
the ice pyramids, and without warning. Colossal walls of
the whole dark season, making them an alluring prize. Of
ice encroach onto the snowy tundra, crushing anything in
course, gathering the eggs comes with the immense risk
their path and leaving frozen devastation in their wake.
of sneaking into a dragon’s lair, not to mention the risk
The glaciers’ most dangerous feature is their ability to
of the egg hatching while it’s being used as a heat source.
silently block off escape routes from valleys, and cover
Communities that rely on dragon eggs often have druids
entrances and exits to the ice tunnels rich in lampstone. A
who commune with the eggs each morning and night to
nomadic community deprived of lampstone for even just a
ensure they’re not caught off guard. Some communities
few days is likely doomed.
have even been bold enough to try to tame the hatchlings,
Avalanches. Avalanches are a common occurrence in
with disastrous results.
Prazzolar’s mountainous regions. They are caused by the
Fishing and Foraging. The most common means
realm’s awful weather, but also by capricious yeti with a
of gathering food in Prazzolar is ice fishing and lichen
sinister intelligence. In Prazzolar, the yeti have evolved to
foraging. All of Prazzolar’s humanoid cultures—save for
a point where they show signs of advanced culture. While
the subterranean weretigers—practice ice fishing, and
Chapter 4: Prazzolar 75
Geography History
Before Rachigyostiv went into slumber, Shardcrown
The geography of Prazzolar is mostly unvaried. Much of Spire was little more than a landing post for the immense
the realm is covered in thick layers of ice that flattens the dragon, where she would roost on occasion to look out
topography to form a vast frozen plain. This is especially over the frigid plains of her domain. When Bitingcold took
true in the dark season, when the unbearable cold temper- the decision to go into slumber, along with the majority
atures keep the ice from melting. Thankfully, during the of Prazzolar’s dragons loyal to her, Shardcrown was
light season some of the ice thaws, revealing a tundra land- left unattended. Not long after Rachigyostiv went into
scape beneath. Much of the ice remains as permafrost, but stasis, the waking dragons began fighting for dominance
that which thaws leaves behind hills and valleys that bear of Prazzolar. After numerous bloody battles and awful
edible lichen and moss. The landscape is also frequently slaughters, it became clear that no single dragon could
changed by the movement of glaciers that roll and grind control Prazzolar save Rachigyostiv. Seeing their folly, the
across the plain, flattening everything in their wake. These pretenders to Bitingcold’s throne decided instead to form
immense bodies of ice are formed by the magic of the white a tyrannical council that would rule over the underlings
dragons, and are released from their pyramid lairs. The of the realm. This unelected council is made up of the
pyramids themselves, and the mountains on which they dragons strong enough to exert their will over others,
stand, are some of the permanent geographies of the realm. and is as politically treacherous as any humanoid court
Prazzolar’s mountains are notoriously difficult to ascend, in the wide realms. The new council of pretenders chose
and are frequently assaulted by magically enhanced hail- Shardcrown Spire as their headquarters for its prominence,
storms and blizzards. both physically and spiritually, in Prazzolar.
Since then, Shardcrown Spire has grown considerably.
This is because the pretender council, in order to keep
Important Locations some level of peace and respect between its members, has
The following sections detail some of the most important agreed that each dragon involved should add a share of
and notable locations in Prazzolar. their hoard to the collective funds when they join. This
donated treasure is frozen into the top of the spire, causing
it to glitter with brilliance. Many of the quartz crystals
Shardcrown Spire at the top of the spire have now been carved into thrones
Rising high above the frozen plains of Prazzolar is a where the pretender council can rest.
sheer pillar of crystal known as Shardcrown Spire. This
geological formation is capped by a corona of jagged Current Events
quartz crystals that gives the feature its name. The Those dragons who foolishly decided not to enter stasis
prominent location, rivaled only by the Pinnacle itself, was have paid the price; several of the council members have
chosen by the dragons who did not follow Bitingcold into recently been infected with Shardscale, which is taking
stasis as their new seat of governance. These false rulers over their minds and bodies, driving them mad. The infec-
have formed an uneasy and treacherous council while tion has begun to fracture the already dangerously unsta-
Bitingcold slumbers. The council exerts tyrannical rule ble pretender council, and has even caused the infected
over the realm, though at all times the members fear that members to fight with their peers and attack humanoid
they will be betrayed, or that Rachigyostiv will awaken and settlements at random when the accompanying symptoms
slaughter them all. As a show of good faith, each dragon of dragonrage manifest.
that attends the council brings a portion of its hoard,
which is frozen into the sheer sides of the spire, giving it the
appearance of a crowned, glittering scepter. Deep within
the spire sits an ancient icy temple dedicated to the dragon
goddess Jha-dol, making Shardcrown a place of spirituality
for all dragons and dracokin in Prazzolar.
Chapter 4: Prazzolar 77
Current Events chronomancy trap and has only emerged in recent years.
During the last dark season, the Pyramid of Torment’s hor- Grast’s perceptions of reality have since been altered by
rors seemed to amplify. The entire mountain range seemed the Flesh-Takers, who are trying to construct a dragon-
to manifest Cryotelgryx’s dark dreams. The aberrations like body from humanoid corpses for Andreen to inhabit.
began moving beyond the reaches of the South-Rim The Flesh-Takers wish to instate Andreen as the puppet
Mountains. Several nearby nomadic communities who had ruler of Prazzolar, and believe he must resemble a dragon
settled for the season went missing, seemingly wiped off the in order to successfully rise to power.
face of the realm. The only remnants were the occasional
dismembered limb, stripped of skin. This has earned the Monsters
aberrations the nickname of Flesh-Takers. Prazzolar’s The following monsters can be found in the Pyramid
humanoids have become more and more troubled by the of Torment.
Flesh-Takers and the dreams of the tortured dragon. Many The Twisted One. This semi-spectral aberration is an
fear that the next dark season will see the Flesh-Takers otherworldly being with an alien intelligence that cannot
claim a vast swathe of the realm as their own. be deciphered. It keeps Cryotelgryx in a nightmarish
This intrusion has drawn the ire of the false ruling state of stasis, and won’t willingly release its grasp on the
dragon council. This rare unity between the dragons has dragon. Like all Flesh-Takers, it has the awful ability to
given some respite for humanoids as they are distracted warp living flesh into new, twisted forms.
from their usual acts of tyranny. A draconic force has been
called to investigate the Flesh-Takers and what they could Adventure Ideas
want from the realm. The dragons are keen to rescue The following adventures are linked to the Pyramid
Cryotelgryx from their torment, but don’t want to awaken of Torment.
the powerful dragon, as they would surely depose the Nightmares Manifest. When the next dark season
current tyrants. comes to pass, the nightmarish manifestations of Cryo-
telgryx worsen. They begin to appear far from the pyra-
Notable NPCs
mid, and the Flesh-Takers continue to target humanoid
The following NPCs can be found in the Pyramid of Torment. cultures caught in the radius. The council of dragons
Cryotelgryx. Restlessly slumbering in the heart of the decides to send some of their most loyal servants to in-
pyramid is the ancient white dragon Cryotelgryx. They vestigate the disturbances and free Cryotelgryx from his
have been sleeping here since Bitingcold went into stasis, tortured sleep, putting the dragons directly in conflict
hoping to outlast the spreading Shardscale infection. with the aberrations for the first time.
Cryotelgryx has been possessed by the otherworldly Dragon of Flesh and Bone. If left unchecked, the
aberration known as The Twisted One. This Flesh-Taker Flesh-Takers capture and mutate enough humanoids to
torments the dragon psychically, causing it to have awful create a grotesque mockery of a dragon formed from
nightmares that manifest as realities. Cryotelgryx longs melded humanoid flesh and bone. Andreen Grast is
to awaken and take their vengeance upon The Twisted melded into the terrible monstrosity, assuming control
One, but is unable to do so while the aberration lingers. If of the entire awful construction. The Flesh-Takers
someone were to free the dragon from its tortured slumber, emerge from the South-Rim Mountains and strike
they would be generously rewarded. out with the flesh-warped dragon toward Shardcrown
Andreen Grast. Not all of the inter-realm adventuring Spire, eager to claim Prazzolar for themselves.
party managed to flee the Pyramid of Torment.
Andreen Grast, a warlock dedicated to an
aberrant patron, was caught in a
History
Long before Prazzolar’s first mortal communities began
their hard ways of life, and further back than any waking
dragon can remember, there was another species of crea-
tures inhabiting Prazzolar. Other than slumbering dragons
with good memories, the only records of these people are
the cave paintings of the weretigers, whose artistic de-
pictions paints them as tall, slender creatures somewhat
similar to the yeti that walk the realm today. These ‘long
folk’—as the weretigers call them—resided in the moun-
tains of Prazzolar, living their lives in relative solitude in
the ice caves and tunnels. Many long folk belonged to an
animist culture that venerated natural spirits that are said before the name Prazzolar was ever uttered, when the
to have taken animal forms to communicate with them. realm was part of Old Arora before the Great Abjuration.
These titanic glyphs were an expression of zealous devotion With their help, invested characters might be able to
to the spirits, who can still manifest within them should unlock clues that could lead to discovery of the Shardscale’s
they choose. true nature and curing the dragons and dracokin of the
Shardscale infection.
Cultures
The titanic glyphs are the only remnants of a long- Adventure Ideas
lost culture of so-called long folk who once lived in the The following adventures are linked to the Titanic Glyphs.
mountain caves of Prazzolar. Eventually, with the creation Strange Visitor. Those who frequent the glyphs speak
of other people and the persistent yeti raids, the long of a strange visitor who has been coming to the massive
folk died off, leaving only the glyphs behind. Not much is works of art of late. They don’t know who the visitor is,
known of the long folk cultures, but certainly one of them as the stranger is always careful to cover themselves with
followed an animistic religion. thick furs and a hooded cloak. Some of the more super-
stitious glyph watchers are nervous that this individual
Current Events seeks to interfere with the ancient symbols in some way,
Although the spirits have laid dormant for centuries, if not and want them investigated. The stranger is, in fact, a
longer, there is some indication that they are starting to weretiger of the Bubbling Grotto spring named Steam.
return. Some claim the glyphs can be seen moving when They’re one of the few weretigers who explore the surface
moonlight hits them during the dark season, and others world in search of artistic inspiration. They’ve been visit-
feel they have a connection to the place that they never ing the glyphs to sketch them, but also feel they’re making
previously experienced. a deeper connection to the spirits they represent.
The truth is that the ancient spirits of Prazzolar the A Shot at a Cure. The ancient wisdom of the spirits
glyphs symbolize have indeed awoken once more. Their is immeasurable. There’s a slim chance that they
awakening comes in response to the spreading Shardscale might be able to bestow insights on invested characters
that now threatens the realm by infecting the pretender relating to the true nature or a potential cure for the
council. These ancient spirits have little power in the world Shardscale infection.
now, but still retain the ancient knowledge of the realm
Chapter 4: Prazzolar 79
Frozen Behemoth
In western Prazzolar, a creature dwarfing even the largest
dark season comes. These people are fanatically devoted to
of Prazzolar’s dragons is entombed in a block of ice. Even
the behemoth, and do everything they can to free it. Their
the dragons do not know its origin, and there are rumors
Sisyphean struggle to free The Beast from the ice has not
that some of the realm’s people have a telepathic psychic
stopped them from recruiting others to their cause, and now
link to it. It is a mystery, but one that cannot be missed if
individuals who have no telepathic connection to The Beast
traveling near it.
have joined the community and are helping with the task.
Those who feel they have a connection to the behemoth
They dig at and melt the ice around the behemoth in the
are drawn to the frozen corpse like moths to a flame, and have
hopes of freeing it.
built a permanent settlement around the frozen block of ice
in which it is entombed. These individuals call themselves
Current Events
the Speakers of the Beast, and claim that the behemoth is not
dead. Rather, they claim it is a living creature that wishes to As the Speakers of the Beast have swollen their numbers,
be set free, so that it might help the humanoids throw off the they appear to have been able to make some, slow progress
yoke of the dragons and find their freedom. The behemoth in releasing Buvujax the Bloodthresher from its eternal
looks something like a cross between a wooly rhino and a prison. Hundreds of people work tirelessly at the block of
monkey, with thick horns and tusks, obsidian-black claws, ice, and while the ice always freezes back, it seems as if,
greasy hair, and a prehensile tail. inch by inch, they’re getting closer to The Beast’s flesh.
Buvujax knows that once it can make physical contact with
History one of its devoted, the process will be expedited, as it will
be able to pass some of its demonic powers to its chosen.
Long before living memory, in a time before Jha-Dhol
This might enable the summoning of abyssal fire, or bestow
remade parts of Arora into the Five Realms during the
the strength of a thousand demonic hordes. At that point,
Great Abjuration, and long before the original dragons
Buvujax’s release is all but guaranteed.
arrived in Old-Arora from Terradraca, a part of that
old world was a prison. This frozen region of Old-Arora
Notable NPCs
was used as a place for the gods to incarcerate beings so
powerful that they could not be killed, destroyed, or willed The following NPCs can be found at the Frozen Behemoth.
out of existence—only imprisoned. At one time, there were Dodra, Open Speaker. The leader of the Speakers of
many such behemoths scattered across Prazzolar, frozen the Beast is a zealous woman named Dodra. She is truly
into the ice like artifacts in a museum. When the realms dedicated to unlocking The Beast from its icy cage, which
were shattered and twisted, many of these were scattered she sees as a perfect example of the oppressiveness of this
across the space between the realms or destroyed entirely. realm, and of the dragons that rule it. She is telepathically
This behemoth, known to the humanoids of Prazzolar as connected to Buvujax, and eats up his lies with greed. She
The Beast, is the only one left in the realm that has been relishes in the respect of her role of Open Speaker, and has
discovered. Its true name is Buvujax the Bloodthresher, a previously ruthlessly put down those who questioned her
demon lord of unfathomable power. authority. The Bloodthresher, of course, encourages her
When Buvujax was first entombed, its psyche folded pitiless behavior.
into itself as a form of self-preservation. For untold eons it Amber Hestia. Amber is Dodra’s right-hand woman.
rested, frozen into the realm itself. Only when it realized Amber is a skilled mage with a terrifying mastery of
that humanoids had found the realm did it finally see a pyromancy. She’s capable of both summoning and
chance for freedom. controlling fire, a particularly dangerous and valuable skill
in a realm of ice. There are very few within the community
Cultures who would stand up to her, and her belief in the Open
Speaker only makes Dodra’s hold over the community
The nomadic tribes that have formed a telepathic con-
stronger. While Amber has no direct connection to
nection with Buvujax the Bloodthresher now worship the
Buvujax, the demon sometimes gives Dodra messages to
demon as a god. They know Buvujax simply as The Beast;
pass on to her.
often said with a tone of sorrow or lament. They believe that
it is an innocent creature, an avatar of the natural world
caught in the ice. They see The Beast’s imprisonment as a
metaphor for the whole realm of Prazzolar—it is entombed Adventure Ideas
in the same way that the mosses are entombed by fresh The following adventure is linked to the Frozen Behemoth.
sheets of ice each dark season. The Beast longs to be free End the Cult. There are many throughout Prazzolar
in the same way the lichen strives to grow up through thick that would like to ensure Buvujax the Bloodthresher
drifts of snow in the light season. If only nature could break remains encased in its eternal ice prison. Not least of
free of the realm’s icy grip, the humanoids would be free. these is the pretender council, who see the Speakers of
These ‘enlightened’ individuals call themselves the Speakers the Beast as a serious threat to the stability of the realm.
of the Beast, as they spread word of the creature far and It’s clear to them that the Speakers no longer care for
wide, always returning to Buvujax’s icy prison before the draconic rule of Prazzolar.
Chapter 4: Prazzolar 81
Notable NPCs Adventure Ideas
The following NPCs can be found at the Bubbling The following adventures are linked to the
Grotto spring. Bubbling Grotto.
Ripples Wateredge. Ripples is the cultural leader of Disturbed Artist. Recently, Echoes’s sculptures
the Bubbling Grotto spring. They’re part of an artistic have taken on a different bent. Rather than depicting
group called the Strokes of Destiny that aim to portray the utopian future of the spring cultures, they’ve been
the incredible future of the weretigers through art. Their contorted and disturbed. What none of the weretigers
masterpieces have earned them both fortune and fame. realize is that this is because Echoes’s visions come from
Without entirely meaning to they became the leader of Cryotelgryx, not Rachigyostiv, who is currently being
Bubbling Grotto, but have found the role comes naturally warped and manipulated by The Twisted One. Whether
to them. Like many others from the weretiger springs, the previous dreams of weretiger ascension were true is
they’re slow to trust outsiders, fearing they might reveal the still unclear, but it’s obvious to anyone who’s seen the
lycanthropes’ secrets to the surface dwellers. nightmare horrors manifesting around the Pyramid of
Echoes Icelorn. Echoes is the most notable artist in Torment that Echoes is sculpting them from ice.
Bubbling Grotto. Although they don’t have the political The Long Folk. Some of the original inhabitants
clout of Ripples, Echoes is noteworthy because they receive hatched from Rachigyostiv’s eggs in Prazzolar were
inspired visions from Bitingcold—or so they claim. Over a species of tall, slender humanoids known as the
the years Echoes has sculpted many incredible ice dioramas ‘long folk’. These creatures disappeared long before
depicting the future of the weretigers. Many of these show any others established themselves in Prazzolar, but
the weretigers receiving the bounty of Prazzolar, gifted to elements of their history can still be found scattered
them by Rachigyostiv upon her awakening. There’s some throughout the realm. The weretigers have done the
debate as to whether these inspired images do indeed come most research into the long folk, and many famous
from Rachigyostiv, or whether Echoes simply claims that to artists have tried to decipher their history through
be the case to increase their fame. artistic portrayal. Any more information about the
long folk is highly desirable.
Monsters Diminishing Tithe. The weretigers of Bubbling
The following monsters can be found in and around the Grotto are starting to come to their wits’ ends about the
Bubbling Grotto. kobold raids. They’ve thrown away enough of their un-
Rimeworms. The hideous rimeworms melt their way wanted goods now that the kobolds are starting to take
through the subterranean solid ice. These worm-like genuinely valuable items, not just worthless trinkets, and
monstrosities have many-flanged mouthparts that exude they look to their leaders for guidance. Anyone who can
a nauseating heat and can slough flesh from the bone of protect the spring from the kobolds, find some other
any unfortunate creature that gets caught in their maws. treasure to keep them distracted, or otherwise peaceful-
They’re the bane of the springs’ farms. ly deter the dragon servants will be rewarded.
Kobold Thieves. Stealthier and deadlier than their
conventional cousins, these white-scaled sneaks blend
in perfectly with the ice and are entirely soundless when
walking over frozen ground. They sneak into the springs,
especially Bubbling Grotto, to steal a tithe for their
dragon masters.
Chapter 4: Prazzolar 83
Monsters
The following monsters can be found in or around
Rimeworn Vale.
Yetis. The yetis that haunt the ice tunnels and caves
around Rimeworn Vale are more intelligent than they
had previously shown. Some believe that the yetis have
mastered a twisted form of blood magic, or are at least
working to that end. This is not far from the truth. Buvujax
the Bloodthresher has made a psychic connection with
the abominable leaders of the yeti packs, enabling them
to use abyssal magic with humanoid blood as a material
component.
Dragaur. These white-scaled, reptilian, centaur-like
creatures are the most dangerous servants of Prazzolar’s
dragon rulers. Their immense size and thick scales make
them formidable foes, and the aura of freezing air that they
emit makes them almost impossible for regular humanoids
to mount a defense against. They come to extract tithes from
Rimeworn Vale on a regular basis, and are often able to
force the settlement’s leaders into obedience.
Plesiosaurus. Enormous aquatic dinosaurs lurk
beneath the frozen surface of the river and the nearby lake.
Notable NPCs The natural predators are often content hunting schools of
fish and other aquatic life. However, if they get the chance
The following NPCs can be found in Rimeworn Vale.
to feast upon humanoids instead, they happily take on the
Ses Buknotsk. Mayoress Buknotsk holds herself
hunt. Plesiosaurus are unmatched for speed and agility in
personally responsible for the fate of Rimeworn Vale. Her
the water, and can easily snap up an unlucky fisher.
ancestors were some of the first to settle in the valley, and
she’s done all she can to make their dream a reality. She’s
a hard woman, even bordering on uncaring when it comes Adventure Ideas
to matters that don’t directly concern her community, The following adventures are linked to Rimeworn Vale.
but she’s fiercely protective over Rimeworn Vale and does Yeti Defense. Yeti attacks are the most pressing
everything in her power to keep it safe. issue for Rimeworn Vale. Although no one understands
Bif Moldabau. Although there’s no single, unifying the true danger the yetis pose, they are still a major
religion in Rimeworn Vale, Seer Bif is considered the threat to the settlement because they’re preventing the
spiritual leader by most. Bif has an uncanny oracular miners of Rimeworn Vale from extracting lampstone.
ability that allows them to glimpse the future, though the Mayoress Buknotsk is paying highly for each yeti head
interpretation of their visions requires much effort which brought to the town.
keeps them busy. While not all of Bif’s interpretations of Rampant Raids. Over the past few seasons, the
their visions have been correct, many assume they have an cannibal raiders of the frozen wastes have been trying
important insight into the future. their luck against the vale’s defenses. While they’re
Adgo Revrim. Chieftain Revrim is the head of the typically seen off by the militia, Chieftain Revrim
town’s militia, who are responsible for doing what they would like to take the fight to the raiders. Adgo has
can to uphold law and order within the settlement, and sent scouts out to track the cannibals in the hope that
to defend Rimeworn Vale from monstrous intruders and they can be lured into a trap and killed.
raiders. He is also a standing member of the Stoneshapers. Bad Harvests. Last light season, Rimeworn Vale’s
Despite their dangerous responsibility, Adgo is an harvests were especially poor due to the worsening
extremely caring and kind-hearted individual. That said, conditions caused by Rachigyostiv’s regional effects.
you certainly wouldn’t want to get on his wrong side. The Valefolk struggled to gather and preserve enough
Calalaqii. Calalaqii is a hardened leader among the to keep them going for the coming dark season, and
Stoneshapers. Her only focus is ensuring the safety of Praz- are already starting to feel the squeeze. Thankfully,
zolar’s humanoid population. To that end, she has long pro- Seer Bif has had a vision of bounty. They’re not
moted the idea of seeking out the greatest stone formations entirely sure where the supplies will come from, but
in the icy tundra beyond Rimeworn Vale to use as other per- have a feeling it’s connected to the titanic glyphs on
manent settlements. By carving tunnels and passages down the other side of Prazzolar. They’re eager to employ
where the rocky roots of the realm extend deep beneath the explorers to investigate their vision. If followed up,
snow and ice, she hopes that the days of nomadic ice-block there’s a chance that the spirits of the glyphs manifest
house enclaves and scattered stoneholds will someday be and send a bounty of fish to Rimeworn Vale.
done, but she has so far had little support for her dream.
Chapter 4: Prazzolar 85
86 Arora: Age of Desolation
Chapter 5:
Tievmer
87
Folktales mention the time before the dragon too concerned with sheltering from Saihan’s wrath or
apocalypse, when Tievmer was a land of plenty. Taking appeasing the dragon’s demands.
such abundant food and natural resources for granted, the Over many generations, evidence mounted that some
tales warn that the inhabitants became greedy, forgetting force was warping the land. Acres of cleared pasture
the old ways of an honorable harvest. Some areas were were rapidly reclaimed by the forests. The grass was
clearcut, farms were established, and large cities grew. overtaken by choke weed, which spread at an alarming
This progress is what some tales say caused the Shardscale rate. Those tending the fields were unable to keep up
and the blight upon the land. Saihan, enraged over the with the weeding, and attempts to clear the fields with
Shardscale affliction, focused their ire on the subjects controlled burns were rewarded with the explosive
they had allowed to live in Tievmer. Local leaders were growth of tangled, knotted brambles, which bore no
devoured and the healers were taken hostage, forced to edible fruit. Amidst the tangled weeds and razor-sharp
search for a cure. Unable to end the malady, the healers brambles, deformed trees began to grow, their canopies
were eaten for their failures. thickening and casting considerable shade on the
As the Shardscale spread, Saihan and their followers ground below. However, this lack of light did not hinder
sacked the land. Almost all settlements were razed and the the spread of weeds, vines, or brambles and the process
captured valuables were examined for any trace property repeated itself across Tievmer’s former farmlands.
that would slow or cure Saihan’s Shardscale. The land Tievmer’s agriculture collapsed entirely in the first two
began to show signs of sickness as well, mirroring the slow hundred years after the dragon apocalypse. Settlements
spread of Shardscale across the great green dragon. grew smaller and communities were forced to become
At the onset, the changes to the land were slow and hunter-gatherers, for survival. Many tribes became nomad-
almost imperceptible. In the early years following the ic, roaming the vast and diverse forests in search of a better
dragon apocalypse, careful observers may have noted life, but none would be found. Presently, Tievmer has been
discolored spots on foliage, or small pockets of stunted completely corrupted, the land blighted as the Shardscale
seedlings. Any who may have taken notice were far affliction has taken hold of Saihan.
Chapter 5: Tievmer 89
Giants. Several groups of giants are known to reside
in the forests of Tievmer. In the snow-capped Frost Fangs Environment
of the highlands, frost giants maintain their stronghold.
Tievmer’s overgrown forests are perpetually damp. The once
Hill giants have carved out territories within the Sor-
vibrant, forested land was a well-regulated, self-contained eco-
row Woods. The hill giants have formed smaller, less
system. Now the tangled, twisted canopies block much of the
well-organized groups, hunting areas in proximity of their
light from the sky and restrict air flow. The boreal forests of
encampments. The giants, tolerated by Saihan, pay the
Tievmer’s upper elevations receive heavy snowfall in the cold
dragon tribute which, thus far, has prevented their annihi-
months. Prevailing winds bring frequent warm updrafts from
lation. Groups of giants are likely to have pieces of metallic,
the temperate lowlands, creating miserable, freezing rain.
humanoid gear kept as ornamentation.
During the short periods of thaw, the Frost Fangs become a
Giant Spiders. Giant spiders have been incredibly
muddy, impassable morass.
successful in the forest gloom of Tievmer. The close-knit,
The Sorrow Woods region experiences rainfall nearly
twisted weave of plant growth provides ample shelter and
half of every week. With limited sunlight and little airflow,
anchor points for webbing. The spiders prey on vermin and
the moist, foggy underlayer is musty and carpeted with
sentient creatures alike, their clever ambushes rivaled only
all manner of fungi. Slightly more light reaches the forest
by Tievmer’s carnivorous plants.
floor here during the colder months. Heavy frost and
Humanoids. Many small groups of humanoid tribes
moderate snowfall is common though the snow is often
make their life under the musty canopy of Tievmer. Huddled
poisonous as the cold air forces moisture out of Saihan’s
in the dank, gloomy forests, many are resigned to their fate,
noxious fog clouds.
believing there is no cure for Saihan’s affliction. Others
The jungles of the Verdant Furnace are plagued with
continue to hope and rely on routine and discipline as they
oppressive humidity which makes it difficult for the unac-
hack back the encroaching overgrowth, and scavenge for
customed to breathe. This region is perpetually warm and
food, believing each additional day of survival is another day
experiences daily rain. The sweltering heat and suffocating
of opportunity to discover a better life.
humidity push creatures to the brink of exhaustion with
Lost Beasts. Created before Arora was torn into
expiration from dehydration a frequent occurrence.
Five Realms, many of the lost beasts survived the Great
The Fell Barricades, though not spared of Tievmer’s
Abjuration. For those that still reside within the Realm of
southern heat, have a comfortable humidity thanks to
Tievmer after the Five Realms were remade, they began
the ever-present ocean breeze. This airflow keeps mold
to mutate, over time during the Age of Desolation these
and mildew growth to a minimum. Weather patterns are
beasts have a developed a twisted hatred for dragons and
more unpredictable here as violent thunderstorms can
their kin, often attacking them and their allies on sight.
blow in from the ocean, without warning, causing severe
Skeletons. Most creatures that end their lives in
downpours and massive storm surge waves.
Tievmer are reclaimed for their resources. Carnivorous
plants and insects neatly strip the flesh and sinews from
the bones which can spontaneously animate, haunting
the places where they died. Skeletons are not found near Dangers and Survival
poisonous water or fog, as this repels all but the heartiest Tievmer’s resources are scarce. Once a land of plenty,
carnivorous hazards of Tievmer. Saihan’s wrath and Shardscale affliction have stripped
Zombies. Creatures that meet their demise from the away the promise of abundance, casting those who dwell
poisonous hazards of Tievmer often return as zombies. there into a perpetual fight for survival. Much of the
Though the cause of their reanimation is unclear, free-flowing water has become tainted and poisonous,
these monsters are frequently found near areas filled with dehydration, exhaustion and expiration an ever-
with poisonous fog and bodies of tainted water as most present danger. The reliable ability to grow food has all
scavengers leave the toxin-filled victims alone. but disappeared from much of Tievmer, making hunting,
foraging, and scavenging essential tasks.
Poisonous Fog. Green poisonous fog floats through the
air beneath Tievmer’s dense canopy. At times, billows of
toxic fog gently roll across the forest floors, forcing creatures
to flee or become enveloped. Other times, the fog hangs in
the stagnant air, blocking passage until it dissipates, which
happens at random intervals. Scavenging parties can find
themselves cut off from their homes by walls of poisonous
fog. Some banks of this poisonous fog do not kill creatures
outright but, instead, poison their minds, spreading deep
feelings of despair, negativity and futility. Those enchanted
by the fog lose all sense of themselves and simply give up on
living. Skeletal remains can be found where creatures have
simply laid down and waited for death.
Forest Fires. Pockets of twisted, choked trees, dead
from lack of light and exposure to poisonous water are
prone to forest fires which are intense but short lived,
Chapter 5: Tievmer 91
Geography regions bordering the southern jungles are home to dense
Tievmer is one of the most geographically and biologically mangrove forests which leave very little beach and make
diverse of the Five Realms. Sprawling, dense forests of all accessing Tievmer by boat exceedingly difficult. Saihan’s
types dominate the land. Saihan’s influence has pushed the power over Tievmer has allowed these mangrove forests
boreal forests further north and to higher altitudes than to extend far into the briney sea waters, which buffet the
trees would normally grow. Rocky, snowcapped mountains trees and roots with sizable waves. On the patchy beach-
peek out of the greenery. Deep clefts, carved out by the es, sharp roots poke out of the sand, forming the Fell Bar-
southward flowing rivers, difficult to spot, through the ricades and deterring exploration. If not for the crushing
dense taiga, carry Tievmer’s largest supply of untainted waves, the sharp roots would continue to spread outward
water southward, on its journey to the sea. from the savage heart of Tievmer.
The mountains slowly give way to the gently rolling hills Tievmer has several known settlements, typically
of the Sorrow Woods, Tievmer’s deciduous forest. Here, in situated near reliable, clean sources of food and water.
the darkest thicket, beneath a towering, twisted strangler Tievmer no longer contains major cities—the twisted land
fig, lies Saihan’s cenote lair. The overgrown, leafy canopy and poisoned environment cannot support them.
prevents most of the sunlight from reaching the forest Ruins of former settlements, destroyed in the Dragonrage,
floor, which is cave-like, wet, and blanked by decaying have shown a slight resistance to Saihan’s corruption. These
vegetation. Walls of sickly-green fog unexpectedly float sites, notably Deminar, Oakstill, Quair Mountain Quarry,
through the forest, obscuring vision, cutting off creatures and Stranglevine Valley, are likely to contain edible plants
from their shelters and causing them to lose their way. and potable water. No one is sure why these locations resist
Much of the water passing through the Sorrow Woods the spreading corruption. Perhaps the land remembers
becomes tainted, fouled by Saihan’s poisonous influence. being carefully tended, echoing with lives remembered from
Further south, the temperate forests give way to the so many centuries ago. Other such pockets of resistance
impossibly lush jungles of the Verdant Furnace, which are scattered within the forests of Tievmer, though their
occupy Tievmer’s lowlands. The ample sunlight striking names have been lost to the ages. Thanks to their life-giving
the canopy allows for rapid growth and expansion of resources and shelter, these sites are hotly contested and are
the trees and vines here. Sweltering heat and smother- frequently resettled because no tribe or group of monsters is
ing humidity accompany the daily rainfall. The coastal able to hold the locations for very long.
Chapter 5: Tievmer 93
Great Abjuration, when the Realms were divided, the
Dreamspace Pockets dreamspace was decoupled from the physical realm, and
Dreamspace pockets are psychic mini-realms of dreams, its majority was, in a sense, shut away from the material
thoughts, and memories. They are most commonly found world. Some pockets, however, remain in secluded parts of
in the Sorrow Woods and are areas where the fabric of the Sorrow Woods, particularly in the areas surrounding
the physical realm is thin and one can simply step, or Sporefog Hollow. The folk of Tievmer have come to call
accidentally wander, into the dreamspace pocket. The these places Dreamspace Pockets.
entrance into dreamspace pockets typically look like a dark
patch of shimmering, shadowy air (though variations have Current Events
been known to exist). Some people talk of keys and spells With the Great Abjuration now not entirely whole, these
that can allow someone to shift into or out of dreamspace dreamspace pockets became unstable nightmare-realms
pockets from anywhere, theoretically allowing another found in the dark places of the Sorrow Woods.
method of interplanar travel to Tievmer. If they do exist,
though, they’re closely held secrets. Notable NPC
Generally, dreamspace pockets are chaos driven night-
The following NPC can be found in Dreamspace Pockets.
mare-realms of fear-driven illusions, monstrosities, and cor-
The Curator. The Curator is a tall, hooded, and
rupted memories. Within a pocket, logic falls apart entirely.
cloaked individual who can be found at a koppie called
A tower might have bricks formed from bolts of lightning
the Museum of Teeth. He says little but points grimly at
held together with mortar made of hurricane wind. A giant,
various specimens in his collection with spindly, scarred
unblinking eye grows out of a field of bleeding thorns. The sky
fingers. No one knows what really caused this koppie to
in the dreamspace is a mass of churning, dark green, black,
form, but the Museum of Teeth has been a stable part of
and red swirling clouds, obscuring the heavens. Much like the
the dreamspace pockets for decades. The museum is a small
thoughts and dreams of mortals, the dreamspace pockets are
moss-covered hut seemingly larger inside than it appears
constantly in flux.
from the outside. Inside, there are teeth everywhere, of all
Koppies. When a large number of mortals share similar
shapes and sizes, in jars, bottles, and bowls. Framed on walls
desires, anxieties within the dreamspace pocket, or other
and displayed in glass cases. Dangling from silk chains and
strong emotions, this psychic energy can be captured in a
embedded into sculptures. One room has tiling made of
dreamspace pocket and condensed into a relatively stable
teeth glued together with a paste made from ground teeth.
area within it known as a “koppie.”
Chapter 5: Tievmer 95
Current Events
Greenwater River
Nuts and berries found near the Greenwater may be
Stretching from the mountainous upper elevations of the poisonous and if edible, are typically small, misshapen,
Frost Fangs to the low lying Fell Barricades, this large river and astringent. The dracokin of Tievmer have developed
transports the bulk of Tievmer’s water to its endpoint in a process of crushing these nuts and berries, along
the ocean. Tainted by Saihan’s poisonous influence, the with bits of smashed vermin from insect swarms, into a
river and its tributaries consist of waters of various hues paste and drying them. This effort serves to reduce the
of green. The green color and concentration of poison unpleasant taste and yields an edible fruit and nut leather.
deepen as the waters collect downstream with the noxious This staple food is rot resistant and can be found amongst
liquid at its highest potency where it enters the ocean. A most cultures in Tievmer.
large plume of dead and uninhabited ocean spreads for
several miles from the mouth of the Greenwater. Though
Adventure Ideas
the water varies in its levels of toxicity, it still supports life.
Lost beasts and aquatic monsters have adapted to survive The following adventure is linked to Greenwater River.
in the Greenwater, posing threats to those near its banks or Sail Away. In the village of Caeresh, Kolvinn has
traveling on its surface. finally convinced village leader Steeg that sailing
across the water and entering the interplanar rifts
Cultures located miles offshore is the only way to escape the
The dracokin communities of Tievmer fight every day for spreading corruption of poisonous Tievmer. Kolvinn,
survival. In most areas, the main concern is finding enough along with several other shipwrecked sailors could
food and potable water amongst the twisted growth and construct a vessel and navigate the dangerous waves
poisonous fog. Many inhabitants are malnourished. Grow- and currents of the ocean. The problem is that there
ing food is difficult for several reasons. The thick canopy is no suitable wood to construct such a vessel, except
in the Sorrow Woods and Verdant Jungle blocks almost for the redwoods of the Sequoia Grove in the Frost
all light from reaching the forest floor, casting the ground Fangs. Characters must travel across Tievmer to
in deep shadow or near darkness and stunting the growth procure wood, either by harvesting it themselves or
of newly sprouted food crops. North, in the Frost Fangs, trading for it with the frost giants or the villagers of
deep snows or sloppy mud prevent traditional agriculture. Tolgen. Once secured, the wood must be transported
In suitable climates, growing plots are largely determined back to the coast, perhaps via the Greenwater River.
by the chance break in the treetops caused by wind or
lightning. Very occasionally a brave soul will scale the
massive trees for the purpose of pruning back the twisted
overgrowth, allowing more direct light to penetrate to the
forest floor, in the hopes of harvesting some nutritious food
though they are often unsuccessful.
History
Lorpel was constructed in the early years following the
Dragonrage. For hundreds of years the community has
subsisted on hunting birds, tree dwelling animals and
large insects as their main source of food. Rainwater is
collected in vessels woven from abundant vines, to sustain
the community. From the edges of Lorpel, villagers see
expansive forests in all directions, save for the north
where viewers can glimpse the snow-tipped Frost Fang
Mountains. This isolated community rarely interacts with
other groups within Tievmer, preferring to stay aloft over
venturing around the jungle floor.
Cultures
Extreme scarcity has caused humanoid communities,
such as Lorpel, to take drastic measures. Some have set
population limits. Travelers without their own food and
Notable NPC
water are not even permitted to shelter for the night. New
births are matched with sacrifice of the old or sick, or The following NPC can be found at Lorpel.
in rare cases where everyone is in good health, exile for Jemett. Jemett resides in the treetop village of
a former member of the community. The exiles rarely Lorpel. Years of relative isolation has left them wary
survive, traveling the unforgiving forests in search of of outsiders. Having led the community of Lorpel for
shelter and sustenance. In some particularly grim pockets nearly thirty years, Jemett has preached the importance
of dark forest, cannibalism exists. Food is so scarce that not of self-reliance. The passing of each year at their station
a scrap ever goes to waste. showed the surrounding jungle to yield fewer and fewer
resources. In compensation, Jemett instituted well defined
Current Events laws to govern the community. Jemett instructed residents
Residents of Lorpel have been collecting sturdy vines to of Lorpel to remain secretive and to never disclose the
make rope ladders to get into and out of their village. The location of their village, in the hopes of avoiding raids
spreading corruption of the land has resulted in alarming from dracokin, monsters, or Saihan’s savage minions.
food scarcity. Much of the game harvested from recent
hunts has shown strange mutations, notably twigs, thorns Adventure Ideas
and leaves growing from parts of their bodies. Jemett The following adventures are linked to Lorpel.
has forbidden anyone to eat these corrupted animals, The Descent. Jemett, the leader of Lorpel has
for fear that the sickness will be transmitted through the noticed the community’s treetop hunts are diminishing
community. A tough decision has been reached to send in success. The characters are given a mission to
scouting parties to the forest floor to look for more food descend to the forest floor, several hundred feet below
and assess the conditions of the Verdant Furnace. the canopy and return with food and a report of the
area immediately below the village. No resident of
Lorpel has left the relative safety of the treetops in
years and no one can say for certain what condition
the understory of the Verdant Furnace is in.
Scavenge the Surroundings. Volunteers are
"You cannot understand. We are helpless victims of an needed for a scavenging expedition. The characters
unending hunger. It gnaws at our bones and poisons our are the healthiest members of their community and
minds. What was once unthinkable is the only thing that are ordered to venture out in search of food and usable
offers hope in this accursed land." resources. The last group sent out ventured west and
never returned. The characters may choose to follow
- Anonymous Villager in the footsteps of the missing group, though none are
expected to be found alive, or they may reasonably
decide to explore elsewhere.
Chapter 5: Tievmer 97
Pentva. This fanatical druid dwells in Oakstill and has
Oakstill known a life of fearful worship of Saihan. The misguided
This community is built upon the skeleton of the village of druid holds daily services, giving thanks to Arora and
Still Oaks which, in a rampaging fit, Saihan leveled shortly Saihan for the hardships they provide. Pentva believes the
after the Dragonrage. Oakstill is one of the largest villages spreading malady on the land is a test and the struggles
in all of Tievmer, notable for lying on the bank of a yet of daily survival are to weed out the weak. Pentva teaches
undefiled lake, making Oakstill one of the few settlements others that the crucible of Shardscale will result in Saihan’s
with a reliable source of potable water. rebirth, elevating the dragon to godhood. In their heart,
they know the true believers will be rewarded once the
History trial is complete. This deep belief in Saihan causes Pentva
Monsters and giant vermin appear frequently, in search to fiercely oppose any actions that might upset the balance
of this essential natural resource. Due to these incursions, of Tievmer, as it is. Pentva, having witnessed no actions to
the humanoids who have settled in Oakstill are used to the contrary, believes fellow Oakstill resident Bremm to be
deadly skirmishes. Visitors seeking water who skirt the entirely likeminded.
edge of the village are typically allowed to do so in peace.
Those with designs on claiming the land for their own Adventure Ideas
uses are not tolerated. The following adventures are linked to Oakstill.
The Round Up. Some of the giant spiders used
Cultures to produce spider silk cloth, in the village of Oakstill,
Textile crops cannot be reliably grown in the gloom of have died. Bremm enlists the aid of the characters
Tievmer. The readymade solution lies with Tievmer’s in locating and capturing several of the creatures to
copious spider population. The residents of Oakstill resume production of this important commodity. The
have managed to capture a species of giant spider for the trick is finding the appropriate bait and capturing the
purpose of collecting its silk. The durable, flexible cloth spiders before the bait is eaten.
spun from the silk is highly sought after and fetches high Mysterious Disappearances. The village leader
returns when available for trade. In regions where spider makes a startling announcement, residents have been
silk cloth is unavailable, denizens clothe themselves in disappearing. Death regularly visits the gloomy for-
animal hides, insect shells and pliable leaves or strips of ests of Tievmer, but something is different this time.
woven vines and bark. If the characters investigate notable areas around
their village, they find carnivorous plants amongst
Current Events the twisted bramble and berry bushes, but no victim’s
In the village of Oakstill, a resident named Bremm has been remains. Lost beasts are discovered to be sharing the
pondering methods of cultivating food sovereignty, realizing village’s source of drinking water but there is no sign
sources of nourishing food dwindle with each passing year. of battle and giant spider webs remain empty. In the
Oakstill’s spiritual leader, Pentva, believes a final judgment course of their investigation, characters discover the
is nearing. The weak will be wiped from forests of Tievmer, true culprit is an ankheg.
leaving only the deserving faithful to usher in a new golden A Floating Garden. The characters are ap-
age and a rebirth of mighty Saihan. Some, having witnessed proached by Bremm, a would-be-farmer dragonborn
no evidence of Saihan answering their prayers, are beginning who has a fantastic idea. They explain that the com-
to harbor contempt for the dragon, blaming Saihan’s munity of Oakstill’s well-being would be drastically
inactivity for the deteriorating condition of Tievmer. improved if it were possible to reliably grow crops,
but the nature of Tievmer has made that impossible.
Notable NPCs But what if food could be grown on the water? The
The following NPCs can be found in Oakstill. characters are tasked with traveling to the Verdant
Bremm. This introspective dragonborn lives in Furnace to retrieve a suitable amount of rot resistant
Oakstill. During their lifetime, they have witnessed the wood. The plan is to use the wood to create a floating
rapid decline in the habitability of Tievmer. Despite platform to house a container garden, which would
enduring the hardships of the daily struggle for surviv- receive ample light. What kind of unwanted attention
al, Bremm has not given into despair. They are clever this apparatus would attract is anyone’s guess.
and have a knack for using every resource to its greatest
advantage. Bremm devised the apparatus to capture and
hold the giant spiders, for the purpose of extracting their
silk. Bremm does not believe that the affliction plaguing
Saihan can be cured. Bremm thinks, for better or worse,
the dragon’s sickness should be allowed to run its course, "As glorious as an Oakstill Coat."
though unlike Pentva, Bremm does not believe Saihan will - A Tievmerian expression for something of value
be reborn. Though, perhaps ridding Tievmer of Saihan,
by any means, will restore balance to the forests. Bremm’s
main goal is helping as many communities as possible
survive until Saihan’s demise.
Chapter 5: Tievmer 99
consume the flesh of smaller, corrupted animals have begun Adventure Ideas
to change, as well. Teeth have been replaced by jagged The following adventures are linked to Saihan’s Lair.
roots and claws resemble oversized thorns. Patches of fur Unlikely Allies. Saihan’s closest advisor, the medu-
fall out in large clumps, only to regrow as a weave of briars sa Layeth, has begun to fear for their own life. Saihan
and leaves. Over time, this corruption becomes complete, has become prone to increasingly violent bouts of rage.
transforming the animals into a variant of the Lost Beasts. It is only a matter of time before the dragon can no
longer recognize friend from foe, devouring all crea-
Notable NPCs tures dwelling in the cenote lair. The medusa smuggles
The following NPCs can be found at Saihan’s Lair. useful items out of the dragon’s treasure hoard and
Grundarm. The cunning and fiercely loyal dragaur agrees to turn them over to the characters in exchange
spellcaster was captured and bent to Saihan’s will near- for the character’s cooperation in appeasing Saihan.
ly a century ago. Grundarm is often tasked with special Newly outfitted, the characters are required to travel
missions. Relying on his natural strength along with his into the ruins below Deminar, dangerously close to the
spellcasting ability to turn invisible, the dragaur ambushes dragon’s lair. Deminar, leveled in the early days of the
targets with brutal efficiency. Denizens of Tievmer have Dragonrage, and lying close to Saihan’s lair has been
learned that no secrets are safe from Saihan and attempt- unexplored for centuries. Layeth claims to have detect-
ing to hide an article that may be integral to slowing or ed the presence of an unstudied artifact in the depths
curing Shardscale invites a visit from Grundarm. Some below the ruined city. The characters must retrieve this
communities have erected small altars to Grundarm where artifact and present it to the dragon, in person. Refusal
valuables and offerings are left, in the hopes of avoiding his to cooperate will result in the characters being report-
wrath. Grundarm is completely corrupted by Saihan and ed for theft of the dragon’s treasures, marking them for
is jealous of other members of Saihan’s inner circle. On certain death.
constant vigil for insurrection, Grundarm allows Saihan to Assault on Saihan’s Lair. To some, it is evident
maintain the dragon’s grip on Tievmer, even as Saihan is that the corruption of Tievmer will continue until the
ravaged by Shardscale. land becomes completely uninhabitable by sentient
Layeth. The medusa is a master of potions and elixirs. creatures. Saihan and their followers have searched
They know many secrets and are actively working to in vain for a cure over the past five hundred years. A
discover a cure for the Shardscale infection before it can consensus has been reached. In a race for survival,
take over Saihan, completely transforming the dragon the characters have been tasked with confronting
into a Shardscale monster and joining it to the Shardscale Saihan in the dragon’s lair. A druid circle has managed
hivemind. They brew potions that soothe the great to uncover the location of a scale of Saihan, yet
dragon’s pain, though Saihan often has bouts of raging unaffected by Shardscale. Once recovered, characters
madness due to the affliction. The medusa is constantly can use this scale to traverse the impassable terrain
needing rare plants in their search for a cure. However, of blighted brambles and poisonous fog surrounding
they may need large quantities of blood, too. The medusa Saihan’s cenote.
may honestly care for Saihan, or it may be biding its time
until Saihan is too weak at which point the medusa can
make its move and claim Saihan’s treasure.
Negdras. The dragaur offspring of Saihan reside in Sequoia Grove
the dragon’s cenote lair, where they serve as the personal Located in the northwestern Frost Fang Mountains, this
guard of the ancient green dragon. Negdras, the captain stand of trees has shown some resistance to Saihan’s
of the guard, climbed the ranks by demonstrating physical corrupting influence. Though not spared, as the area is
aptitude and a penchant for cunning and wicked betrayal, choked with thorny undergrowth and green fog, the giant
qualities appreciated by Saihan. Negdras fears Saihan, redwoods remain straight and proud. It is unknown why
but notices the dragon is losing its grip on reality as well Sequoia Grove has fared comparatively well.
as Tievmer. Having found no cure for the Shardscale
affliction, Negdras is preparing to assume control of Cultures
Tievmer. The dragaur believes if Shardscale consumes Most of Saihan’s subjects worship the dragon either out
the body and mind of Saihan, the dragon’s grace will pass of fear or in sincere hope that the dragon can be cured,
on to Negdras, allowing the dragaur to be reborn as a thus restoring Tievmer to its former glory. In honor of
true dragon, free of Shardscale. Negdras claims to have Saihan, many communities are steeped in teachings which
heard this knowledge from Saihan themself, though other outlaw the felling of trees. Some because they wrongfully
devotees of Saihan have their doubts. believe that cutting sacred trees is what began the blight
on the land, others because they fear that harming the
trees will cause retribution from Saihan and their minions
and some protect the trees in the hopes of recultivating
"I shall be reborn and rule this Realm with guile and might." vibrant, straight, healthy growth, once more. This sacrifice
- Negdras, Saihan’s Captain of the Guard has further limited the usable resources available to the
humanoids and dracokin of Tievmer.
Characters in
the Five Realms
The world of the Arora is a world born of dragons—in
more ways than one. Since the Great Abjuration drove
away the Shardscale, the first generation of humanoids to
be reborn into the world followed their own distinct course
of reproduction. Every humanoid in the world belongs to
a single folk with countless physical expressions. The first
generation of any folk, who lived over 500 years ago, were
spawned by dragons.
When the Five Realms were initially formed, the first
tasks of the five ruler dragons were to populate the realms
with the folk of lost Arora. The power of the goddess Jha-
dhol and the ritual that unmade the world had infused the
Five Realms with the essence of every humanoid line of
old Arora, and it was this essence that the ruler dragons
channeled when they laid their first eggs in unprecedented
numbers. New dragons they spawned, to serve and support
them, and many other eggs hatched kobolds, dragaurs, and
dragonborn—the dracokin that the dragons had brought to
Arora with them from doomed Terradraca. However, most
of the eggs those dragons laid hatched unique creatures,
bearing diverse traits from among the dozens of humanoid
ancestries that had been scoured from the world.
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So it was, with the ruler dragons of each realm laying When you choose an ancestry, you build that ancestry
eggs that hatched the first peoples of the Five Realms. Some from the ground up. A player creating a new character
hatched to new true dragons, celebrated and integrated into selects the character traits that define their ancestry in a
the ruling structure of each realm; into dragon-kin, serving freeform fashion, allowing them to customize their character
the dragons loyally in the most important roles of managing in their own way. The sections below break down ninety
and protecting the Five Realms during these early times; character traits that can be used for Age of Desolation
and into the first generation of humanoid folk whose forms characters, with those traits divided into three categories
sometimes mirrored the lost peoples of Arora, but who to focus on combat, exploration and the environment, and
were always possessed of unique features inspired by other roleplaying. (Many traits have crossover between categories,
legacies of Arora. as you’ll see in their descriptions.) From this wide range of
While the first entities born back into Arora in its possibilities, you choose eight traits to create your starting
newfound state were hatched from great dragon eggs, the character, with those traits granting unique benefits that
generations that followed were born in the traditional shape your character’s baseline capabilities and their place
sense. These following generations, however, inherited in the world. For a most games, those eight traits should
their first-born ancestors’ myriad of unique multi-ancestry include 3 combat traits, 2 exploration traits, and 2 role-
features and traits, regardless of their parentage. A world playing traits, with 1 trait leftover to place where you’d like.
of individuals, each unique in their very own ways. This creates a well-rounded character able to meet many of
Arora’s challenges.
An Ancestry All Your Own If you want to play a character who looks and feels like
a member of any of the game’s classic ancestries, you can
As a player in an Age of Desolation campaign, you can do so by consulting the recommended traits in the “Legacy
create a character whose ancestry reflects any of the folk of of Arora” section. If you want to play a dracokin character,
lost Arora. Those peoples include the standard fantasy folk look to the recommended traits in the “Dracokin” section.
of many games and settings—elves and dwarves, orcs and
halflings, gnomes and goblins, hobgoblins and bugbears.
They also include the dracokin—the kobolds, dragonborn, Physical Features
and dragaur—who were intended to be the great dragons’ Alongside selecting your ancestry traits, you get to decide
most trusted servants and followers prior to the Dragonrage. the look and form of your character’s body. Within a few
But the folk of the Five Realms are equally representative of limits set out below, your physical features are entirely
any other ancestries that you and the GM want to make a up to you, and you can engage in any amount of cosmetic
part of your Age of Desolation campaign. tinkering with your character you’d like. Even if your
Languages
Universal Traits Every character is born knowing the Draconic tongue—the
In addition to the traits that personalize your character’s language of dragons. Your character also knows one other
talents, knowledge, and outlook, all characters in an Age of language of your choice, chosen from any of the following:
Desolation campaign share the following universal traits. Dwarvish, Elvish, Gnomish, Goblin, Halfling, or Orc.
The ancestral languages of the peoples of old Arora were
Humanoid Type learned due to the gestation dreams of the first reborn
Your character is a humanoid. Your character's appearance and hatched folk. They taught them down through the
could resemble a typical humanoid or one of Arora's younger generations. They can be useful for translating
dracokin, a fey creature, or some monstrosity. old lore and inscriptions found through the Five Realms.
Common. The citizens of Arora from the time before the
Ability Score Increase dragons arrived spoke an interspecies trade language
You can adjust your starting ability scores by increasing that was called Common. It was a less eloquent
one ability by 2 and another ability by 1. Alternatively, you language, but it allowed for the different species to
can increase three ability scores by 1. Look to the rules for interact effectively.
your character’s intended class for suggestions about which Shardscale, Abyssal, Infernal, and others. The languages
ability scores are important for that class. of evil and supernatural creatures in your campaign might
come down to part of the lore of lost Arora.
Adventurers’ Edge If you want your character to know additional languages,
Characters in an Age of Desolation campaign stand at take the Linguist trait.
the center of a maelstrom of duty and strife, chaos and
survival. As the characters respond to the challenges that
face them, the magic of Jha-dhol that suffuses the Five
Realms responds to their acts of heroism to grant them "Blessing or curse, Jha-dhol has challenged me to
an adventurer’s edge. At the start of each game session, show all my children that who you seem to be is
each character gains a d6. At any point during the game, never who you really are."
you can roll that d6 and add it to a d20 roll your character
- Jhakith Madra Adailar
makes, either before or after determining the outcome of
the roll.
Stalwart Reserves
The harder you hit your enemies, the stronger you get.
When you hit a creature with a melee attack, you can use
Quick Initiative your reaction to roll a d4 for each point of your proficiency
When a fight starts, you love being the first into the fray. bonus and gain temporary hit points equal to the total.
You add your proficiency bonus to your initiative rolls. You can use this feature a number of times equal to your
Focused Initiative. If you take this trait twice, when you proficiency bonus. You regain all expended uses when you
roll initiative, you can treat a d20 roll of 9 or lower as a 10. finish a long rest.
Stalwart Edge. If you take this trait twice, you can
take the maximum number of temporary hit points rather
Quick Slip than rolling.
Even in the thick of combat, you are always ready to get out
of danger. You can take the Hide action as a bonus action
on each of your turns. You must have appropriate cover
Toughness
and succeed on a Dexterity (Stealth) check to successfully You enjoy an especially robust level of physical resilience.
hide, as normal. Your hit point maximum increases by 1, and it increases by
Astute Slip. If you take this trait twice, you have 1 every time you gain a level.
advantage on the Dexterity (Stealth) check when you use Extra Tough. If you take this trait twice, instead your
Quick Slip. hit point maximum increases by 2, and it increases by 2
every time you gain a level. Additionally, when you make a
saving throw against an effect that would decrease your hit
Reach Attack point maximum, you can make the save with advantage.
Foes trying to stay away from you must be always on their You can’t use this feature again until you finish a long rest.
guard. Your reach increases by 5 feet. This extra reach
doesn’t apply to opportunity attacks.
Opportune Reach. If you take this trait twice, your extra
Weapon Aptitude
reach from Reach Attack applies to opportunity attacks. A warrior’s instinct grants you an affinity for certain
weapons. You have proficiency with three weapons of
your choice.
Relentless Endurance Weapon Specialist. If you take this trait multiple
Your determination to stay in the fight drives you on. When times, you gain proficiency with three new weapons each
you are reduced to 0 hit points but not killed outright, you time. Additionally, choose one weapon with which you
can drop to 1 hit point instead. You can’t use this feature have proficiency. You gain a +1 bonus to damage rolls with
again until you finish a long rest. that weapon.
Unparalleled Endurance. If you take this trait twice,
when you use Relentless Endurance, you drop to 1d6 hit
points + your proficiency bonus.
Well Protected
Your tough skin, sturdy frame, or supernatural toughness
helps keep you safe. When you wear no armor, you have a
Ruthless Response +2 bonus to AC.
Being hit in combat only makes you more dangerous. Hardy Protection. If you take this trait twice, instead
When you take damage from a creature within your reach, you have a +4 bonus to AC when you wear no armor.
you can use your reaction to make a melee weapon attack Additionally, when a creature misses you with an attack,
against that creature. You can use this feature a number you can use your reaction to impose disadvantage on that
of times equal to your proficiency bonus. You regain all creature’s next attack against you before the end of the
expended uses when you finish a long rest. creature’s next turn.
Focused Ruthlessness. If you take this trait twice, you
have advantage on attacks made using Ruthless Response.
Instinctive Stealth
You know how to slip out of others’ awareness when it suits
"We survive here by refusing to let our you. You have proficiency in the Stealth skill.
Superior Stealth. If you take this trait twice, you can
kin and kith die alone."
choose to have advantage on an ability check you make
- Anonymous Villager using the Stealth skill. You can use this feature a number
of times equal to your proficiency bonus. You regain all
expended uses when you finish a long rest.
Shapechanger
Your body reforms itself at will to take on the guise of
someone else. As an action, you can transform into another
creature that you have seen. The creature must be of
the same general size and body type as you. You choose
all your other features as you wish (including number of
limbs, presence or absence of a tail, and so forth), but your
statistics are the same in your new form. If you have traits
that tie to physical features the new form doesn’t have
(for example, wings you use for the Flying trait), the GM
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BARBARIAN:
Path of the Scavenger
B arbarians on the Path of the Scavenger embrace the
circular relationship between the entropic aspect of
nature and scavenger beasts. These barbarians feel it is
their purpose to bring a swift death to those nearing the
end of life or whose life needs to be ended. By emulating
the scavenger beasts your path takes its name after, you
can consume fallen foes to gain a portion of their power.
Scavenger’s Appetite
Starting when you choose this path at 3rd level, your rage
fills you with an insatiable hunger for life. Once per turn
when you hit a creature with a weapon attack while you are
raging, you can consume a portion of its vitality. When you
do, the creature cannot regain hit points until the start of
your next turn and you gain temporary hit points equal to
half the damage dealt. You lose any remaining temporary
hit points gained from this feature when the rage ends.
Carrion Feast
Starting at 6th level, you have gained the ability to take
on the strengths of the carrion you feast upon. When you
spend 1 minute or more eating a creature that died in the
last hour, the creature cannot be raised as undead with
any magic short of a wish spell and you can choose to gain
one of the following benefits:
• You have proficiency in one skill the creature had
proficiency in.
• You gain resistance to one damage type the creature had
resistance or immunity to.
• You have advantage on saving throws against a condition
the creature was immune to. Apex Scavenger
You keep this benefit until the next time you use this feature.
Starting at 17th level, you take advantage of every
weakness in your living foes and the strength of your
Hungry Eyes defeated enemies. You gain the following benefits:
Starting at 10th level, you can use a bonus action to mark • When you gain temporary hit points from your
a creature you can see within 30 feet as your next meal. Scavenger’s Appetite feature, you gain temporary hit
While you can see the marked creature, you know if its cur- points equal to the damage dealt instead of half the
rent hit points are equal to or less than half of its maximum damage dealt.
hit points. If you deal damage to a marked creature with a • You can keep up to three benefits gained by eating
weapon attack and its current hit points are equal to or less carrion with your Carrion Feast feature. When you
than half of its maximum hit points, you deal an additional would gain a fourth benefit, choose one of your benefits
1d6 necrotic damage. to lose then gain the new benefit.
The mark ends after 10 minutes or when you mark a • The additional necrotic damage from your Hungry Eye
different creature. feature increases from 1d6 to 1d10.
Flame of Life
When you choose this domain at 1st level, you gain the
ability to create a warming flame out of whatever is at hand.
If you spend one minute gathering flammable objects and
focusing your will, you can create a nonmagical fire that is Any creature that consumes a meal
suitable for cooking and warming you and your allies. A fire prepared by your hearthmate removes 1 level of
that you create in this manner burns for up to 8 hours and is exhaustion, to a maximum of once per day.
the size of a standard campfire. Hearthmates exist for one hour and cannot attack. If
reduced to 0 hit points or forced to use aggressive actions,
they simply wink out of existence. They are capable of basic
Hearth Tales speech and possess a small amount of knowledge, nearly all
Also starting at 1st level, you benefit from the lessons of of which is centered upon recipes that use the local flora and
your friends, families, and allies. Choose one tool, one fauna. (See stat block at the end of this subclass).
gaming set, and one of the following skills: Arcana, His-
tory, Insight, or Religion. Whenever you make an ability Channel Divinity: Burst of Flame
check that includes one of these tools or skills, you may
treat a d20 roll of 4 or lower as a 5. At 6th level, you can use your Channel Divinity to make
yourself radiate the warmth of a comforting hearth. Doing
so makes you resistant to cold and fire damage until the
Channel Divinity: Hearthmate end of your next turn. At 12th level, this effect instead
Starting at 2nd level, you can use your Channel Divinity to targets yourself and up to three allies of your choosing,
summon a hearthmate. This creature desires only to ensure and the effect lasts for one minute. At 18th level, this
that your hearthfire is tended and that meals prepared effect instead targets yourself and up to ten allies of your
during this time are perfectly made. choosing and the effect lasts for ten minutes.
T he Scales of Jha-dhol perform a critical role. Without exhale magical energy in a 15-foot cone originating from
their constant rituals offering up sacrifices to the dragon you. You may choose which breath you exhale each time
goddess, Jha-dhol would not have the power to protect Aro- you channel divinity.
ra. Only through their devotion can she shield the remnants Breath of Wrath. You exhale a cone that deals either
of the world from the larger masses of the Shardscale. Some acid, cold, fire, lightning, or poison damage. Each creature
failings of The Scale of Jha-dhol in the distant past contrib- in that area must make a Dexterity saving throw (DC = 8 +
uted to some of the Shardscale entering Arora and triggering your Constitution modifier + your proficiency bonus). On
the Dragonrage over 500 years ago. a failed save, the creature takes 1d6 damage of the type
The domain Jha-dhol grants her clerics is unlike any chosen. On a successful save, it takes half as much damage.
other. The power needed to protect the world prevents This damage increases by 1d6 when you reach 5th level
Jha-dhol from giving her clerics domain spells, but rather (2d6), 11th level (3d6), and 17th level (4d6).
she imparts a small part of the energy from the sacrifices Breath of Succor. You exhale a cone of sparkling gas
they make to her so they might augment the other abilities that heals the wounded. Creatures within the cone that you
she grants. choose regain 1d6 hit points. This healing increases by 1d6
when you reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).
Scale of Jha-dhol Features Domain Spell Slot Augmentation. When activating this
ability, you can expend a domain spell slot to increase the
CLERIC LEVEL FEATURE number of dice rolled by the level of the slot expended.
1st Domain Spell Slots,
Scales of Jha-dhol
Sacrifice of Jha-dhol
2nd Breath of Jha-dhol
At 6th level you may sacrifice a part of your own lifeforce to
6th Sacrifice of Jha-dhol Jha-dhol to empower protection for another. As an action you
8th Potent Spellcasting give your own lifeforce to the Dragon Goddess, suffering 3d6
17th Avatar of the Dragon force damage that cannot be reduced in anyway. A creature
Goddess that you can see is healed for half of the amount rolled, and
both gains 1 temporary hit point and teleports up to 5 feet, per
die rolled. The target must arrive in an unoccupied space that
Domain Spell Slots you can see. The number of dice rolled increases by 1d6 when
you reach 11th level (4d6) and 17th level (5d6).
Unlike other domains, Scales of Jha-dhol receive no
You can use this feature a number of times equal to your
domain spells. Instead, when you would normally gain a
proficiency bonus, and you regain all expended uses when
domain spell (1st, 3rd, 5th, 7th, and 9th-level), you instead
you finish a long rest.
gain an additional spell slot for your highest spell level
Domain Spell Slot Augmentation. When activating this
(1st, 2nd, 3rd, 4th, 5th respectively). You may use these
ability, you can expend a domain spell slot to increase the
domain spell slots to cast spells as normal or expend them
number of dice rolled by the level of the slot expended.
to augment your other domain abilities.
To regain expended domain spell slots, when you
prepare spells, you must sacrifice items or treasure worth 1 Potent Spellcasting
gp per domain spell slot you wish to regain. Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.
Scales of Jha-dhol
At 1st level, you gain the ability to extend Jha-dhol’s protec- Avatar of the Dragon Goddess
tion to others. As an action, a creature that you can see with- At 17th level, you may entreat Jha-dhol to fill you with her
in 30 feet of you is covered in radiant scales and gains a +1 power for 1 minute. Wings of radiant green energy sprout
bonus to AC for 1 minute. You can use this feature a number from your back giving you the ability to hover as well as a
of times equal to your proficiency bonus, and you regain all fly speed equal to your walking speed. You are sheathed in
expended uses when you finish a long rest. her radiant scales, giving you resistance to acid, cold, fire,
Domain Spell Slot Augmentation. When activating lightning, and poison damage. While in this form, your
this ability, you can expend a domain spell slot to increase Breath of Jha-dhol has a range of 60 feet. You must finish a
the bonus to AC by the level of the slot expended. long rest before using this ability again.
Domain Spell Slot Augmentation. When activating
this ability, you can expend a domain spell slot to increase
the duration by 1 minute per level of the slot expended.
Conduit Shape
As a bonus action, you can expend a use of your Wild
Shape feature to take on the form an energy conduit,
rather than transforming into a beast. The form lasts for 10
minutes. It ends early if you dismiss it (no action required),
are incapacitated, die, or use this feature again.
While in your conduit form, you retain your game
statistics, and your body glows with elemental energy.
You gain the following benefits while in this form:
• You have resistance to acid, cold, fire, lightning, and
thunder damage.
• Any creature that hits you with a melee attack takes
lightning damage equal to your Wisdom modifier
(minimum 1).
• When you make a Constitution saving throw to maintain
concentration on a spell as a result of taking acid, cold,
DRUID: fire, lightning, or thunder damage, you can treat a roll of
Circle of Conducting 9 or lower on the d20 as a 10.
Bonus Cantrip
Destruction Brings Life
When you choose the circle at 2nd level, you learn the
magma blast cantrip. This cantrip doesn’t count against the At 14th level, when you are reduced to 0 hit points, you may
number of druid cantrips you know. immediately use your reaction to explode with destructive
ferocity, creating a 60-foot sphere of fire and magma centered
on you. Each creature within this radius must succeed on a
Fiery Beacon Dexterity saving throw equal to your spellcasting save DC.
At 2nd level, as a bonus action, you may conjure the deep On a failed save, a creature takes 5d8 fire damage, or half as
flame of the volcano. Your body transforms, retaining its much damage on a successful one. You regain hit points equal
shape but appearing as roiling lava. While transformed to the number of creatures damaged by this feature.
in this way, you have advantage on Charisma checks. In Once you use this feature, you can’t use it again until you
addition, you emit bright light in a 15-foot radius and dim finish a long rest.
light for an additional 15 feet. The feature lasts for one
hour, or until you use a bonus action to end it.
You must complete a short or long rest before using this
"Lava burns the flesh, but it burns the soul of
feature again.
those who wield it."
- Mogsturman Proverb
VOLCANIC ERUPTION
Level 3rd
Casting Time 1 Action
Range/Area Self (20 ft sphere)
Components V, S
Duration Instantaneous
School Evocation
Attack/Save Dex Save
Damage Fire
Strength in Numbers
Upon selecting this archetype at 3rd level, you gain
heightened fighting prowess when you’re near your allies.
You gain a bonus to AC and weapon damage based on how
many allies are adjacent to you. Each ally adjacent to you
who is utilizing a shield grants you a +1 bonus to AC (to a
maximum of your proficiency bonus). Each adjacent ally
wielding a melee weapon grants you a +1 bonus to melee
weapon damage.
In addition, you gain a +1 bonus to Charisma
(Intimidation) checks for each adjacent ally.
Steel Nerves
Aspects of your training have been truly terrifying, pushing
you to your limits. That was the past. At 7th level, you are
immune to the frightened condition. As a reaction, you can
grant allies within 30 feet advantage on saving throws to
avoid being frightened.
Commander’s Grace
Upon reaching 10th level, you have become a renowned
leader, issuing swift battle commands with brutal efficien-
cy. As a bonus action, you may command your adjacent
allies to use their reaction to make a melee weapon attack
with advantage. You can use this ability a number of times
equal to your proficiency bonus, and you regain all expend-
ed uses of this ability after finishing a long rest.
As One
In a battle-hardened phalanx, all members move in
lockstep. At 15th level, allies adjacent to you at the start
of combat may substitute your initiative roll for their own.
Each ally uses their own initiative modifiers.
FIGHTER:
Vengeful Rally
Legionnaire At 18th level, your battle exploits have become legendary.
Earthen Phalanx
Stone Warden Features
At 10th level, you learn how to summon earth elementals.
FIGHTER LEVEL FEATURE You can cast conjure elemental but you can only summon earth
3rd Earthen Bond, Tremor Shock
elementals. You can use this feature once per long rest.
You now have resistance to damage from any creature
7th Hard as Stone from the Elemental Plane of Earth.
10th Earthen Phalanx
15th Storm of Earth Spell Storm of Earth
18th Volcanic Blast At 15th level you can call upon the earthen plane to
create a storm of falling stones and earth. As an action
you can cast a spell to call forth a punishing storm made
Earthen Bond up of falling and flying heavy stones. The storm of earth
When you reach 3rd level, you can speak Primordial. You appears in a location you choose within 90 feet. The area
can augment your martial prowess with the ability to call of the storm consists of up to ten 10-foot-wide cylinders,
on the power from the elemental plane of earth to fuel which you can arrange as you wish. Each cylinder must
magical abilities. be adjacent to another cylinder. Each creature in the
Constitution is your spellcasting ability for your spells, area must make a Dexterity saving throw. It takes 7d10
since you learn your spells through physical integration bludgeoning damage on a failed save, or half as much
and communion with the earth. You use your Constitution damage on a successful one.
whenever a spell refers to your spellcasting ability. In addi- The stone damages objects in the area and creates
tion, you use your Constitution modifier when setting the difficult terrain in those areas. If you choose, plant life in
saving throw DC for a spell you cast and when making an the area is unaffected by this spell. Flying creatures within
attack roll with one. this area that fail their Dexterity save immediately fall to
the ground.
Spell save DC = 8 + your proficiency bonus You can cast this spell once per long rest.
+ your Constitution modifier
Spell attack modifier = your proficiency bonus Volcanic Blast
+ your Constitution modifier
Starting at 18th level, you can call upon the
deepest hottest parts of the earth to bring its
Additionally, you have resistance to piercing and
fury forth into battle. You can cast meteor
slashing damage.
swarm to summon explosive boulders
of magma onto your enemies,
Tremor Shock wrecking battlelines and
At 3rd level, you can cast a spell called tremor shock as a equipment where they land.
bonus action, creating a wave of force sweeping out from You can cast this spell
you rippling through the earth. once per long rest.
Each creature in a 15-foot cube centered on you must
make a Dexterity saving throw. On a failed save, a creature
takes 1d8 bludgeoning damage, is pushed 10 feet away
from you and is knocked prone. On a successful save, the
creature takes half as much damage and isn’t pushed or
knocked prone.
In addition, objects which are completely within the area
of effect and unsecured are automatically pushed 10 feet
Ritual Blinding
Starting when you choose this tradition at 3rd level, you
undergo a secret ceremony in the Silent Scribes’ monastery
that blinds you, turning your eyes into starry voids in
which constellations swim through a sea of midnight black.
Although your eyes have been taken, you gain blindsight
out to a range of 120 feet.
Star Strike
At 6th level, you gain the ability to infuse your unarmed
strikes with searing starlight. When you hit a creature with
an unarmed strike, you can use ki points to deal radiant
damage to the target, in addition to the damage from your
unarmed strike.
The extra damage is equal to 2d6 radiant damage for
1 ki point, and an additional 1d6 radiant damage for
each additional ki point spent. The maximum number of
ki points that you can spend on a single unarmed strike
equals half your monk level.
Blinding Aspect
By 11th level, you have unlocked the ability to channel
starlight into your bodily form, causing you to radiate stel-
lar light around yourself at an almost unbearable intensi-
ty. You can use an action and a ki point to emit a blinding
aura of white light in a 30-foot radius around yourself.
Each creature of your choice that can see you within the
MONK: area must succeed on a Constitution saving throw against
your ki save DC or become blinded until the end of their
Way of the next turn.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath
of Incarceration Spells table.
Oath of 5th
9th
hold person, mirror image
bestow curse, slow
Incarceration 13th banishment, death ward
T
17th dominate person, planar binding
he Oath of Incarceration represents safety and
justice. A paladin who takes this oath sees all sentient
humanoids as requiring protection. Not only do you
maintain safety in the world, but you also protect those
Custodial Divine Smite
sentenced to incarceration. Though they may be a danger When you take this oath at 3rd level, your Divine Smite
to others, criminals and those otherwise incarcerated have gains the following additional benefit:
the same right to safety as anyone else. Whenever you expend a spell slot to deal Divine
When a paladin of this order deals with a sentient Smite damage, you instead force that creature to make
humanoid, aggression is their last choice. Many Oath a Constitution saving throw. On a failed save, the magic
of Incarceration paladins are pacifists, relying on their of your Divine Smite cocoons the creature, causing it to
abilities to peacefully subdue an enemy when in combat. become restrained for 1 minute or until you use an action
Paladins of this oath accept the decisions of their to release the creature. While restrained in this way, if an
companions, as each has their own freewill, but they attack hits the creature, the cocoon immediately releases a
preach the word of their oath, attempting to persuade bolt of energy, dealing the attacker 1d4 × your proficiency
others to speak and subdue before acting with aggression. bonus radiant damage.
Aura of Subjugation
Starting at 7th level, you emanate an aura that imbues you
and your companions with the ability to choose whether
an enemy lives or dies. Whenever an enemy within this
aura’s range is reduced to 0 hit points, you and any ally
within 10 feet of you may use your reaction to utter a divine
phrase of your choosing, causing that enemy creature to fall
unconscious instead. While unconscious, the creature has 1
hit point. The creature remains unconscious for 1 hour, or
until it receives magical healing.
When you reach 18th level in this class, the range of the
aura increases to 20 feet.
Equilibrist Features
ROGUE LEVEL FEATURE
3rd Balancing Act,
Dramatic Repositioning
9th Parkour
13th Sway Away
17th Behind You!
Balancing Act
At 3rd level, your walking speed increases
by 5 feet. If you have a climbing or
swimming speed, this increase applies to
that speed as well.
Additionally, you have advantage on all
ability checks and saving throws related to
keeping your balance and sure footing. This
includes checks to avoid falling, being knocked
prone, or balancing on a narrow surface.
Dramatic Repositioning
Starting at 3rd level, you can use your quick and sure-
footed movement to confuse enemies, granting you an
additional way to use your Sneak Attack. Once per turn,
if you move at least 15 feet before making an attack and
finish this movement in a different spot than when you
started your turn, the attack deals your Sneak Attack dice
as extra damage.
Serpentine Mask
Starting at 1st level, you gain a version of the Four Serpents’
ability to travel the realms unnoticed. You learn the disguise
self spell, but it does not count against your spells known.
Additionally, you can cast it once per long rest without
expending a spell slot.
Prismatic Wings
Starting at 6th level, as a bonus action, you can sprout
multicolored, prismatic wings. These wings grant you a
flying speed of 30 feet that lasts for 10 minutes. You can
hover while flying in this way. You can use this feature a
On Death’s Wings
At 14th level, you gain a flying speed of 30 feet. While
flying using this feature, spectral skeletal wings manifest
from your back.
While you have a number of wayward souls equal to or
greater than your proficiency bonus, this flying speed in-
creases to 60 feet and you can move through creatures and
objects provided you do not end your movement in them.
Gardener’s Tools
Starting at 6th level, the following spells are added to the
wizard spell list for you. Starting at 6th level, when you add
new spells to your spellbook you may choose to add spells
from this list if they are from a spell level you can cast as a
WIZARD: wizard. They are wizard spells for you and count as Nature
Savant spells.
Hedge Mage
WIZARD LEVEL SPELLS
Hedge Mage Features In addition, you gain the cantrip shillelagh. It counts as a
wizard spell, uses your wizard spellcasting ability, and
does not count against your number of cantrips known as
WIZARD LEVEL FEATURE
a wizard.
2nd Nature Savant, Blessings of
the Golden Breath
6th Gardener’s Tools
Tending the Garden
10th Tending the Garden At 10th level, when you cast an enchantment or transmuta-
tion spell that affects a single willing creature, you may have
14th Master Gardener the spell affect a second willing creature as well.
151
Behemoth’s D8 PERSONALITY TRAIT
1 Wait, wait, you can’t hear that? But it’s always whispering!
Confidante 2 I desire to know what lies beyond this world.
Deep within the icy mount in the realm of Prazzolar, a 3 If the final mysteries are unraveled, only the behemoth will remain.
massive beast lies entombed. Creatures come from near 4 When someone mutters and whispers, I assume that they
and far to attempt to break it free, chipping and digging are like me.
until they are driven off or otherwise convinced of their 5 Secrets have power but solutions are the key.
folly. You, however, have no such desire because the Once discovered, what good is a secret?
more they dig, the more you feel something pressing into 6 I hunger for all that is deemed by others to be impossible
your mind. It’s alien but not entirely uncomfortable; it’s or unknowable.
present but unknowable. You believe that this presence
7 Something is always present in the dark.
is an extension of the behemoth, you can’t communicate
with it—but it can whisper to you. It brings you gibberish, 8 I am never alone, and my path has already been mapped.
mostly, though there are occasional revelations given unto
you, and from time to time you find that you’ve created D6 IDEAL
things that you have no knowledge of.
1 Art. My implements channel the wisdom of the behemoth,
What secrets does the behemoth possess? What moti- and I must share it. (Chaotic)
vates it to speak to you? Why are you connected to the be-
hemoth, and how would the people react if they knew that 2 Secrets. A secret is just armor for hidden knowledge.
But who does it protect? (Neutral)
you possessed such a linkage to this mysterious creature?
Are there others like you? 3 Conspiracy. Everything is connected if we could just all
learn to listen for once. (Chaotic)
Skill Proficiencies: Insight, and one other skill of your choice
4 Silence. Within silence lies truth. (Lawful)
Tool Proficiencies: One set of artisan’s tools
Languages: One language of your choice 5 Trust. I believe there is a greater power at work, and it now
Equipment: A scholar’s pack, one gaming set (worth up to speaks to me. (Good)
10 gp), a scrapbook of drawings, formulae, recipes, and 6 Destiny. The behemoth will be free, and the whispers are
sketches that you created but have no recollection of, and merely precursors of that day. (Lawful)
a glossy black and purple gemstone of unknown origin.
D6 BOND
Feature: Something Whispers 1 The behemoth speaks to me in its own way, and so I do
the same.
to Me and Guides My Hand 2 I know that I learned a powerful secret, but I can’t recall
You are connected in some fashion to the behemoth within what it was now.
the frozen realm of Prazzolar. Where others feel unease 3 Nobody believes that I can hear the behemoth. I’ll show
when in proximity to the creature’s icy presence, you them! I’ll show them all!
feel comfort and hear whispers at the periphery of your 4 My art is my most effective method of communication.
consciousness. Something presses on your mind even when
you’re far from the great beast, and while most of the noise 5 The more secrets I uncover, the deeper the lessons go.
I will learn everything.
is gibberish or too quiet to appropriately determine, every so
often you’ll receive a burst of wisdom. This moment typically 6 There are more like me—always listening to the behemoth—
manifests when you are attempting to determine another and I must find them.
creature’s motives, but nobody knows the true machinations
of the behemoth. Except, perhaps in time, you. D6 FLAW
When you attempt a Wisdom (Insight) check to 1 I get distracted when things get quiet.
determine another creature’s motives while in the realm of
Prazzolar, you do so with advantage. 2 Everything is a part of some larger conspiracy.
3 Who needs to play it safe? The behemoth has plans for me.
Suggested Characteristics 4 I have to focus and listen for the clues.
Deep down in your soul you know that there is more to life 5 My artistic implements are divine tools—usually.
and to this world than most people are willing to admit. 6 Only by truly emptying myself am I worthy of receiving
There are worlds and places far beyond your reach, and inspiration at a critical moment.
only a scant few beings can traverse the space between here
and there. Something has done this and while the journey
was taxing, it now whispers to you. What you do with the
wisdom that it imparts will shape your legacy as a hero, a
villain, or something in between.
D6 ORIGIN
3 On expeditions underground, everything was shared, and I now
have a difficult time not simply taking what I need from others.
1 Salt Miner
4 I love shiny objects like gold and gemstones and will often
2 Ore Miner make bad decisions if I think it might lead me to possess
more of them.
3 Spelunker
5 I became a caver to change my identity and flee the horrible
4 Explorer
deed I performed in my past.
5 Outcast
6 I am deathly afraid of heights and will do almost anything to
6 Survivalist avoid being near large drops or cliffs.
5 Museum of Teeth 3 I surround myself with dear friends so that I may share in
experiences with them.
6 Observatory into the Mind’s Abyss
4 My dreams sometimes show glimpses of a second cataclysm
7 Farhazan’s Inescapable Maze I must prevent.
8 Sunken Phantower 5 My ability to explore and discover new places is worth more
9 Timur’s Palace of Stitched Horrors to me than my own life.
When you sleep, you have lucid dreams of the Dreamspace 1 If I spend too long doing the same task I’m overcome
Pockets, and can navigate them as a disembodied con- with ennui.
sciousness. Because of this, you can never get lost while in 2 I prefer my fantasies to reality.
one, and always know the shortest route between koppies. 3 I’m protective of my favorite things and keep them secret.
4 I lash out at those who try to curtail my freedoms.
Suggested Characteristics 5 I often slip into new vices that I discover.
These are the suggested characteristics for a Dreamwalker. 6 When I get bored, I get angry.
Guides are shaped by their experiences in the wilds. 4 A scandal prevents me from ever going home again. A kind of
trouble which seems to follow me around.
Their knowledge of surviving and navigating inhospitable
places often makes for exciting stories and sullen moments 5 I am deathly afraid of heights
impacts their mannerisms and ideals. Their flaws might be 6 You must look out for yourself. No one else will.
what you least expect, or how they cope with loneliness or
the horrors they have witnessed.
D8 PERSONALITY TRAIT
1 When I’m stressed or frightened, I have a tendency to list
things aloud, like all the sahali species I’ve studied.
2 I’m always sketching interesting animals and plants I see on
my travels.
3 I always carry little snacks for myself and for any hungry
creatures I might spot.
4 Sometimes I forget that I’m an adventurer too, and not just
an observer and chronicler.
5 I’ll put myself in harm’s way in order to get a sighting of a
rare animal.
6 The brutality of the natural world has made me somewhat
accustomed to violence.
Sahali Expert 7 When I get deeply interested in something, I lose track of
everything else going on around me.
D6 IDEAL
misunderstood. They’re dangerous, but they’re not the
mindless devourers others think are they. Rather, they’re 1 Caring. I can’t stand to see innocent animals hurt. (Good)
complex animals with a deep emotional intelligence that 2 Nature. The natural world holds more value than all
should be respected and appreciated. You’ve spent much humanoid civilizations. (Neutral)
time exploring the badlands of Mogsturma while studying 3 Knowledge. I strive to constantly learn and improve my
the sahali and have come to gain a deep appreciation for understanding of the world. (Any)
the animals.
4 Power. If we can fully understand the sahali, we can work
You might work on your own, keeping folio upon folio of with them to overthrow others. (Evil)
notes about the sahali, or for a zoological group of scholars
that wants to document and study the unique and hardy 5 Cooperation. By working with each other and the natural
world, we can better ourselves. (Lawful)
fauna of the scorched realm of Mogsturma. Alternatively,
you could come from a Mogsturma culture that venerates 6 Protection. I must do everything within my power to
the sahali or has begun to tame the beasts. protect endangered creatures. (Good)
D6 IDEAL
1 Culture. Artifacts of cultural significance should be returned
to the descendants of those cultures. (Good)
2 Experience. I’m in it for the thrill. Coins come and go, but
the memories remain. (Neutral)
3 Safety. Thrill seekers are dangerous. Avoid them and always
take the safest path. Preparation and planning leads to a
Scavenger longer life. (Lawful)
4 Perseverance. Something in my past has scarred me, and
Skill Proficiencies: History, Perception 4 I have found a book in a language that I have never seen and
resists all attempts to translate it. I will uncover its secrets.
Tool Proficiencies: Tinker’s tools, thieves’ tools
Equipment: A tool kit that you are proficient with, 5 5 I have found a small statuette that has become precious to
sacks, 50 feet of hemp rope, 10 torches, a strange trinket me. I will never part with it and make small offerings to it.
discovered from the first place you scavenged, a set of Sometimes I think it talks to me.
common clothes, and a pouch containing 5 gp. 6 Scavenging is rough business. I am loyal to those who delve
with me.
Y ou are a spelunker, an explorer of the dark depths of the 1 There’s nothing wrong with venturing into the unknown.
realms. Tight spaces give you little cause for concern It’s exciting!
and you take pride in finding an unexplored nook, cranny, 2 Safety, especially when spelunking, is very important to me.
or cave. There’s no place you’d rather be than underground, 3 Who needs a plan? If there’s a way in, there’s also a way out.
feeling the tight embrace of dirt and stone.
There are many different types of spelunkers, some of 4 I like to tell stories about my amazing underground adventures.
which are listed below. If you choose one of these spelunker 5 Spelunking is dangerous. I don’t easily put my life in the
types, you gain proficiency with the skill listed. In addition, hands of others.
those who might hire you are listed in parenthesis. 6 I love venturing into an unknown cave. You never know what
you’ll find!
Spelunker Specialty Table 7 I’m as loyal as they come. My companions know they can
count on me.
Roll on the table below to choose your spelunker’s
8 I believe in fate. If it happened, it was meant to happen.
speciality, or pick whichever suits you best.
1 Nature. You are adept at locating plants and animals in the D6 IDEAL
darkest locations of the realms, providing others with new 1 Safety. It’s always necessary to have the correct tools for
and exciting specimens for study. the job. (Good)
2 Investigation. You have a nose for riches, able to find 2 Greed. I’m always the first to enter a new place. (Chaotic)
ancient relics, sources of gemstones, and rare ores.
3 Freedom. I don’t interfere with the natural order of things
3 Arcana. You are adept at locating rare spells components. unless I absolutely must. (Good)
4 Survival. You are adept at safely helping others navigate, 4 Freedom. If you get lost in the dark depths of the earth, I’m
lending a helping hand and making certain their gear is safe not going to spend my time to find you. (Evil)
and secured properly.
5 People. If you don’t want to go digging and get your hands
5 Stealth. You’ve learned how to be nimble and quiet while dirty, that’s okay by me. (Neutral)
evading the dangers that lurk below ground.
6 Aspiration. One of these days I’ll buy a section of the
6 History. You delve into the deep places of the realms in search underground and charge handsomely for tours. (Chaotic)
of worlds that once were, now buried beneath the earth.
D6 BOND
Skill Proficiencies: Athletics and the skill associated with
your specialty. 1 I lost a dear friend to the underground. I’m always looking
Tool Proficiencies: Cartographer’s tools for them, hoping to find them in the shadows of the deep.
Languages: One of your choice. 2 The antiquities and gems I find in the underground are my
Equipment: A set of cartographer’s tools, a climber’s kit, source of income.
100 feet of rope, a set of traveler’s clothes, and a pouch 3 I live to teach others how to safely navigate
containing 10 gp. underground labyrinths.
4 I owe a debt to a loan maker in a large city. I can’t return to
that city until the debt is paid.
Feature: Underground Forager
5 I’m an escaped convict. My true identity must never
Your time spent exploring the dark depths of the realms be revealed.
has taught you where to find sustenance. While foraging in 6 My life goal is to map the caves of the realms.
caves or other natural underground formations, you easily
locate enough edible plants, fungi, and algae for you and
your companions for one meal. D6 FLAW
1 I like to drop rocks or feign falling to scare other spelunkers.
Suggested Characteristics 2 I double, sometimes even triple, check my gear
when spelunking.
Spelunkers adore the unknown. For them, finding and
exploring a new cave system is just as exciting as battling a 3 Caves and small openings fascinate me.
fiend or saving a life. A spelunker is adventurous, and often 4 I have a pocket stuffed with rare antiquities. Though, what I
safety conscious. Though, some spelunkers are known for consider an antiquity may be rubbish to someone else.
their action first, safety later mentality, diving into the 5 I don’t like large, open spaces. There’s too much going on.
unknown headfirst, excited to see what unknown wonders
and hazards lay ahead. 6 I’m secretly afraid of the dark.
D6 IDEAL
1 Protection. I must do everything possible to save a
community facing extinction from all sides. (Good)
Stone Shaper 2 Tradition. The ancient traditions of stonework and shaping
must be preserved and upheld. (Lawful)
D6 IDEAL
1 Allegory. Stories of good deeds serve as important
examples for expected behaviors. (Good)
2 Witness. Past events happened in exactly one way and the
truth must be preserved. (Lawful)
3 Embellishment. The more flavor, the more fun.
Exaggerations make a more profound impression. (Chaotic)
4 Implication. The choice or omission of the proper words can
sway the minds of listeners. (Evil)
5 Narration. Heroes can fail and villains do prevail. The truth
Storyteller 6
is occasionally inconvenient. (Neutral)
Legend. The oral accounts of daily deeds will survive longer
S ome of your fondest memories are of sitting on the floor than the ink of any book. (Any)
with other children, listening to wondrous tales of the
great, wide world. Your imagination flickers as bright as the D6 BOND
campfires and candles that lit the faces of the storytellers 1 I survived a horrible ordeal by remembering lessons I heard
that came before you. You have a natural knack for in a story.
exhilarating oration, a memory as sticky as spider’s silk, and 2 Libraries are cumbersome and exclusionary. Book knowledge
a way with words that makes folk stop and listen. should be memorized and spread by word of mouth.
Skill Proficiencies: History, Performance 3 There is one story I don’t know the ending to: What
Tool Proficiencies: Disguise kit happened to my family?
Languages: Two of your choice 4 Travel is the best way to amass a diverse repertoire of stories.
Equipment: An entertainer’s pack, a set of normal clothes, 5 I live to perform. The accolades I receive are almost as
and a belt pouch containing 10 gp. important as sharing my stories.
6 A great secret was lost to me, burned in a fire. I am now
distrustful of written records and memorize everything I read.
Feature: Oral Tradition
Storytelling is more than just entertainment. It is an D6 FLAW
unwritten record of the way things were and the way 1 I suffer from stage fright and often vomit before appearing in
things are, today. You have been blessed with, or trained front of a crowd.
hard to obtain, a flawless memory. You have the ability to
2 I have a hard time answering even simple questions without
recall and retell any firsthand experience, without error.
an elaborate, tangential story.
You prefer your accounts to be delivered with delicious
embellishments, but when pressed, you can cough up the 3 I have a habit of constantly speaking in rhymes.
facts without the flavor. 4 I demand to be well compensated for my performances.
5 I am illiterate and go to great lengths to disguise it.
Suggested Characteristics 6 I don’t have strong opinions of my own and make my
These are the suggested characteristics for a storyteller. decisions based on similar situations from my stories.
Role D6 IDEAL
1 Freedom. I follow wherever my heart takes me. (Chaotic)
The people of the nomadic tribes of Khoor are known for
being resilient and independent but even they must rely on 2 Tradition. I must carry on the traditions and practices of my
one another to survive the haunted marshlands they call tribe. (Lawful)
home. You performed a specialized role for your tribe that 3 Brutality. The weak must die so the strong may live. (Evil)
led you to learn to use a certain tool. You can roll on the 4 Community. I put the wellbeing of my chosen tribe above
following table to determine your role while in your tribe, my own. (Good)
or choose the one that best fits your character.
5 Exploration. I exist to witness as much of the realms as I
can. (Neutral)
D6 ROLE
6 Found Family. I consider anyone I fight alongside a member
1 I was in charge of rations and cooking. You have proficiency of my tribe. (Good)
with cook’s utensils.
2 I built and repaired boats. You have proficiency with D6 BOND
carpenter’s tools.
1 The swamps of Khoor are my home, no matter how far I may
3 I was a healer. You have proficiency with herbalism kits. wander from them.
4 I created armor from the hides of swamp beasts. You have 2 I keep a piece of driftwood from my ill-fated boat to remind
proficiency with leatherworker’s tools. me that life is fleeting.
5 I created clothes, blankets, and nets. You have proficiency 3 As I wander the wider world, I recruit new members to my
with weaver’s tools. tribe by sharing our customs.
6 I was a toolmaker and fletcher. You have proficiency with 4 I was burned by acid rain that still scars me, a sign of my
woodcarver’s tools. Khoor heritage.
5 I safeguard my alligator tooth necklace, a family heirloom
Feature: Nomad created when my great grandmother saved my great
grandfather from a giant alligator, so I can one day pass it
You are used to swiftly maneuvering through natural along to my own child.
obstacles and harsh landscapes in the swamplands of 6 My older sibling gave up being a swamper to settle down
Khoor. While you are traveling for 10 minutes or more many years ago. I’m looking for them now.
through a swamp type terrain, you ignore nonmagical
difficult terrain.
D6 FLAW
1 I speak bluntly and honestly, even when I shouldn’t.
Suggested Characteristics
2 I never retreat and never surrender.
Bound together by their experience of common perils and
an itinerant lifestyle, swampers are as adept at surviving 3 I’m preoccupied with remaining vigilant against unseen
threats.
dangerous encounters with wild creatures as they are
celebrating such moments with drink and song. Through 4 I usually forget to tell my companions before I wander off
the highs and the lows, swampers rely on their tribes for by myself.
support and protection and offer the same in kind. 5 To survive in the swamp, you have to act first and think later.
So, I do.
6 I never say no to a drink.
Suggested Characteristics 1 I value people based on what they can do for me.
2 I distrust anyone in a position of authority.
Members of the lowest echelon in the town or city, vermin
sweepers are viewed as an unpleasant necessity by most. 3 I can only rely on my pet and myself, all people betray me.
Those who take up this task may do so because they 4 I take no pains with my appearance.
are comfortable operating in the shadows or through 5 I live in the moment, dismissing anything that isn’t
curiosity about the various creatures that inhabit other immediately useful.
realms. Most share a dim view of those higher up on the
6 Having spent so long hunting in the dark, bright light makes
social ladder, knowing that their lifestyle is built on the
me very irritable.
backs of those below.
D6 PERSONALITY TRAIT
1 I love traveling and will sometimes take a new path just to
see what is over the next hill.
2 I collect leaves and flowers from plants that I encounter and
press them into my journal.
3 I am furtive by nature and tend to watch others unobserved
before judging whether they are worthy of meeting.
4 Travel is made easier with a good story. I collect stories like
others collect coins.
5 I am haunted by the massacres I have witnessed while on
the road.
6 I am curious about the Lost Beasts and seek out knowledge
and artifacts related to them.
D6 IDEAL
1 Guidance. Guiding travelers is a holy calling that protects
the folk in need during this Age of Desolation. (Lawful)
2 Respect. I take care to not upset the natural world. (Neutral)
3 Protect. All those traveling upon the road deserve my
protection. (Neutral)
4 Discipline. I follow orders easily and like things that go by
the book. (Lawful)
5 Remembrance. I find beauty in the world around me
and document it by drawing pictures, writing poems, or
composing songs. The world is art. (Chaotic)
6 Judgement. Those that betray the Warden’s sacred duty
should be severely, and permanently, punished. (Evil)
Between Worlds
With Arora having been split into the Five Realms, each
acting as their own physical plane, none of the realms
physically touch each other. The realms are connected only
by the power of Jha-dhol, who in the cosmology of Arora,
acts as the central life bringer, sun, and protector of the
realms. Each realm is protected by the Great Abjuration, a
magical and divine protective sphere that surrounds each
of the Five Realms.
When a mortal being approaches the Great Abjuration
on any of the Five Realms, a magical force gradually
restrains them from ever reaching the edge of the realm.
This effect starts gradually 50 miles out from the precipice
of the realm and grows in strength the closer one comes.
Ten miles from the edge of any realm, the force is so great
that the creature simply cannot move any further forward.
Many have tried, and all have failed.
Interplanar Travel
Travel between the realms is possible, despite the Great
Abjuration impeding the ability to leave from the edge of a
realm. Each realm is connected by a series of interplanar
rifts. These natural tears in the fabric of space create portals
to other realms. Each rift has unique characteristics and are
sometimes not as obviously recognized as others. Despite
their unique characteristics, interplanar travel in Arora is as
dangerous of an experience as anything in the realms.
One Way. While one rift may be open and travel
directly to one particular realm, that does not necessarily
mean that the rift on the other side leads back to the
originating realm. Travel between realms is often a one-
way event, and returning to a previous realm sometimes
requires multiple journeys through different rifts in
different realms. An experienced realm-guide is a useful
commodity when braving interplanar travel, though they
are often very costly.
171
Grobb Dangers of Interplanar Travel
In the days when the realms were first born again, when Traveling between the realms is deadly. When a creature
the ruling dragons arrived in the Five Realms and laid enters an interplanar rift or suffers any of the unique
their eggs to gestate the first generation of people, Jha-dhol dangers shown in the table below, the creature must
spent the last of her powers to protect what would become make a DC 15 Constitution saving throw. If they fail, the
the first to walk Arora. creature takes 11 (2d10) force damage.
The dragon goddess created grobb, a foam that Grobb. If a creature covers their body in grobb foam
allowed the dragons’ eggs to hatch not only draconic prior to entering a rift, they have advantage on any save
beings, but the first generation of blended humanoids, made while conducting interplanar travel for the next hour
among a few other unique creatures. Once the first gen- and take no force damage while doing so. A grobb covered
erations had hatched, however, the need for grobb faded. creature also takes damage effects from the table below.
With the folk of Arora now beginning their new lives, and
learning the ways of the lands, they soon became curious
PORTAL REALM DANGER
and studious in all things Arora presented them. Grobb
was no exception, and over the thousands of years before Khulud Gallaht The creature must make a DC 15
the Dragonrage plunged the realms into the Age of Deso- Portal Wisdom saving throw. On a failure
they take 39 (6d12) psychic damage.
lation, the clever folks of Khoor found an alternative use
of the magical foam. They discovered that grobb provided Arinok Khoor The creature must make a DC 15
some protection from the dangers of interplanar travel. Portal Strength saving throw. If they fail,
they are torn from their current
This discovery opened trade between the realms and
trajectory, and land in a random
allowed Arora’s different people to intermingle. realm. Roll 1d4 to determine the
Now, during the Age of Desolation, grobb is quite rare, creature’s destination.
having been farmed to near depletion in the realm of 1. Gallaht, 2. Mogsturma,
Khoor. Due to its now-scarce amounts, grobb is heavily 3. Prazzolar, 4. Tievmer.
guarded and regulated throughout the realms, with Vast Plains Mogsturma The creature must make a DC 15 Dex-
some realms seeing barely any of the foam at all. The terity saving throw. If they fail, they are
industrious, entrepreneurial, and exploitative folk of the hit by unstable magical whips of ener-
realm have created a highly lucrative black market around gy and are paralyzed for 1d4 hours.
grobb. Seedy smugglers bring it across planar rifts while Icy Crossing Prazzolar The creature must make a DC 15
wizards and alchemists study the substance in hopes to Constitution saving throw. If they fail,
produce similar creations, often with disastrous effects. they are blinded until the next dawn.
Wildwood Tievmer The creature must make a DC 15
Threshold Intelligence saving throw. If they fail,
they suffer the effects of the feeble-
mind spell.
The Dragons’ Tievmer The creature must succeed on a DC
Ingress 15 Constitution saving throw. If they
fail, they are poisoned for 1d4 days,
and take two levels of exhaustion.
1 A deep ravine half full of muddy water 1 A hidden druid grove with signs of animal dwellings
2 An eerily quiet mountain pass, but clearly visible 2 The lair of a legendary creature just outside a town
3 A sheer cliff with no obvious way up or down 3 A cult’s meeting place, blood dried upon the stones
4 A prosperous town, quiet at night 4 A hermit’s shack, complete with hermit
5 A sparkling beach with golden sand kissed by azure water 5 A forgotten graveyard prowled by sinister creatures
6 A rocky caldera, littered with broken stones 6 A smuggler’s cave full of rotten produce
7 An active quarry, thick with masonry dust 7 A buried escape tunnel, but recently used
8 A fortified castle, its crenelations damaged from war 8 A hastily-abandoned but still stocked alchemical lab
9 A lively inn bursting with song and the scent of cooking meat 9 An overgrown path hidden at the foot of a fortress
10 A well-travelled river crossing with ropes and markings 10 A filthy dungeon, now devoid of inmates, but still full of traps
11 The rotting corpse of a gargantuan creature 11 A hidden cache of weapons and siege machines
12 An open road of packed earth littered with the refuse 12 A library deep within a mountain, accessible only through a
of travelers twisting tunnel
13 A wizard’s tower lit up at night with faerie lights 13 A dragon’s horde far from populated areas
14 A permanent military encampment full of soldiers and 14 A wizard’s tower perched on the side of a sheer cliff facing
their support the sea
15 An ancient amphitheater, partially intact 15 The den of a ferocious animal concealed by overgrowth
16 A stone bridge spanning a wide chasm 16 A monastery set in the branches of trees, tucked beneath
the boughs
17 A deep valley perpetually covered in mist
17 A twisting labyrinth built by unknown hands
18 A shanty town constantly besieged by monsters
18 A stone chamber with multiple portals connected to
19 A circle of standing stones with signs of visitors other realms
20 A gladiatorial arena operated by malicious creatures 19 A temple to a Jha-dhol, its candles still lit
20 An unmarked grave with a broken rune-etched spear haft
transfixing the remains
Not all discoveries occur as adventurers trek through Multiple characters can perform research at the same time,
unknown places they’ve never heard of. Deliberate but each character must make their own ability check.
explorers research their destinations first, taking time to A character can also spend their time helping another
learn what they can about the area before even setting foot character’s research attempt instead of performing their
there. Not only does foreknowledge help guide explorers to own, providing advantage to the researcher’s ability check.
points of interest, it also helps them avoid or better prepare You are free to decide some research methods are easier
for the dangers awaiting there, including environmental or more difficult in certain situations, granting advantage or
hazards (see page 190). disadvantage to their associated ability checks. For example,
To research a region, a character can spend 8 hours , searching for references in a library known for its abundance
essentially a full day’s work, performing a task to gather of geographical references probably grants advantage to the
information about the region. At the end of their efforts, Intelligence (Investigation) check. Meanwhile, asking around
they roll an ability check appropriate to their research about a distant land might prove difficult in an isolated
method. Research can be done many ways, and players are village with inhabitants who seldom travel abroad, the Cha-
encouraged to be creative, but examples include: risma (Persuasion) check has disadvantage. You may even
decide some attempts are impossible if the situation couldn’t
Recall Knowledge: You consult your notes and carefully sift possibly result in useful information.
through your memories to recall anything you’ve previous- Each research attempt generates a number of Discovery
ly learned about the Region. Intelligence (History) Points determined by the ability check’s result.
Region Sheet
Region Name Realm Size
A sweltering wasteland littered with cracked rocks and the burned-out wreckage of razed villages and ancient ruins.
Few call it home, save dangerous denizens of Mogsturma.
Features Key
# Feature Name Category
1 Ruins of Salinar Obvious
2 Lake of Molten Tar Obvious
3 Misery Common
4 Ancient Tomb of Hardin Uncommon
5
6
7
4
8
9 1
10
11
12
13
14 2
15
16
17 3
18
19
20
21
22
23
24
1 Hex = 1 Mile
Region Sheet
Region Name Page
Hardin’s Folly 1
Category: Obvious Common Uncommon Secret Category: Obvious Common Uncommon Secret
Category: Obvious Common Uncommon Secret Category: Obvious Common Uncommon Secret
Category: Obvious Common Uncommon Secret Category: Obvious Common Uncommon Secret
Category: Obvious Common Uncommon Secret Category: Obvious Common Uncommon Secret
Survivalist
Surviving this long in Arora’s realms has taught you to avoid
and endure their many inherent dangers through quick think-
ing and ruggedness. You gain the following benefits:
• You have advantage on saving throws made to avoid or
resist environmental hazards.
• When a creature within 5 feet of you makes a saving
throw to avoid or resist an environmental hazard, you
can use your reaction to allow that creature to make the
saving throw with advantage.
Lightning Gig
Acid Neutralizer Paste
While this weapon appears to be a crudely fashioned spear,
This thick, pale green alchemical paste neutralizes it packs a shocking punch. Preserved eel glands attached to
acid. It can be used to coat exposed skin and vulnerable an alchemical activator sit just behind two metallic twines.
areas. After taking 1 minute to apply the paste, you have A tightly bound vine cord is attached to the shaft, allowing
resistance to acid damage for 1 hour, after which the the gig’s wielder to reel in prey.
paste dries and flakes off in foul-smelling clumps. Acid A lightning gig uses the statistics of a spear but has a
neutralizer paste must be kept in wax-sealed jars to prevent range increment of 30/60 feet. The wielder can use their
spoiling. Unsealed acid neutralizer paste spoils after 1 hour bonus action to vigorously shake the gig, forcing the eel
and then becomes ineffective. glands to activate, charging the tines. For 1 minute after
being activated, the lightning gig deals an additional 1d6
Bang Stick lightning damage. After 1 minute the alchemical fuel runs
out and must be replaced.
This indelicate weapon is a harpoon with an explosive
compound contained within the head. It has the statistics
of a javelin but deals an additional 1d6 fire damage. The Sawgrass Blade
weapon is ruined after use. The Sawgrass Blade is a longsword with a hilt made
from dragon talon and a blade made of woven blades of
Crocotoad Oil sawgrass. The weapon is particularly effective against
heavy armor, its serrated sawgrass blade slashing through
This thick, odorless oil is naturally secreted from the it easily. The sawgrass blade gains a +1 damage bonus to all
crocotoad beast and is prized by Khoor’s hunters—and successful attacks against heavy armor.
assassins. After taking 1 minute to apply the oil to your
body, you lose your natural scent and the terrain somehow
remains undisturbed underfoot. For 1 hour after applying
the oil, all ability checks made to track a creature treated Snap Whiff
with crocotoad oil have disadvantage. This sealed glass jar contains a gas captured from rare
vents in Khoor’s dangerous swamps. When inhaled the gas
Dragon Light temporarily boosts mental acuity and resilience.
A creature can use an action to break the air-tight seal
This lantern is filled with a peat moss found only in deep and deeply inhale the gas. For the next minute the creature
caves and the Grand Bog in Khoor. Naturally slightly has advantage on Perception checks and Wisdom and
fluorescent, it can be treated with an alchemical activator Intelligence saving throws. After the duration the user
that slowly burns the peat moss in a deep purple flame. becomes momentarily disoriented, losing their action on
The lantern produces only dim light in a 5-foot radius but the subsequent round as they recompose themselves.
“Bang Stuff”
Originally discovered by the Vomitfang tribe while
attempting to create new toxins, “Bang Stuff” is a highly
volatile crystalline salt that explodes in flame if exposed to
a spark or treated roughly enough to generate friction. The
only safe way to store the material is to keep it damp, which
is not easy in the parched realm of Mogsturma. The bang
stuff formula was stolen and now is distilled by the various
kobold tribes with varying degrees of success.
A small handful of the incendiary substance can cause
a fire in a 5-foot radius. The fire burns quickly, dealing
12 Sick Shroom: You ooze a pungent slime from your skin Poison Paste
for 1 hour. You have disadvantage on Stealth checks.
Additionally, creatures that make successful bite attacks This seeping green paste isn’t actually poisonous as the
against you must make a DC 15 Constitution saving throw name suggests. If you take 1 minute to spread the paste
or gain the poisoned condition for 1 minute. over your skin, you have advantage on saving throws
against contact poisons for 8 hours.
13 Vision Shroom: You fall unconscious for 10 minutes, and
can’t be awoken unless affected by a spell or ability that
neutralizes poison. After awakening, you gain the effects of
the commune with nature spell.
Silver Lamprey
This rare stream dweller feeds on other living creatures but
14 Tall Stool: You are affected by an enlarge effect (as the becomes intoxicated and docile by Tievmer’s rich gases. The
enlarge/reduce spell) for 1 hour. This is counteracted by a
Shrink Shroom. Lorpel folk learned that you can attach one to your nose and
mouth and it becomes slightly pliable for 1 hour.
15 Fairy Shroom: You can cast minor illusion. Additionally, you Breathing through the lamprey filters poisonous gasses,
can see through all illusion effects for 1 hour. giving the wearer immunity to the effects of inhaled gas.
After an hour the lamprey becomes active again, dealing
16 Poisonous Shroom: Make a DC 16 Constitution saving
throw, on failure you gain the poisoned condition for 1 hour. 1 point of necrotic damage per turn until the wearer uses
their action to remove the agitated lamprey. Leaving a lam-
17 Lunacy Shroom: A creature is affected by a confusion prey on for too long can lead to horrific facial scarring—
effect (as per the spell for 1 minute. some of Tievmer’s deep-forest hunters can be identified by
18 Intoxicating Euphoria: You are immune to fear and these tell-tale scars.
negative emotion effects, but have disadvantage on saving
throws against illusions and charm effects for 1 hour.
Stone Salve
19 Enhancement Shroom: The next potion, spell, or mushroom The Oakstill humanoid folk developed a thick grey paste
effect you are subject to has its duration doubled.
that can be smeared on the skin to combat the Medusa and
20 Life Shroom: You are healed of all wounds, diseases, and other fey creatures of the Saihan’s entourage. Using a pot
conditions. Additionally, you grow 10% taller for 1 hour of this salve takes 1 minute, and grants you +1 to AC and
after ingestion. advantage on saving throws versus petrification for 1 hour.
Alkali Leather
Armor (leather), rare, Khoor
This suit of leather armor is made from a dark violet,
rough hide.
You gain a +2 to Armor Class while wearing this armor. Fleshsear, Black Dragon Blade
As a bonus action you can speak a command word and Weapon (greatsword), very rare, requires attunement, Khoor
the armor exudes a viscous alkali coating for 1 minute,
This greatsword is carved from a single black dragon
granting resistance to acid damage. Additionally, creatures
rib bone, its serrated, double-edged blade dripping with
who make a bite attack against you have disadvantage
hissing acid. The hilt is carved obsidian, resembling a
on the attack due to the sickening substance. The armor
dragon’s claw.
regains the use of this ability at dawn the next day.
You gain a +2 bonus to attack and damage rolls you
make with weapon, though attacks against dragons and
Daskin’s Bag of Storms dracokin have disadvantage.
On a hit with this weapon, the target takes additional
Wondrous item, very rare, requires attunement, Gallaht 1d6 acid damage and must make a DC 15 Constitution
This tan sack is embroidered with glyphs in purple and saving throw gaining the poisoned condition on failure
gold thread. A golden rope cinches the bag closed at its until the end of its next turn as the acid eats into the wound
top. The bag slowly undulates like something inside seeks painfully. Any effect that neutralizes acid, such as acid
to escape. neutralizer paste, ends this condition early.
The bag has an empty and a full state. You can use your
action to cast a limited form of the control weather spell. If
the bag is empty, you can only use the spell to reduce the Frostfire
severity of weather in the area of effect, which appears Magical weapon (greataxe), very rare, requires attunement, Prazzolar
to be drawn into the sack. After the spell ends the bag is
The head of this double-bladed great axe resembles the
full again. The next time you use the control weather spell
flared wings of a dragon in flight, while the dragon’s tail
you can only increase the severity of the weather, which
wraps around the ebony shaft.
appears as if the weather is being emitted from the sack,
You can use a bonus action to speak a command word,
emptying the bag.
causing blue crackling flames to erupt from the twin axe
After using the bag three times it cannot be used again
heads. These flames shed bright light in a 20-foot radius
until you finish a long rest. If it stormed during your long
and dim light for an additional 20 feet and cast everything
rest, the bag is now full. If it did not storm during your rest,
in a spectral blue glow. While the axe is ablaze, it deals an
it is empty.
extra 2d6 fire damage to any target it hits. If a creature has
resistance or immunity to fire damage the flames instead
Dunestalker’s Helm deal 2d6 cold damage. The flames can ignite flammable
materials on contact. The flames last until you use a bonus
Wonderous Item, rare, requires attunement, Gallaht action to speak the command word again or until you drop
This greathelm is crafted from bulette chitin. You can use the axe.
your action to lower the visor and speak the command While the axe is ignited you may point the weapon and
word, activating its abilities. For 1 hour you gain emit a 60-foot cone of frost fire from it as an action. You
tremorsense out to a range of 60 feet and a burrow speed must expend a number of Hit Dice equal to the damage you
equal to your speed, but only through loose sand or soil. wish to generate, rolling them as the effect. Each creature
You do not leave a tunnel in your wake. The helm regains within the cone must make a DC 16 Dexterity saving
the use of this ability every dawn. throw. A target takes fire damage equal to the amount
rolled on the expended Hit Dice on a failed save, or half
as much damage on a successful one. Creatures with fire
resistance or immunity take cold damage instead. Hit Dice
expended in this way do not restore hit points and can be
"Jha-dhol’s gifts come in many shapes and sizes.
regained normally. Once you use this ability the flames
Sometimes a simple feather holds great power." are extinguished and cannot be reignited for a number
- Jhakith Madra Adailar of minutes equal to the Hit Dice expended. The weapon
regains the use of this ability every dawn.
Stage 3 Implications
This stage is intended for campaign climax gameplay. If a
"Dragonkin are bad enough without some disease player has contracted Shardscale and it progresses to this
making them even less reasonable." stage, we recommend using the infections ultimate conclu-
- Nyben, Grobb Smuggler sion as an epilogue for the character. This provides a fair yet
still dramatic character arc.
Shardscale Stage Progression 2 The party is ambushed by a swamp troll and 2d4
awakened shrubs.
The progression speed of a Shardscale infection is entirely 3 While taking shelter from acid rain (see Environmental
the GM’s discretion. The GM should advance the infection Hazards) 2d4 leechwings strike the party from above.
as best fits their narrative and campaign structure.
4 1d4+1 crocotoads lie in wait attempting to swallow the
Shardscale infections always progress in order. Once party as they traverse the swamp.
the Shardscale fully reveal themselves, at a point in the
campaign that the GM decides, they rarely remain dormant 5 The party is engulfed by a thick, viscous fog. 2d8 will-o’-
wisps begin to surround the party.
after infection, progressing immediately to Stage 1.
6 2d10 kobold skeletons attack the party.
7 The party stumbles upon the ruins of a swamp-sunken fortress.
A young black dragon makes its lair in its sunken depths.
8 An overgrown husk of an adult black dragon lies rotting.
Upon investigation 2 swamp trolls ambush the party.
9 Toxic waters release caustic gasses (see Environmental
Hazards) and 2d4 black dragon wyrmlings ambush the
party from the depths.
10 The party hears the heavy beating of wings in the distance
as the twisting mangroves vibrate viciously. The air thickens
with vile fumes as Nycthias approaches.
Dracokin
The following stat blocks cover the unique dracokin found within
the Five Realms of Arora during the Age of Desolation.
Dragaurs
As the name implies, the dragaur are a saurian race related to
true dragons. They reproduce in male/female pairs, though
spontaneous sex change is not uncommon. Most dragaur have a
fluid sense of gender.
They lay eggs in groupings of usually four to eight, with an
internal gestation period of around five months, and then an
external development period of another five months. The eggs must
be kept at a constant temperature and under strict environmental
control. Once hatched, dragaur are extremely hardy, but before
hatching the eggs are highly susceptible to damage. Even under the
best conditions around ten percent of eggs become non-viable.
Dragaur have scaled hides, an elongated lower body closer in
aspect to a lizard with four limbs, a humanoid torso with arms and
a draconic head, but otherwise can vary greatly in size, coloration,
intelligence, capability, and temperament. Some fifteen percent of
the population grow wings strong enough for flight.
Dragaur Colors. Now the dominant dracokin generally across
the Five Realms of Arora, the dragaur are powerful quadrupeds
related to dragons. They have four powerful lower limbs and a
tail extending from a lizard-like body. A humanoid torso extended
above the forelegs, supporting a pair of humanoid arms and a
saurian head. They typically come in five different colored scales,
each color having a unique damage immunity type. Red dragaurs
are immune to fire, white immune to cold, black immune to acid,
blue immune to lightning, and green immune to poison damage.
Different colors can be found across the different realms, however
they are typically more likely to be found in higher numbers in
the realm for which their ancestral true dragon cousins rule. For
instance, red dragaurs are more likely found in Mogsturma, and
white dragaurs more likely found in Prazzolar.
213
Variant Dragaurs
Dragaur
Elite Champion. AC increases to 20 (natural armor),
Large dragon, typically any evil (75%) or any neutral (25%) Multiattack increases to five attacks - three spear attacks
and two claws, and CR increases by 2.
Armor Class 16 (natural armor) Winged Dragaur. add Fly 60ft.
Hit Points 51 (6d10+18) Hunter Dragaur. add Earthsense 120 ft. and increase CR by
Speed 40 ft., fly 60 ft. (15% of dragaur) 1 and gains the following feature:
Earthsense. You can sense the shape and motion of creatures
and objects through earth and stone to the limit of the
STR DEX CON INT WIS CHA
range of this ability. This ability is blocked by metal.
18 (+4) 12 (+1) 17 (+3) 11 (+0) 10 (+0) 12 (+1) Red Scale Sorcerer Dragaur. Charisma becomes 18, CR
increased by 2, and gains the following feature:
Skills Athletics +7, Perception +3 Innate Spellcasting. The scale sorcerer dragaur’s innate
Damage Immunities fire (red), cold (white), acid (black), spellcasting ability is Charisma (spell save DC 15, +7
lightning (blue), poison (green) to hit with spell attacks). The scale sorcerer dragaur
can innately cast the following spells, requiring no
Damage Resistances bludgeoning, piercing and slashing from
material components:
nonmagical weapons
At will: dancing lights, produce flame
Senses darkvision 60 ft., passive Perception 13
3/day each: faerie fire, flaming sphere, scorching ray
Languages Common, Draconic
1/day each: fireball, fire shield
Challenge 5 (1,800 XP) Proficiency Bonus +3
ACTIONS
Multiattack. The dragaur makes three attacks: two with its
spear and one with its claws.
Spear. Melee Weapon Attack: +7 to
hit, reach 10 ft., one target. Hit: 11
(2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7
to hit, reach 5 ft., one target. Hit:
9 (2d4 + 4) slashing damage,
and if the target is Medium or
smaller it must make a DC 16
Strength saving throw or be
knocked prone.
Shardscale Kobold Dragonrage (Stage 1). The kobold suffers from uncontrollable
bouts of rage. Once per day, and at the GM’s discretion, the
Small dracokin (Kobold), typically any evil
creature must make a DC 12 Wisdom saving throw, becoming
enraged for 1d8 hours on a failure. An enraged creature attacks
Armor Class 14 (Shardscale) any other creature, friend, or foe, that comes within 30 feet of it.
Hit Points 5 (2d6-2) When the enraged state ends, the kobold has no memory of its
Speed 30 ft. time while enraged.
Shardscale Protrusions (Stage 1). The kobold suffers growths
STR DEX CON INT WIS CHA of multi-colored crystalline shards protruding from their flesh,
7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1) growing from within. The crystals are as hard as steel and offer
a degree of protection. When the creature wears no armor, the
creature has a +2 bonus to their AC.
Senses Darkvision 60 ft., passive Perception 8
Languages Common, Draconic ACTIONS
Challenge 1/8 (25 XP) Proficiency Bonus +2
Crystal Claws (Stage 1). Melee Weapon Attack: +0 to hit, reach 5
ft., one target. Hit: 2 (1d8-2) piercing damage. If the target is an
Sunlight Sensitivity. While in sunlight, the kobold has uninfected dragon or dracokin-type creature, it must succeed on a DC
disadvantage on attack rolls, as well as on Wisdom (Perception) 11 Constitution saving throw or be infected with Shardscale starting
checks that rely on sight. at the Dormant Stage (see rules on Shardscale Stage Progression).
Pack Tactics. The kobold has advantage on an attack roll against Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
a creature if at least one of the kobold’s allies is within 5 feet of Hit: 4 (1d4 + 2) piercing damage.
the creature and the ally isn’t incapacitated.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft.,
one target. Hit: 4 (1d4 + 2) bludgeoning damage.
ACTIONS
Multiattack. The dragonborn makes three longsword attacks.
Crystal Claws (Stage 3). Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 8 (1d12+2) piercing damage. If the damaged
target is an uninfected dragon or dracokin-type creature, it must
succeed on a DC 16 Constitution saving throw or be infected
with Shardscale starting at the Dormant Stage (see rules on
Shardscale Stage Progression).
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d8+2) slashing damage.
Fire Breath (Recharge 6). The dragonborn exhales a cone of fire
in a 15-foot cone. Each creature in that area must make a DC 14
Dexterity saving throw, taking 14 (4d6) fire damage on a failed
save, or half as much damage on a successful one.
Shard Darts. Ranged Weapon Attack: +6 to hit, range 20/40 ft.,
one creature. Hit: 10 (2d6+3) piercing damage. If the damaged
target is an uninfected dragon or dracokin-type creature, it must
succeed on a DC 16 Constitution saving throw or be infected
with Shardscale starting at the Dormant Stage (see rules on
Shardscale Stage Progression).
Chamocactus
A large carnivorous plant, the chamocactus lures its
prey by camouflaging its body to look like a large shade-
providing stone. Its two long sucker vines hide beneath
the sand and latch onto shelter-seeking creatures, slowly
draining them of blood.
The chamocactus’ needleless skin contains pigments
that allow it to effectively camouflage. These are valued for
both their use in dyes and medicinal use.
Chamocactus
Rooted in the Sand. While the chamocactus has its tendrils dug
Large plant, unaligned
into sand and remains motionless, it is indistinguishable from a
desert rock. It takes the chamocactus 1 minute to dig its tendrils
Armor Class 14 (natural armor) into the sand.
Hit Points 75 (10d10+20)
Speed 5 ft. ACTIONS
Multiattack. The cactus has two sucker vines and can make one
STR DEX CON INT WIS CHA attack with each of them.
18 (+4) 10 (+0) 14 (+2) 1 (-5) 12 (+1) 1 (-5) Sucker Vine. Melee Weapon Attack: +6 to hit, reach 20 ft., one
creature. Hit: The target takes 11 (2d6+4) piercing damage, and
Skills Perception +3, Stealth +2 it is grappled (escape DC 14). Until this grapple ends, at the start
Condition Immunities blinded, deafened, exhaustion, prone of each of the chamocactus’ turns, the target loses 21 (6d6+3) hit
points due to blood loss and the chamocactus regains hit points
Senses blindsight 30 ft., passive Perception 13
equal to half that amount. While attached, the chamocactus
Languages –
can’t use the same sucker vine on another target.
Challenge 3 (700 XP) Proficiency Bonus +2
Chimeric Peacock Head in the Sand. While the peacock has its heads dug into sand
and remains motionless, it is indistinguishable from a desert
Medium beast, unaligned
rock. It takes the peacock 1 minute to dig its head into the sand.
Armor Class 13 (natural armor) Multi-headed. The chimeric peacock has 1d4+4 heads. As long as
Hit Points 33 (6d8+6) it has 2 or more heads, the peacock loses one of those heads for
every 6 points of damage it takes.
Speed 40 ft.
ACTIONS
STR DEX CON INT WIS CHA
Multiattack. The chimeric peacock makes one peck attack for
16 (+2) 12 (+1) 13 (+1) 9 (-1) 12 (+1) 10 (+0) each of its heads.
Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Skills Perception +3, Stealth +3 Hit: 4 (1d4+2) piercing damage.
Senses passive Perception 13
Languages – Battle Rattle. The peacock issues a loud noise targeted at one
creature it can see within 60 feet. The creature must succeed
Challenge 2 (450 XP) Proficiency Bonus +2
on a DC 11 Constitution saving throw or take 2 (1d4) thunder
damage per head. On a success, the target takes half damage.
Dawilquar ACTIONS
(Ancient Blue Dragon) Multiattack. The dragon can use its Frightful Presence. It then
makes four attacks: one with its bite, one with its tail, and two
Gargantuan Dragon, Lawful Neutral
with its claws.
Armor Class 22 (natural armor) Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target.
Hit Points 555 (30d20+240) Hit: 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage.
Speed 40 ft., burrow 40 ft., fly 80 ft. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 16 (2d6+9) slashing damage.
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target.
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5) Hit: 18 (2d8+9) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is
Saving Throws Dex +7, Con +15, Wis +10, Cha +12 within 120 feet of the dragon and aware of it must succeed on a
Skills Perception +17, Stealth +7 DC 20 Wisdom saving throw or become frightened for 1 minute.
Damage Immunities lightning A creature can repeat the saving throw at the end of each of
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 its turns, ending the effect on itself on a success. If a creature’s
saving throw is successful or the effect ends for it, the creature is
Languages Common, Draconic
immune to the dragon’s Frightful Presence for the next 24 hours.
Challenge 26 (90,000 XP) Proficiency Bonus +7
Lightning Breath (Recharge 5–6). The dragon exhales lightning
Raging Storm. Dawilquar has a perpetual lightning storm in a 120-foot line that is 10 feet wide. Each creature in that line
raging around her to a distance of 150 feet, protecting her from must make a DC 23 Dexterity saving throw, taking 88 (16d10)
common threats as she makes her way through the skies of lightning damage on a failed save, or half as much damage on a
Gallaht. An affected creature’s speed is halved in the area, and successful one.
when the creature enters the area for the first time on a turn
or starts its turn there, it must make a DC 20 Dexterity saving LEGENDARY ACTIONS
throw, taking 88 (16d10) lightning damage on a failed save, or The dragon can take 3 legendary actions, choosing from the
half as much damage on a successful one. options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The dragon
Dragonrage. Dawilquar suffers from uncontrollable bouts of
regains spent legendary actions at the start of its turn.
rage. Each dawn Dawilquar must make a DC 10 Wisdom saving
throw, becoming enraged on failure for 1d4 hours. An enraged Detect. The dragon makes a Wisdom (Perception) check.
creature attacks any other creature, friend, or foe, that comes Tail Attack. The dragon makes a tail attack.
within 30 feet of it. When the enrage stops, Dawilquar has no Wing Attack (Costs 2 Actions). The dragon beats its wings.
memory of her time while enraged. Each creature within 15 feet of the dragon must succeed on a
DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning
Legendary Resistance (3/Day). If the dragon fails a saving throw, damage and be knocked prone. The dragon can then fly up to
it can choose to succeed instead. half its flying speed.
Warlord Katighez Crystalline Lightning Breath (Recharge 5–6). The dragon exhales
in a 90-foot line that is 15 feet wide. Each creature in that line
(Adult Blue Dragon) must make a DC 20 Dexterity saving throw, taking 66 (12d10)
Huge dragon, chaotic neutral lightning damage on a failed save, or half as much damage on
a successful one. Regardless of success, the breath attaches
Armor Class 21 (natural armor) 1d8+4 charged crystalline shards to each creature in its line. All
Hit Points 243 (18d12+126) the crystalline shards attached to each creature are either black,
Speed 40 ft., burrow 30 ft., fly 80 ft. blue, red, or yellow (roll 1d4), and each have a unique effect on a
creature while they remain attached to it:
1. Black / Necrotic / The creature can’t regain hit points.
STR DEX CON INT WIS CHA
2. Blue / Lightning / The creature can’t take reactions.
25 (+7) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 21 (+5) 3. Red / Fire / If the creature moves 15 or more feet, the shards
explode immediately dealing 1d6 fire damage.
Saving Throws Dex +6, Con +12, Wis +8, Cha +11 4. Yellow / Radiant / The creature is blinded.
Skills Arcana +15, Perception +14, Stealth +6 A creature or another creature adjacent to it can spend its action
Damage Immunities lightning removing all the shards. If any crystals are still attached to a
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 creature at the end of its turn, they explode, dealing 1d6 damage
of its damage type for each type of shard attached to the creature.
Languages Common, Draconic
Challenge 19 (20,000 XP) Proficiency Bonus +6
LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the
Legendary Resistance (3/Day). If the dragon fails a saving
options below. Only one legendary action option can be used at
throw, it can choose to succeed instead.
a time and only at the end of another creature’s turn. The dragon
regains spent legendary actions at the start of its turn.
ACTIONS
Detect. The dragon makes a Wisdom (Perception) check.
Multiattack. The dragon can use its Frightful Presence and its Tail Attack. The dragon makes a tail attack.
Summon Crystals action. It then makes three attacks: one with Wing Attack (Costs 2 Actions). The dragon beats its wings.
its bite and two with its claws. Each creature within 10 feet of the dragon must succeed on a
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning
18 (2d10+7) piercing damage plus 5 (1d10) lightning damage. damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit:
14 (2d6+7) slashing damage.
LEGENDARY REACTION
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit:
Drain Blue Crystal (Costs 2 Actions). When the dragon
16 (2d8+7) bludgeoning damage.
perceives another creature casting a spell, the dragon can
Frightful Presence. Each creature of the dragon’s choice that is expend 2 legendary actions to consume a blue crystal and cast
within 120 feet of the dragon and aware of it must succeed on a counterspell immediately. This does not expend the dragon’s
DC 19 Wisdom saving throw or become frightened for 1 minute. standard reaction, and can be used even if the dragon has
A creature can repeat the saving throw at the end of each of already used a legendary action this turn.
its turns, ending the effect on itself on a success. If a creature’s
saving throw is successful or the effect ends for it, the creature is
immune to the dragon’s Frightful Presence for the next 24 hours.
Warlord Velahntropir
Warlord Sokkerranantha (Dustwing)
CR Increases to 17
CR increases to 18
Velahntropir’s Stealth bonus is +10.
Add to actions:
Add to traits:
Chaotic Dustwave (Recharge 1-2). The dragon rears and creates
Spellcasting. The dragon is a 14th level spellcaster, charisma
a strong dust blast in a 60 foot cube originating from it. All
is its casting stat. DC 17, +9 to spell attacks. It can cast the
creatures within the cube must succeed on a DC20 Constitution
following spells without any components.
saving throw or be blinded by dust until the end of their next turn.
Cantrips (at-will): minor illusion, shocking grasp (3d8), true strike
Additionally, any friendly creatures within 30 feet of the dragon
3/day each: counterspell, mislead
can immediately use their reaction to leap or fly up to 40 feet and
1/day each: confusion (6th level), dominate person
make 1 melee attack. If it chooses, the dragon can use this action
as part of its multiattack instead of using Frightful Presence. Add to Actions:
Move the Pieces (Recharge 1). The dragon magically turns up
Warlord Xarikethrex (the White Knight) 8 willing creatures of its choice within 100 feet of it. They are
CR increases to 18 invisible and the dragon teleports them to new locations within
Add to traits: the same range. The creatures remain invisible until they move,
take an action, or the end of their next turn. If it chooses, the
Spellcasting. The dragon is a 14th level spellcaster, charisma
dragon can use this action as part of its multiattack instead of
is its casting stat. DC 17, +9 to spell attacks. It can cast the
using Frightful Presence.
following spells without any components.
Cantrips (at-will): chill Touch (3d8), shocking grasp (3d8)
3/day each: dispel magic, mass cure wounds
1/day each: spirit guardians (6th level), heal
Innate Spellcasting. The hag’s spellcasting ability is Charisma STR DEX CON INT WIS CHA
(spell save DC 15, +7 to hit with spell attacks). She can innately 20 (+5) 20 (+5) 17 (+3) 5 (-3) 14 (+2) 8 (-1)
cast the following spells, requiring no material components:
At will: blur, disguise self, prestidigitation, vicious mockery (3d4), Skills Acrobatics +9, Athletics +9, Perception +6, Survival +6
gust of wind, shocking grasp (3d8) Damage Immunities poison, lightning, slashing
2/day each: counterspell, dispel magic, fly, lightning bolt, misty step Condition Immunities exhaustion, paralyzed, petrified, poisoned
1/day each (cast at 5th level): bestow curse, fear, conjure minor Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 16
elementals (dust mephits only) Languages understands languages it knew as a hag (usually
Magic Resistance. The hag has advantage on saving throws Common, Primordial, and Sylvan) but can’t speak
against spells and other magical effects. Challenge 10 (5,900 XP) Proficiency Bonus +4
ACTIONS
Multiattack. The whirl can make two attacks and use its
Fulgurite Blast action, or it can make four attacks.
Variant: Dust Hag Coven
Fulgurite Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one
A dust hag coven can include any combination of dust hags
and dust hag oracles. To create a coven version of a dust creature. Hit: 18 (3d8+5) piercing damage, and the creature can’t
hag or dust hag oracle, add the shared spellcasting trait, and take reactions until the start of its next turn.
increase the CR of the creature by 1: Fulgurite Shard. Ranger Weapon Attack: +9 to hit, range 30 ft.,
Shared Spellcasting. While all three members of a hag one creature. Hit: 15 (3d6+5) slashing damage.
coven are within 30 feet of one another, they can each cast
the following spells. Each spell can only be cast once total Fulgurite Blast. The whirl spins and unleashes fulgurite shards.
by the coven. All coven spells are cast at 6th level:blight, Each creature within 20 feet of the whirl must succeed on a DC
eyebite, conjure elemental (sand elemental only), insect 17 Dexterity saving throw or take 21 (6d6) slashing damage. On a
plague, greater invisibility, heal success, the creature takes half damage.
Knight of the First Wing Lightning Empowered. When within 100 feet of Dawilquar, the
knight’s speed is doubled, it has advantage on Dexterity saving
Medium humanoid (kobold), lawful neutral
throws, and it gains an additional action on each of its turns. Addi-
tionally, all of its attacks deal an additional 1d8 lightning damage.
Armor Class 20 (plate armor, shield)
Hit Points 68 (8d8+32) Pack Tactics. The knight has advantage on an attack roll against
a creature if at least one of the knight’s allies is within 5 feet of
Speed 30 ft., fly 40 ft.
the creature and the ally isn’t incapacitated.
Lingering Wakeshark Standing Leap. The wakeshark’s long jump is up to 40 feet and
its high jump is up to 20 feet, with or without a running start.
Medium beast, unaligned
Waiting Predator. The wakeshark deals an additional 1d10
Armor Class 16 (natural armor) damage to any creature that it was hidden from.
Hit Points 37 (5d8+15)
Speed 30 ft., burrow 30 ft. ACTIONS
Multiattack. The wakeshark makes two bite attacks.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
15 (+2) 12 (+1) 14 (+3) 3 (-4) 14 (+2) 7 (-2) 13 (2d10+2) piercing damage.
Hunter’s Illusion. The wakeshark’s fin projects a large magical
Skills Perception +4 Stealth +5 illusion in a 10-foot cube around it. The illusion can be of any-
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 thing that a wakeshark has seen, even if it does not understand
Languages – its purpose. It typically appears as a desirable object or location
found in the desert such as quicksand, a plant, or even a sand
Challenge 2 (450 XP) Proficiency Bonus +2
skiff. The illusion lasts until the wakeshark moves. The illusion
can contain minor movement such as the buzzing of insects
Blood Frenzy. The wakeshark has advantage on melee attack and simple sounds. While the illusion is projected, the hidden
rolls against any creature that doesn’t have all its hit points. wakeshark cannot be seen without detecting the illusion, which
Sand Stealth. The wakeshark can use a bonus action to move requires a successful DC 15 Intelligence (Investigation) check.
up to 10 feet without provoking opportunity attacks and hide in
sandy terrain.
Living Sandstorm Limited Magic Immunity. The living sandstorm can’t be affected or
detected by spells of 6th level or lower that require a saving throw,
Gargantuan elemental (titan), unaligned
even if they are cast using a higher-level spell slot. It has advantage
on saving throws against all other spells and magical effects.
Armor Class 25 (natural armor)
Hit Points 676 (33d20+330) Siege Monster. The living sandstorm deals double damage to
objects and structures.
Speed 100 ft.
ACTIONS
STR DEX CON INT WIS CHA
Multiattack. The living sandstorm makes one sand grind attack
30 (+10) 8 (-1) 30 (+10) 3 (-4) 12 (+1) 3 (-4) against every creature within 100 feet of it that is not a living
sandstorm or a sand elemental. If the living sandstorm has made
Saving Throws Str +19, Wis +10 less than 10 attacks on its turn, it can make additional attacks
Damage Immunities fire, lightning, poison, psychic; up to a total of 10 against any creatures of its choosing.
bludgeoning, piercing, and slashing from nonmagical attacks Sand Grind. Melee Weapon Attack: +19 to hit, reach 100 ft., one
Condition Immunities all target. Hit: 36 (4d12+10) slashing damage. On hit, a creature
Senses blindsight 120 ft., passive Perception 11 must succeed on DC 20 Strength saving throw or be tossed
Languages – 1d6×10 feet up into the air.
Challenge 30 (155,000 XP) Proficiency Bonus +9
LEGENDARY ACTIONS
Air Form. The living sandstorm can enter a hostile creature’s The living sandstorm can take 3 legendary actions, choosing from
space and stop there. It can move through a space as narrow as 1 the options below. Only one legendary action option can be used
inch wide without squeezing. at a time and only at the end of another creature’s turn. The living
sandstorm regains spent legendary actions at the start of its turn.
Blinding Winds. The area within 100 feet of a living sandstorm is
heavily obscured. Sand Grind Attack. The living sandstorm makes a sand grind attack.
Red Crystal Snail Crystal-charged Shell. The crystal snail’s shell begins with 1d4+2
charges. Whenever the crystal snail takes damage from an
Medium monstrosity, unaligned
attack or a hostile creature’s spell, roll a d10. On a roll of 1, the
snail’s shell fully discharges, forcing all creatures within 30 feet
Armor Class 17 (natural armor) of the snail to succeed on a Dexterity saving throw or take 1d6
Hit Points 49 (9d8+9) fire damage for every charge remaining in its shell. On a success,
Speed 15 ft., climb 15 ft. the creature takes half damage. On a roll other than 1, the snail
discharges a single charge of its crystal at a random creature
STR DEX CON INT WIS CHA within 60 feet of it that is not behind total cover, dealing 3 (1d6)
fire damage to that creature.
14 (+2) 8 (-1) 12 (+1) 6 (-2) 14 (+2) 6 (-2)
Spider Climb. The snail can climb difficult surfaces, including up-
side down on ceilings, without needing to make an ability check.
Skills Perception +4, Survival +4
Damage Immunities fire Targeting Antennae. The crystal snail does not suffer
Senses tremorsense 60 ft., passive Perception 14 disadvantage as a result of making ranged attacks at close range.
Languages –
ACTIONS
Challenge 2 (450 XP) Proficiency Bonus +2
Multiattack. The crystal snail makes two attacks with its
charged antennae.
Charged Antennae. Ranged Spell Attack: +4 to hit, reach 60 ft.,
one target. Hit: 5 (1d6+2) fire damage.
Swarm of Fulgurite Crabs Blood Frenzy. The swarm has advantage on melee attack rolls
against any creature that doesn’t have all its hit points.
Large swarm of Tiny beasts, unaligned
Fulgurite Shell. Whenever a creature hits the swarm with a
Armor Class 15 melee attack, that creature takes 1d6 slashing damage.
Hit Points 52 (8d10+8) Cutting Carapace. Whenever another creature begins its turn
Speed 30 ft., climb 30 ft. in a space occupied by the swarm, that creature takes 2d4
slashing damage.
STR DEX CON INT WIS CHA Spider Climb. The swarm can climb difficult surfaces, including up-
9 (-1) 18 (+4) 12 (+1) 3 (-4) 10 (+0) 3 (-4) side down on ceilings, without needing to make an ability check.
Swarm. The swarm can occupy another creature’s space and
Damage Resistances bludgeoning, piercing, slashing vice versa, and it can move through any opening large enough
Condition Immunities charmed, frightened, grappled, for a Tiny creature. The swarm can’t regain hit points or gain
paralyzed, petrified, prone, restrained, stunned temporary hit points.
Senses darkvision 60 ft., tremorsense 60 ft. passive Perception 10
Languages – ACTIONS
Challenge 4 (1,100 XP) Proficiency Bonus +2 Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the
swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing
damage if the swarm has half of its hit points or fewer.
Volt Warrior
Medium humanoid, chaotic evil
Crocotoad ACTIONS
Large beast, unaligned Multiattack. The crocotoad makes a bite attack and a tail attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
Armor Class 12 (natural armor) 7 (1d10+2) piercing damage, and the target is grappled (escape
Hit Points 22 (3d10+6) DC 12). Until this grapple ends, the target is restrained, and the
Speed 20 ft., swim 30 ft. crocotoad can’t bite another target.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
STR DEX CON INT WIS CHA (1d10+2) bludgeoning damage. If the target is a creature, it must
15 (+2) 10 (+0) 15 (+2) 4 (-2) 10 (+0) 5 (-3) succeed on a DC 12 Strength saving throw or be knocked prone.
Swallow. The crocotoad makes one bite attack against a Medium
Skills Stealth +2 or smaller target it is grappling. If the attack hits, the target is
Damage Resistances acid swallowed, and the grapple ends. The swallowed target is blinded
and restrained, it has total cover against attacks and other effects
Senses darkvision 30 ft. passive Perception 12
outside the crocotoad, and it takes 7 (2d6) acid damage at the
Languages –
start of each of the crocotoad’s turns. The crocotoad can have only
Challenge 1 (200 XP) Proficiency Bonus +2 one target swallowed at a time. If the crocotoad dies, a swallowed
creature is no longer restrained by it and can escape from the
Hold Breath. The crocotoad can hold its breath for 15 minutes. corpse using 5 feet of movement, exiting prone.
Standing Leap. The crocotoad’s long jump is up to 20 feet and its
REACTIONS
high jump is up to 10 feet, with or without a running start.
Tail Whip. As a reaction, after being hit with a melee attack,
the crocotoad whips its tail at the attacker. The target must
succeed on a DC 12 Dexterity saving throw or suffer 5 (1d6+2)
bludgeoning damage and be knocked prone.
Kalnira
The result of dormant dragon blood being activated by
Shardscale, Kalnira has the head of a jaguar and the head
of a red dragon, each on individual necks. The jaguar head
speaks as the red dragon head is mute, though it can hear,
growl, and roar.
Kalnira’s body is a mix of jaguar and red dragon. She has
a jaguar paw ending in dragon talons, two misshapen wings,
and one dragon leg. Pieces of her jaguar hide hang from her
body, revealing sections of dragon scales. Though her wings
do not allow her to fly, she can glide with them for several feet.
Kalnira is proud of her form, seeing it as a blend of two
ferocious and intelligent creatures. The majestic creature
is charismatic and has gathered many followers. Many of
the inhabitants of the Sawgrass Sea worship her, creating
handcrafted altars depicting a taloned jaguar paw where
they leave food and treasures as offerings.
The cunning and calculating Kalnira has ambitions of
overthrowing Nycthias to take control of Khoor, seeing
The Deathly Shadow as a sad representation of a ruling
dragon. She wants to seal Khoor from the other realms by
destroying the interplanar rift. She’s begun to amass an
army, but isn’t yet strong enough to defeat Nycthias.
Leechwing ACTIONS
Small Beast, unaligned Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 7 (1d6+4) piercing damage, and the leechwing
Armor Class 14 (natural armor) attaches itself to the target. While attached, the leechwing
doesn’t attack. Instead, at the start of each of its turns, the
Hit Points 4 (1d6+1)
target loses 6 (1d6+3) hit points due to blood loss.
Speed 10 ft., fly 40 ft.
The leechwing can detach itself by spending 5 feet of its
movement. It does so after it drains 15 hit points from the target
STR DEX CON INT WIS CHA or the target dies. A creature, including the target, can use its
6 (-2) 16 (+3) 12 (+1) 2 (-4) 8 (-1) 6 (-2) action to attempt to detach the leechwing by succeeding on a
DC 12 Strength (Athletics) check.
Skills Stealth +5
Senses darkvision 60 ft. passive Perception 9
Languages –
Challenge 1/4 (50 XP) Proficiency Bonus +2
Nycthias
(Ancient Black Dragon)
Gargantuan dragon, chaotic neutral
Swamp Troll
A swamps troll’s body is a mix of
greens, browns, and black patches
and streaks. Each swamp troll is
unique in its color pattern, making
no two swamp trolls similar in
appearance. Knobs, nodules, and
twig-like growths sprout from their
body. The combination of the col-
oring and these growths help them
blend into the swamp, appearing
as bushes, trees, or fallen trees if
they remain still.
Charred Soul
When the Forests of Mogsturma burned, the dryads
burned with them Unable to leave their trees, those that
didn’t perish became as twisted and blackened as the land.
Referred to as charred souls, these once gentle creatures
have become feral and bloodthirsty, convinced in their
pain and madness that the blood of intelligent creatures
could restore their arboreal home.
The Charred Souls hunt humanoids and other sentient
creatures that venture too close to their groves. Fortunately,
their range is limited, but within the woods they are
impossible to escape—transporting amongst the blackened
trunks and stalking with a fury unmatched. When a
sentient is captured, they are taken back to the grove for
ritual sacrifice, their blood watering withered roots while
their flesh nourishes withered bodies.
Charred Souls are humanoid in shape, but dark and
cracked. Whisps of smoke drift from empty eye sockets that
see more than they ever did in life, while bone-white teeth
and claws gnash reflectively in the presence of prey.
Armor Class 14 (natural armor) Tree Stride. Once on her turn, the charred soul can use 10 feet of
Hit Points 27 (5d8+5) her movement to step magically into one burned tree within her
Speed 30 ft. reach and emerge from a second burned tree within 60 feet of
the first tree, appearing in an unoccupied space within 5 feet of
the second tree. Both trees must be Large or bigger.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 14 (+2) 15 (+2) 18 (+4) ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
Skills Perception +4, Stealth +5 7 (2d4+2) slashing damage
Damage Resistances fire
Dire Charm. The charred soul targets one humanoid that she
Senses darkvision 120 ft., passive Perception 14
can see within 30 feet of her. If the target can see the dryad, it
Languages Draconic, Sylvan
must succeed on a DC 14 Wisdom saving throw or be magically
Challenge 1 (200 XP) Proficiency Bonus +2 charmed. The charmed creature cannot harm or act in ways
that might harm the charred soul, and will follow single word
Innate Spellcasting. The charred soul’s innate spellcasting ability commands, such as surrender, follow, sleep, kneel.
is Charisma (spell save DC 14, +6 to hit with spell attacks). The Each time the charred soul or its allies do anything harmful to
charred soul can innately cast the following spells, requiring no the target, it can repeat the saving throw, ending the effect on
material components: itself on a success. Otherwise, the effect lasts 1 hour or until the
charred soul dies, is on a different plane of existence from the
At will: thorn whip, produce flame
target, or ends the effect as a bonus action. If a target’s saving
3/day each: bane, entangle
throw is successful, the target is immune to the charred soul’s
1/day each: hold person, spike growth
Dire Charm for the next 24 hours.
Magic Resistance. The charred soul has advantage on saving The charred soul can have no more than one humanoid
throws against spells and other magical effects. charmed at a time.
Fire-Spitter Lizard Sprint (Recharge 6). The fire spitter has a walking and climbing
speed of 90 feet until the end of its turn.
Small beast, unaligned
ACTIONS
Armor Class 15 (natural armor)
Hit Points 18 (4d6+4) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d6+2) piercing damage.
Speed 30 ft., climb 30 ft.
Fire Spit (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range
20/40 ft., one creature. Hit: 9 (2d6+2) fire damage. At the start
STR DEX CON INT WIS CHA
of each of the target’s turns it takes 2 points of fire damage for
10 (+0) 16 (+3) 13 (+1) 4 (-3) 12 (+1) 6 (-2) 1 minute or until the fire is smothered. Water is ineffective, but
a creature can use its action to smother and scrape away the
Skills Perception +3 flammable substance with sand or course fabric.
Damage Resistances fire
Senses passive Perception 13
Languages –
Challenge 1 (200 XP) Proficiency Bonus +2
ACTIONS
Multiattack. The giant makes two firebreaker attacks.
Firebreaker (Greatclub). Melee Weapon Attack: +11 to hit, reach
10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage plus 10
(3d6) cold damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage.
Ash Cloud (Recharge 6). The ash giant can stomp its foot and
produce a large cloud of ash that blasts over a 20-foot radius
area centered on a point that the ash giant is standing in. When
the ash giant moves away from the area, the ash cloud does
not follow it but stays in place. The area within the ash cloud
is considered heavily obscured for 1 minute. When a creature
enters the area for the first time on a turn or starts its turn
there, it must make a DC 16 Constitution saving throw, becoming
poisoned for 1 minute on failure. The poisoned creature can
reattempt this save at the end of each of its turns.
Sahali
Pack Tactics. The sahali has advantage on an attack roll against a
Large beast, unaligned
creature if at least one of the sahali’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
Armor Class 14 (natural armor)
Hit Points 26 (4d10+4) ACTIONS
Speed 40 ft.
Multiattack. The sahali makes 2 attacks: one with its bite and
one with its kick.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature.
14 (+2) 13 (+1) 13 (+1) 4 (-3) 12 (+1) 10 (+0) Hit: 4 (1d4+2) piercing damage, and the target must make a DC
12 Constitution saving throw or have its speed reduced by half
Skills Perception +3 for 1 minute.
Damage Resistances fire Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Senses passive Perception 13 Hit: 4 (1d8+2) bludgeoning damage, and the target must make a
Languages – DC 12 Strength saving throw or be knocked prone.
Challenge 1 (200 XP) Proficiency Bonus +2
Toroshivar ACTIONS
(Ancient Red Dragon) Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Gargantuan dragon, chaotic evil
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Armor Class 27 (natural armor) Hit: 21 (2d10+10) piercing damage plus 14 (4d6) fire damage.
Hit Points 546 (28d20+252) Crystal Claw (Stage 2). Melee Weapon Attack: +17 to hit, reach
Speed 40 ft., climb 40 ft., fly 80 ft. 10 ft., one target. Hit: 29 (3d12+10) slashing damage. If the target
is a dragon, it must succeed on a DC 15 Constitution saving
STR DEX CON INT WIS CHA throw or be infected with Shardscale starting at the Dormant
Stage (see rules on Shardscale Stage Progression).
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 19 (2d8+10) bludgeoning damage.
Saving Throws Dex +8, Con +17, Wis +10, Cha +14
Skills Perception +16, Stealth +7 Frightful Presence. Each creature of the dragon’s choice that is
Damage Immunities fire within 120 feet of the dragon and aware of it must succeed on a
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 DC 21 Wisdom saving throw or become frightened for 1 minute.
A creature can repeat the saving throw at the end of each of
Languages Common, Draconic
its turns, ending the effect on itself on a success. If a creature’s
Challenge 26 (90,000 XP) Proficiency Bonus +8 saving throw is successful or the effect ends for it, the creature is
immune to the dragon’s Frightful Presence for the next 24 hours.
Legendary Resistance (3/Day). If the dragon fails a saving
throw, it can choose to succeed instead. Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot
cone. Each creature in that area must make a DC 24 Dexterity
Dragonrage (Stage 2). Toroshivar suffers from uncontrollable saving throw, taking 91 (26d6) fire damage on a failed save, or
bouts of rage. Once per day, and at the GM’s discretion, she must half as much damage on a successful one.
make a DC 17 Wisdom saving throw, becoming enraged for 1d12
hours on a failure. An enraged creature attacks any other creature, LEGENDARY ACTIONS
friend, or foe, that comes within 30 feet of it. When the enraged
The dragon can take 3 legendary actions, choosing from the
state ends, Toroshivar has no memory of its time while enraged.
options below. Only one legendary action option can be used at
Shardscale Protrusions (Stage 2). The creature suffers growths a time and only at the end of another creature’s turn. The dragon
of multi-colored crystalline shards protruding from their regains spent legendary actions at the start of its turn.
flesh, growing from within, now covering more than half of its Detect. The dragon makes a Wisdom (Perception) check.
body. These protrusions provide an element of natural added Tail Attack. The dragon makes a tail attack.
toughness to their body. The creature can no longer wear armor Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
effectively (is no longer proficient with any type of armor), and creature within 15 feet of the dragon must succeed on a DC
the creature has a +5 bonus to their AC while not wearing armor. 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning
damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Ice Golem
Large construct, unaligned
Chilling Aura. Each creature that starts its turn within 30 feet of
the golem must make on a DC 16 Constitution saving throw. On a
failed save, a creature takes 10 (3d6) cold damage, and its speed is
reduced by 10 feet until the start of its next turn. Creatures with
resistance to cold damage have advantage on this saving throw.
Creatures with immunity to cold damage automatically succeed.
Immutable Form. The golem is immune to any spell or effect that
would alter its form.
Magic Resistance. The golem has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
ACTIONS
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
14 (2d8+5) bludgeoning damage plus 7 (2d6) cold damage.
Lost Beasts
The lost beasts are a group of magical beasts originally created by the elves, humans, and gnomes in Old Arora, during a
time before memory and the Great Abjuration. Created for different purposes, many of these unnatural creatures found
ways to quickly reproduce and thrive in the hidden spaces of Tievmer without their original creators’ oversight. They now
crawl through the dark places of Tievmer in the Age of Desolation.
Othalu
Distended, wiry legs spring outwards in all directions from a
dog-sized bulbous, throbbing center mass. A single, huge eye
stares out of the shape of the skittering horror. A single tenta-
cle topped with a wickedly curved poisoned spine waves from
its rear. Three sets of black mandibles clatter from one side of
the atrocity, constantly oozing a foul-smelling thick paste that
they use to inflict disease upon those they bite. This distorted
predator generally feasts upon smaller prey animals in groups
of two, focusing more intently on anything dracokin but have
been known to swarm larger creatures for unknown reasons.
Voracious Eaters. These mutated beasts exist only
to hunt and eat. They never rest and are never satiated,
turning from their latest kill to resume their hunt, their
victims’ blood still warm.
Adaptive Pursuit. Othalu make use of their numerous
legs to chase down their prey, pursuing up trees, rocky
shelves and other inconsequential obstructions.
Disease Dealers. Survivors of othalu attacks often
find themselves crippled with disease spread by the foul
ooze coating the othalu’s mandibles. Many such victories
are short lived as the disease weakened creatures succumb
quickly to new threats.
Othalu
Small beast, neutral
ACTIONS
Armor Class 13
Hit Points 58 (9d6+27) Multiattack. The othalu makes three bite attacks
Speed 40 ft., climb 40 ft. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4+3) piercing damage. Hit. The target must succeed on a
DC 11 Charisma saving throw or become diseased. Diseased
STR DEX CON INT WIS CHA
creatures have disadvantage on attack rolls and saving throws.
16 (+3) 15(+3) 16 (+3) 2 (-4) 8 (-1) 7 (-2) The save may be repeated at the end of a long rest with a
success removing the disease.
Skills Perception +3 Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Damage Immunities poison Hit: 10 (2d6+3) piercing damage and the target must succeed
Condition Immunities poison on a DC 12 Constitution saving throw, taking 10 (3d6) poison
Senses darkvision 60 ft., passive Perception 13 damage on a failed save, or half as much on a successful one. If
Languages – the saving throw fails by 5 or more, the target falls unconscious
Challenge 3 (700XP) Proficiency Bonus +2 for 1 minute, or until it takes damage or another creature uses
an action to shake it awake.
Saihan ACTIONS
(Ancient Green Dragon) Multiattack. Saihan can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Gargantuan dragon, chaotic evil
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit:
Armor Class 23 (Shardscale) 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
Hit Points 525 (30d20+210) Crystal Claws (Stage 1). Melee Weapon Attack: +15 to hit, reach 10
Speed 40 ft., fly 80 ft., swim 40 ft. ft., one target. Hit: 26 (4d8 + 8) slashing damage. If the target is
a dragon-type creature, it must succeed on a DC 14 Constitution
STR DEX CON INT WIS CHA saving throw or be infected with Shardscale starting at the
Dormant Stage (see rules on Shardscale Stage Progression).
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit:
17 (2d8 + 8) bludgeoning damage.
Saving Throws Dex +8, Con +14, Wis +10, Cha +11
Skills Deception +11, Insight +10, Perception +17, Persuasion Frightful Presence. Each creature of Saihan’s choice that is within
+11, Stealth +8 120 feet of the dragon and aware of it must succeed on a DC
Damage Immunities poison 19 Wisdom saving throw or become frightened for 1 minute. A
Condition Immunities poisoned creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a creature’s
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
saving throw is successful or the effect ends for it, the creature is
Languages Common, Draconic immune to the Saihan’s Frightful Presence for the next 24 hours.
Challenge 25 (75,000 XP) Proficiency Bonus +7
Poison Breath (Recharge 5–6). Saihan exhales poisonous gas in
a 90-foot cone. Each creature in that area must make a DC 22
Dragonrage (Stage 1). Saihan suffers from uncontrollable bouts of
Constitution saving throw, taking 77 (22d6) poison damage on a
rage. Once per day, and at the GM’s discretion, the creature must
failed save, or half as much damage on a successful one.
make a DC 12 Wisdom saving throw, becoming enraged for 1d8
hours on a failure. An enraged creature attacks any other creature,
LEGENDARY ACTIONS
friend, or foe, that comes within 30 feet of it. When the enraged
state ends, the creature has no memory of its time while enraged. Saihan can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time
Amphibious. Saihan can breathe air and water. and only at the end of another creature’s turn. The dragon
Legendary Resistance (3/Day). If Saihan fails a saving throw, it regains spent legendary actions at the start of its turn.
can choose to succeed instead. Detect. Saihan makes a Wisdom (Perception) check.
Shardscale Protrusions (Stage 1). Saihan suffers growths of Tail Attack. Saihan makes a tail attack.
multi-colored crystalline shards protruding from their flesh, Wing Attack (Costs 2 Actions). Saihan beats its wings. Each
growing from within. The crystals are as hard as steel and offer a creature within 15 feet of the dragon must succeed on a DC
degree of protection. When Saihan wears no armor, they have a 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning
+2 bonus to their AC. damage and be knocked prone. The dragon can then fly up to
half its flying speed.
Features Key
# Feature Name Category
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
1 Hex =
Region Sheet
Region Name Page
Status Status
Category: Obvious Common Uncommon Secret Category: Obvious Common Uncommon Secret
Status Status
Category: Obvious Common Uncommon Secret Category: Obvious Common Uncommon Secret
Status Status
Category: Obvious Common Uncommon Secret Category: Obvious Common Uncommon Secret
Status Status
Category: Obvious Common Uncommon Secret Category: Obvious Common Uncommon Secret
A fter finding success with the dark fantasy setting Grim Hol-
low, we at Ghostfire Gaming wanted to expand our horizons,
and we envisioned a post-apocalyptic setting that toyed with
some of the standard fantasy tropes. Thus, Arora was born.
Stepping into new territory can be challenging and scary.
Still, we thought the risk was worth it. And the 5,330 backers
who contributed to our crowdfunding campaign confirmed
our beliefs. We thank you so much for your trust and your
support in our work.
The entire Ghostfire Gaming staff, as well as all of our
creative and dedicated freelance artists and writers, worked
as a team to envision the Five Realms. Creating a setting so
different from a typical fantasy setting—from the art to the
worldbuilding to the game mechanics—takes an extraordinary
amount of coordination and communication. Thank you to all
the freelancers who took the time and expended the energy
to bring something new to the page, and hopefully into the
minds and stories of the game masters and players.
And speaking of players, thank you to everyone who makes
memories and tell stories using this content. Arora is a world
that presents many challenges, and with great challenges
come exciting narratives. We hope you enjoy!
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