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GUIDE TO THE

LABYRINTH

WOLFGANG BAUR
GUIDE TO THE LABYRINTH
Omega, Daniel Paoliello, Justin C E Penner,
Credits Jeff Quick, Thomas M. Reid, Richter, Sebastian
Designer: Wolfgang Baur Rombach, Eric Sage and Gates Perrault, J Santana,
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TABLE OF CONTENTS
Overview......................................................................... 5 Minor Wayfaring Groups............................................. 29
Campaigns in the Labyrinth...........................................5 Forge of Truth (Smiths).............................................. 29
How to Use This Book................................................... 6 Lords and Ladies of the Bright and
Chapter 1: The Labyrinth........................................... 8 Shining Lands (Fey Knights)...................................... 29
Brief History of the Labyrinth........................................ 8 The Radiant Order (Radiants).................................... 29
Seven Secrets of the Labyrinth..................................... 8 Wings of Alquam (Wings)........................................... 29
Recent Events.............................................................. 9 Pantheon of the Labyrinth........................................... 30
Structure of the Labyrinth........................................... 10 Chapter 3: Sites and Worlds....................................34
Appearance and Exploration....................................... 11 Fifty Famous Sites in the Labyrinth.............................. 34
People of the Labyrinth.................................................12 Planes and Connections..............................................38
Culture Across Worlds................................................12 Astral Sea....................................................................38
Languages.................................................................. 13 Elemental Spheres......................................................38
Time in the Labyrinth.................................................. 14 Ethereal Plane............................................................38
The Hub Calendar..................................................... 14 Core Worlds.................................................................38
Holidays and Festivals................................................. 15 Armillary....................................................................38
Modes of Travel.......................................................... 15 Celestia......................................................................39
Four Pathways............................................................ 15 Coldforge...................................................................39
Three Shortcuts..........................................................17 Dreamer’s Islands.......................................................39
Slides, Glitches, and Intermissions..............................17 Greater Hell of Tyver-Sarok........................................39
Midgard.....................................................................39
Chapter 2: Heroic Factions......................................18
Shadow Realm...........................................................40
Concord of Stars (Concordans).....................................18
Summerlands............................................................40
Overview....................................................................19
Sunhome................................................................... 41
Goals..........................................................................19
The Old Ring Worlds.................................................. 41
Concordans in a Campaign.........................................19
Yggdrasil, the World Tree........................................... 41
Three Key Characters..................................................19
Dead Worlds................................................................ 42
Keepers of the Keys (Keepers).......................................21
Arch Sky.................................................................... 42
Overview....................................................................21
Black Velvet................................................................ 42
Goals..........................................................................21
Whispering Dunes..................................................... 42
Keepers in a Campaign...............................................21
Outer Worlds............................................................... 43
Three Key Keepers..................................................... 22 Worlds A to F............................................................. 43
The Old Ring (Elders).................................................. 24 Worlds G to N............................................................ 48
Overview................................................................... 24 Worlds O to S..............................................................52
Goals......................................................................... 24 Worlds T to Z..............................................................57
Elders in a Campaign................................................. 24
Chapter 4: The Void and Its Servants....................64
Three Key Elders.........................................................25
Void Factions............................................................... 64
Servants of the Dreaming God (Dreamers)................... 26
Great Chantry............................................................ 64
Overview................................................................... 26
Last Cathedral............................................................65
Goals......................................................................... 27
Followers of the Pure Void...........................................65
Dreamers in a Campaign............................................ 28
Void and Labyrinth Monsters...................................... 66
Three Key Dreamers.................................................. 28
Cult Names..................................................................71
Wanderers and the Lost............................................. 28
Labyrinth Art Preview.............................................72

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Void giants exit a rift into the Labyrinth

OVERVIEW
The minotaurs were the first to find the Labyrinth, of course. Their itself, Chapter 2 for the heroes and their factions, and
speech became its language, their maps and names its waypoints Chapter 3 for the Known Worlds and a sampling of worlds
and markers. They opened the way. In that long-ago age, a and settings from the Black Flag Roleplaying community.
minotaur scout named Arvannos discovered the way to walk The most important characters in a Labyrinth campaign
into the Labyrinth—or perhaps it would be closer to truth to say are those played by the game master (GM) and the heroes
he was the first to wander back out. Since that time, it has been played by the players, known as player characters (PCs).
the pathway to heroic adventure, the connection between all the These heroes include all the lineages of the Player’s Guide,
worlds, bright and dark alike. who fight to keep the Ten Thousand Worlds free of the
encroaching influence of the ever-hungering Void. See
The Labyrinth is the realm of heroes, a cosmos sometimes
Chapter 2 for the heroic factions player characters can join
referred to as the Ten Thousand Worlds—though of course,
and for a pantheon of the gods of the Labyrinth.
the Labyrinth is only the pathway to the worlds. The worlds
The forces of the Void oppose the characters in these
it touches range from the fair to the hellish, and from grim
stories, as described in Chapter 4.
struggles against a final slaughter to bright lands of valiant
heroism and roguish trickery. The worlds of the Labyrinth
are worlds of adventure, and the Labyrinth can reach into CAMPAIGNS IN THE LABYRINTH
any campaign. The Labyrinth provides an easy way for your group to visit
The Labyrinth offers you the opportunity to explore the any setting, drop in on a new world each week, and hop
worlds presented here and to forge new worlds of your from your home game and back again—without changing
own. See Chapter 1 for a description of the Labyrinth or interfering with what makes your home game unique!

5
Because the worlds of the Labyrinth are connected, Characters. Note that all rules referenced here are
characters can visit Midgard, the Shadow Realm, from the Tales of the Valiant roleplaying game, which is
Parsantium, or any published world you like for a game compatible with 5th Edition Dungeons & Dragons. You can
session or two—and return to their home world without choose to use characters from either rule set in your game.
requiring planar travel or high-level spellcasting. It’s up to you and your players.
At the same time, the Labyrinth has its own people, Creatures. Monsters and foes from the Monster Vault are
places, factions, creatures, and magic—more than enough listed throughout, as well as creatures from Tome of Beasts 1,
to power a high-magic, high-heroism story or an entire 2, and 3, and the Creature Codex.
campaign. Because the Labyrinth is a patchwork place, it Factions. The setting assumes many player characters
is often under threat, cracked, and sometimes neglected. are members of some or most of the factions described in
Its heroes are those who restore order to wasted lands of Chapter 2. PCs aren’t required to be a member of a faction,
corruption, who rebuild and save the crumbling wards, but membership opens up additional adventuring options
and who heal the cracks in the great maze, so that its many and potential perks.
worlds remain whole and connected. Worlds. The worlds in Chapter 3 are examples and are
This book provides an overview of the Labyrinth setting used as a foundation set of worlds for official Labyrinth
and serves as a starting or introductory point to it. For adventures—but they’re by no means exhaustive or even
more in-depth information on the Labyrinth and its required to run games in the Labyrinth.
inhabitants and on running campaigns in the Labyrinth, Stories. Because the Labyrinth is the space between
see the upcoming Labyrinth Worldbook. worlds, where hidden cities and strongholds are home
to strange creatures and bold heroes, your stories are
unlimited, and you can hop genres from horror to
HOW TO USE THIS BOOK cottagecore to sword and sorcery as you please—each
This book presents people, places, creatures, and
change of worlds can be a change of genre and tone. Your
adventure ideas for your game. You can use these as
adventures can hop through rifts and portals into 10,000
add-ins to your game, or you can begin a game within the
worlds—or just to your three or four favorites, with a short
Labyrinth, featuring its people as the primary characters
stopover for a published adventure you especially like.
in a tabletop campaign.
With the secrets of the Labyrinth, an entire
multiverse of storytelling options is at your disposal.

Twisted Root Harbor, a stronghold of the Concord of Stars

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Cosmology of the Labyrinth,
showing major worlds, regions,
and connecting pathways
7
A portal mage knows how to reach many worlds—and how to seal them shut.

CHAPTER 1: THE LABYRINTH


The primary location binding the setting together is the
“space between the worlds” known as the Labyrinth. It Brief History of the Labyrinth
encompasses entire cities and pocket dimensions, though
most of the Labyrinth consists of tunnels, bridges, and While the Labyrinth has grown in size and population
stranger pathways between the worlds. Regardless of over centuries and generations, in some ways it remains a
whether the true nature of the Labyrinth is a dream or small and secret place where heroes and mystics delve into
a mushroom root or the World Tree or a cracked egg of the cosmos and learn its mysteries. Here are some of the
a world, the Labyrinth is a livable place. It is suffused highlights of its history and recent events.
by ether, which connects it to the elements. It is lightly
connected to the Astral but more tightly to every other SEVEN SECRETS OF THE LABYRINTH
world, from the Hells to the fey realms to the new worlds
These seven secrets of the Labyrinth setting give it a
and empty world husks drained by the Void.
distinct character. Natives of the Labyrinth often take
Precisely because it connects them all, this great maze
them for granted, but most visitors to the maze find them
makes it possible for the inhabitants of the Labyrinth and
surprising or non-obvious.
the worlds it touches to oppose the Void and its demons
Worlds Can be Created and Destroyed. The people
and cultists.
of the Labyrinth know that entire worlds can be born
and die in days or can last timeless ages beyond mortal
understanding. But worlds are not eternal: they can be

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grown, built, or dreamed into existence, or they can arise APPROACH OF THE VOID
spontaneously out of the Astral Sea. For long years, the forces of the Void had relatively
The Maze is Not a World, Only a Road. The Labyrinth few successes in gaining a permanent foothold in the
itself is not a world but a set of passages, tunnels, rivers, Labyrinth, and many of the Concordan legions retired
roads, and other connections, along with a few small and returned to the celestial realms. In the last 20 years or
demiplanes. It may have been dreamed into existence more, though, it is clear the malevolent dragon Nidhogg,
by the minotaurs or (more likely) it predates them. the scheming Voidmother, and the Brothers of the Last
Regardless, they awakened it somehow in the construction Cathedral have formed an alliance and are working
of their Great Maze. This maze connects all mazes on all together more closely than in times past. This alliance
worlds, it was the first world-linking path, and it gave the is weak, but at a minimum, the three great void factions
Labyrinth its name. are currently not undermining each other—which spells
Five Connections. Five connectors are the foundation trouble for the Labyrinth.
of the Labyrinth: the greatest of these is its network of
passageways, caverns, and tunnels—more commonly called NIDHOGG’S FURY
pathways—which can be walked or traveled between worlds.
The great dragon Nidhogg who gnaws the foot of the
In addition, four natural connectors exist: the River Styx,
World Tree and whose spawn thrive in the Void and dark
the branches of the World Tree, the Astral Sea, and the most
places of the Labyrinth has grown enraged by a recent
dangerous path, which connects things through a deadly
theft of some great treasure or jewel. Like other, far less
empty space, always close to chaos, called the Void. There’s
venomous dragons, Nidhogg prizes his collection of
some dispute as to whether the void-powered tears in reality
wealth, much of it stored as the bones of his enemies. The
truly can be called a connection (or indeed whether they
gossip among the void dragonborn is that one of his prized
are truly natural). However, they function well enough as
skulls has been stolen, or one of his even-more-prized
connectors for void cultists and others willing to use them.
lich-servants has escaped its confinement in writing the
All Roads Go Through the Maze. While there are
Doomsday Book, the volume that some of the Black Scribes
shortcuts into the Labyrinth and back out again (primarily
believe will bring about the end times. See the Great
portals and rifts), all travel between one world and another
Chantry in Chapter 4 for more information on Nidhogg’s
goes through the Labyrinth at some point.
current troubles and restlessness.
Mortal Worlds Stand Alone. The worlds connected
by the Labyrinth are all unique and all mostly inhabited NEW PRINCE OF DEATH KNIGHTS
in some fashion; they are much larger, deeper, and more
populated than the Labyrinth itself. Their inhabitants are Recently, death knight leadership has changed, as it
mostly ignorant of the existence of the Labyrinth; only does every 500 years or so, when a death knight prince is
Fiends, Celestials, voidlings (see Monster Vault), and the defeated and a new one rises. Now, the death knights are
walkers of the Labyrinth know how and where to leave a ruled by their prince, Visimar, who is the greatest overlord
mortal world for the pathways. in the dead worlds, together with his brother, the Lich King
Walkers Create Paths, Paths Create Roads. While no Domitos. The prince generally follows the commands of
one would say that the Labyrinth itself is sentient, it does the Brothers of the Last Cathedral in the field, carrying
seem to grow by absorbing power from all four sources out orders and amassing armies and power of his own.
of magic: Arcane, Divine, Primordial, and Wyrd. The Visimar is ambitious and cruel and (unlike his predecessor)
character of the Labyrinth can change if more travelers and horrifically cunning. Where death knights previously
walkers wielding a particular sort of power spend time on wandered and slaughtered anyone they met, the new
its pathways or settled in its caverns and strongholds. prince’s skeletons and wights take prisoners, his ghouls
and shades ask questions, and they all seem to be searching
Void’s Hunger Cannot be Satisfied. While the void
for something.
always seeks to devour and destroy worlds, its hunger never
ends. There is no world so rich and no bargain so fine that
ARRIVAL OF THE GREAT DREAM
the Void will cease to corrupt and eat worlds.
More than 500 years ago, when Cartokk the Dreaming
God (see Chapter 2) awoke and called to his followers,
RECENT EVENTS he promised them a Great Dream. It would send the Void
The Void changes everything it touches and factions rise to sleep and bring the Dreamers themselves a home in
and fall over centuries—but the overall balance of the the Labyrinth: a place called the Dreamer’s Island, the
worlds stays true. Here are a few conflicts or turning points eternal city, the city that Was, the City that Shall Be. The
from recent decades in the Labyrinth. various Servants of the Dreaming God have either dreamt

9
it themselves or heard from others that have. However, it
has been centuries, and no one has found out where this
might be, or when the Dreaming God might reveal it. In
the last generation, a faction within the Dreamers has
proclaimed that the city will not build itself, and thus that
the Dreamers should be building it as quickly as they can
on an island in the Astral not far from their stronghold.
Arguments and dissension over interpretation are nothing
new to the Dreamers, but the idea of Building the God’s
City has divided the servants quite sharply. Some feel the
Builders have no faith that all will soon be revealed, while
the Builders believe making the Dreaming God’s dream
city a reality is the ultimate show of faith.

THE LIGHT OF THE SMITHY


The lights are on in the Smithy, the headquarters and
hub of the Keepers of the Keys faction of arcanists and
mechanists, but only just. They flicker each day at the
6th torch in a very clear way, as if someone were putting
a shade over the city’s sky—normally, candles or arcane
lights are not required in the Smithy except during the 12
torches of night. The source of this flicker is (naturally)
of some concern to those who live in the Smithy, for
while they can conjure light if they must, the decay of the
lights of the Smithy may indicate some greater failure, or
possibly the arrival of a void tear in their portion of the King of the
Labyrinth, ultimately capable of destroying the Smithy Death Knights
entirely. Several expeditions have consulted with angelic
wizards specializing in radiant magic, with kobold
mechanists who can examine the arcane workings of
the city’s wards, and with demons and devils who might
understand the powers required to douse a light that has
burned for a thousand years. No one is panicked (yet), but
the people of the Smithy would like the flickering to stop
Structure of the Labyrinth
and any malign casters, infernals, or others responsible At first glance, the Labyrinth shares similarities with a
to be found and punished for disturbing the regular planar or multiverse campaign. The worlds connected
functioning of the Smithy. by the Labyrinth are all distinct and different, but they
aren’t arranged in a pattern like the Great Wheel of D&D
cosmology, or the World Tree Yggdrasil of the Norse
mythos. Their pattern, if one can be imposed, resembles a
set of marbles scattered in the Void, connected by gossamer
strings and of roughly equal import. There are no “outer
planes” or “inner planes.”

WORLD CLASSIFICATION

World Type Features


Sunlit A safe world, growing, pleasant, innocent, and undiscovered. A land of plenty and joy.
Warded A place of safety, but guarded and vigilant, sometimes needing to fend off evil visitors.
Shadowed The roots of the Void have sunk into the world but are weak and thin. Strongholds of great evil exist on the margins
or in hidden places.
Darkened Undead and Fiends are common, as are deadly mists and plagues. These places are rich in Void magic, low in hope.
Lost Burning, dusty, frozen, airless, crumbled, or otherwise ruined. Nothing that lives can thrive.

10
In addition to that structural difference, the places Demiplanes. Similar to a bottled city but considerably
connected by the Labyrinth are worlds, not infinite planes. larger, demiplanes are small worlds, and many of the
They are the homes of mortal creatures and celestial beings, Elders and Dreamers believe they will grow into full
transfused by more or less magic, and each different in a worlds, given time. For now, they are often entirely
thousand ways from all others. The Labyrinth connects self-sufficient places: a small province of deerlike alseid
mortal worlds, not mystical realms of the afterlife. Some (see Tome of Beasts 1) in a forest demiplane, or a sturdy
faiths believe that the Hells and the celestial realms are group of midnight dwarves (see Labyrinth Worldbook) in a
the afterlife for all creatures; others see them as places demiplane rich in jewels or mithral, perhaps a chunk of
where fiends and celestials come from but consider them elemental Earth cast adrift and becoming a larger space
the antechambers of divinity at best. The gods, these faiths year by year. Demiplanes seem to be either grown from a
claim, have no material home—they are entirely spiritual or shoot of the World Tree, or bits of Primordial matter spun
immaterial, or they dwell in worlds so distant from mortal into something livable by the giants, Elders, elementals,
comprehension as to be effectively unreachable until a soul or others. It is widely believed that many of today’s worlds
crosses the boundary of death into the afterlife. were once demiplanes that were grown or nurtured into
Rather than divine halls and godly concerns, the essential full worlds by such beings.
question of any world of the Labyrinth is its degree of Ruins of the Ancients. One of the great discoveries
threat or freedom from the Void, and how it protects for any maze explorer is finding ancient ruins of the
itself. Travelers of the Great Maze of the Labyrinth use the Qoradan (or very similar ruins of the
following schema to measure and describe worlds they Damoshar) built before the year
have visited, sometimes called the taxonomy of worlds. 1 by the progenitors of the
current Labyrinth. These
ruins often take the form
APPEARANCE AND EXPLORATION of “wheel cities” with a
It is difficult to generalize the appearance of the Labyrinth, circular street plan and
but in its most common form, it is a series of tunnels,
caverns, underground rivers, enclosed hedge mazes,
endless halls and stairs, or (in a few cases) starlit paths
surrounded by glimmering darkness or a foggy riverbank
that seems to loop back on itself at every stream and
crossing. It is often dank, musty, or simply worn—each
step feels like a step on stones and dirt that were somehow
conjured out of the Astral Sea or ripped from elemental
earth to make a constructed space.
The great exception to the ramshackle, cavernous, and
occasionally dingy nature of the Labyrinth is in its bottled
cities, demiplanes, and ruins of the ancients. Exploring
these areas offers the greatest opportunity for finding a
settlement, provisions, and treasure of ancient times.
Bottled Cities. While the worlds beyond the Labyrinth
luxuriate in sunlight, rain, and fertile soil, the rather more
cramped spaces of the bottled cities still seem like a slice
of paradise to those who have been crawling through
corridors and pathways carved by trail snails (see Labyrinth
Worldbook) and infested with sapphire jelly (see Labyrinth
Worldbook). Bottled cities are places like the Smithy or the
Twistedroot harbor—a small magical space similar to an
enormous, magical pocket dimension, with buildings, light
that glows 12 torches on, 12 torches of twilight, and usually
enough fertile soil or orchards to feed a thousand people
or more. These sites are the creations of the Keepers of the
Keys faction and the mechadrons, who understand how
to build a small but fully functional space between worlds
Star Elf Wizard of the Concord
utilizing the power of the Arcane magic source.

11
either 4 or 8 pathways connecting to other worlds. Because Some legions (like the infamous Azure Lions) wander
of their age, most or all of their pathways lead to dead for decades, supported by mechadrons, by angelic supply
worlds—which means that discovering and plundering a wagons, and by their faith in their work.
Qoradan ruin usually requires visiting and surviving one of
the dead worlds. DREAMERS (NOMADIC)
As the youngest faction, the Servants of the Dreaming

People of the Labyrinth God, commonly called Dreamers, have the fewest places
to settle, and they are restless by nature. In pilgrimages
The Labyrinth contains endless lineages and four primary to holy sites, in preaching their visions and their dreams,
heroic factions, as well as a whole lot of Wanderers and and in seeking truth and beauty, they are often very poor
Lost—those who stumbled into the Labyrinth and know and rarely patient enough to build more than a shrine.
little about it. Most dreamers are entirely nomadic, traveling in groups in
dangerous places but happily wandering in pairs and family
groups as well.
CULTURE ACROSS WORLDS
The Labyrinth’s people have two primary sorts of cultures: FAR TRADERS (NOMADIC)
settled peoples that reside in scattered demiplanes and Rarely trusted but rarely turned away, the merchant-
bottled cities, and nomadic peoples that move from world peddlers and tinkers called the Far Traders have gone
to world to gather food and expand their territories. In much farther afield than most Labyrinthians. They bring
addition, many hybrid cultures maintain a bottled city or secrets to the Keepers, dreams to the Dreamers, and the
a demiplane, but supplies and vital resources for these promise of new radiance and new worlds to everyone. The
settlements come from worlds outside the Labyrinth. Far Traders are one of the few groups that trade freely with
mortal peoples, devils of the Hells and cultists of the dead
ANCIENTS (EXTINCT)
Long ago, a colossal race of gargantuan and primordial
creatures, sometimes called the Qorads, or the Demoshar,
built titanic islands, bridges, and strongholds in the
Labyrinth. They were its first architects, but most of their
Void Dragonborn
work, indeed their entire home world, was corrupted and
lost. Only a few portals of Qorad architecture remain
functional; most have been mined for precious materials
or have simply lost their power source. Some believe
that many such progenitor groups existed, each with
architecture that is linear, huge, and distinctive, optimized
to connect worlds quickly and effectively.

BOATWRIGHTS (NOMADIC)
Masters of the Styx, the Boatwrights are a primarily human
culture of traveling folk who earn their keep ferrying
people up and down the Styx. Some are diabolists, others
follow one of the factions, but their numbers are few. As
natives to the Styx, they know its fish, its currents, and its
quirks better than anyone. They do a steady trade with the
Hells, shuttling the Hell Caravans up and down the Styx
when needed.

CONCORDAN AND CELESTIAL (HYBRID)


The Concord of Stars faction is to some degree
headquartered in Sunhome, but its mission of repelling
the Void and saving worlds from destruction means that
large groups of Concordans, called legions, wander the
Labyrinth on missions that may take years or decades.

12
worlds. Some believe they are seeking the homeworld of
the Ancients, a well of immortality, or the like.
LANGUAGES
Four standard languages are commonly spoken across the
INFERNAL (HYBRID) Labyrinth, and a fifth is reasonably well known. Dozens
of esoteric languages are known as well. All the languages
The devils of the Hells have worlds they call home, but included in the Player’s Guide are spoken somewhere amidst
those worlds can’t support all of them. They go out to the many worlds of the Labyrinth and can still be chosen
conquer fresh worlds, steal from existing worlds, or by PCs during character creation as desired. However,
simply take what they need in trade and barter. The Hell the most useful language options for a Labyrinth-specific
Caravans are large, well-organized expeditions that, like campaign are detailed here.
the Concordan legions, can spend months or even years on
the pathways from world to world. STANDARD LANGUAGES

KEEPERS (SETTLED) Sometimes called Labyrinthine, the Common tongue is the


interworld dialect of the Ten Thousand Worlds. At one time,
By far the most settled faction of the Labyrinth, the it was the language of the minotaurs, precisely because that
Keepers of the Keys are crafters, makers, and scholars, and
few of them ever want to leave the safety of the Smithy.
Keeper culture revolves around making and maintaining
portals and gates and around making maps and tools to
strengthen the Labyrinth’s odds against Void attacks and
general decay.

OLD RINGS (SETTLED)


Most members of the Old Ring faction have a forest village
or a full city to call home, somewhere on the World Tree or
the worlds of the Old Ring. Though they wander to hunt
and trade, their homes are where their hearts lie: beautiful Library automatons
growing worlds and the world trees that connect them. are fluent in
Machine Speech
VOID CULTISTS (HYBRID)
Unique collections of peoples and one of the most
common dangers to anyone in the Labyrinth are the
void cultists. These cultists and their various factions are
described in more detail in Chapter 4.

STANDARD LABYRINTH LANGUAGES

Language Also Called… Typical Speakers Script


Celestial Angel’s Tongue Celestials, creatures of the celestial realms Celestial
Common Labyrinthine Creatures of the Labyrinth, minotaurs Common
Elder Speech Druidic Old Ring world dwellers, druids, elves, giants Elvish
Infernal — Devils, chols, creatures of the Hells Infernal
Void Speech — Servitors of the Void, derro, satarre, void dragons Void Speech

ESOTERIC LABYRINTH LANGUAGES

Language Also Called… Typical Speakers Script


Elvish — Elves, creatures of the Old Ring worlds Elvish
Machine Speech Cliktar Mechadrons Unreadable by non-Constructs
Qoradan Dreamer’s Argot Servants of the Dreaming God Elvish
Sylvan — Summerlands fey, creatures of the Old Ring worlds Elvish
Umbral — Shadow fey, darakhul, bearfolk, creatures of the Shadow Realm Elvish

13
lineage was the first to settle and live within the Labyrinth. (see Labyrinth Worldbook) and mechadrons. Because it
It is a language full of excellent terms for directions, requires mechanical clicks and high-speed interpretation
landmarks, turnings, and other terms related to travel and of just 3 or 4 phonemes, it is largely impossible for flesh-
navigation—including a vocabulary specific to magical bodied creatures to understand, read, or speak with any
pathways, portals, and obstacles, and terminology specific fluency. Most interpretation of Cliktar is done via magical
to void rifts and corruption. Locals on most Labyrinthine translation or by painstaking transcription of written
worlds understand the common Labyrinthine language— forms of the language.
with the exception of the few worlds entirely devoid of Qoradan (Dreamer’s Argot). Largely a religious
mortal peoples. Labyrinthine is the primary language of the language spoken by the Servants of the Dreaming God,
Keeper and the Dreamer factions (see Chapter 2). Qoradan concerns itself with the recitation of sacred
The second major language of the Labyrinth is the Elder prophecy and the transcription of fortune, dreams, and
Speech, spoken throughout the Old Ring and related to world-shaping. Much of its written lore concerns new
Druidic, Giant, and Elvish. While most speakers of Druidic, worlds, old dreams, and hazy, mystic rules for leading a
Giant, or Elvish can make themselves partially understood good life. Qoradan has some intriguing similarities to
to those who know the Elder Speech, it is a stumbling and the language of the Ancients, primarily because it uses a
halting affair. The language is thought to be related to the similar script and similar syllables and phonemes.
speech of the Ancients (or at least, the Elders like to think of Umbral (Shadow Speech). Spoken by the shadow fey,
themselves as the proper inheritors of the Ancients). some elves, the darakhul, and a few bearfolk, umbral is the
The third major language is Void Speech, spoken by the language of the Shadow Realm. It is rarely heard elsewhere.
cultists, void dragons, derro, death knights, demons, and
others who frequently visit and conquer portions of the
Labyrinth. It is the language of the Outer Darkness, used Time in the Labyrinth
by malevolent forces to bring about mayhem, destruction,
and death, and it is often used in dark rituals and bindings. As a place without the natural seasons or rhythms known
The fourth major language is the Celestial speech, which in mortal worlds, time in the Labyrinth is a difficult thing,
is used widely among the Concord worlds and people (and measured in units such as the “torch” (meaning the time
exclusively in the celestial realms, where other languages that a torch or light spell lasts, or 1 hour) and the “day”
clang and echo unpleasantly). It is an orderly language (meaning 24 torches). But the week and month are not
of incredible depth and clarity. It includes a bewildering consistently used terms, and the Common tongue tends to
number of terms for light, sanctity, prayer, and justice, use days up to 91 as a “season.” Four seasons make a year.
and a surprisingly clear set of categories describing dark
magic, corruption, and other forms of evil or wrongdoing. THE HUB CALENDAR
Proclamations in some regions of the Labyrinth are The hub calendar is the standard for all factions, and it
declaimed in Celestial first, then Labyrinthine, “because it starts with the year 1 of the First Labyrinth, roughly 5,100
just sounds more official that way.” years ago, when Arvannos the minotaur stumbled into the
Finally, the last somewhat widely known language maze’s darker corners. Since then, there have been 4 ages:
is Infernal, the language of the Hells. As a language the Age of Minotaurs, sometimes called the Age of the
of hierarchy and command, it excels—groups of chol Great Ring, from the year 1 to the year 1252, when came
mercenaries and widross demons (see Labyrinth Worldbook) the Age of the Celestials. At that time, the Concord counts
often adopt it as the preferred language for a mercenary its years until 3731, when began the Age of Portals. The
company, and Labyrinthine bandits often find its terms Keepers count their first years from 3732 to 4590, when
and its speed useful for ambushes, maneuvers, and orders. Cartokk the Dreaming God woke. Thus, the most recent
As a language of trade and diplomacy, it is sorely lacking. age is the Age of Dreams, starting at 4590 and running to
Even risolan devils (see Labyrinth Worldbook) directly from the current year, 5124.
the hell of Tyver-Sarok prefer to use Common or Elder Each year of the Hub calendar thus has 364 days, plus one
Speech when among humans or others. non-calendrical holiday, namely New Year’s Day, when the
clocks are stopped, and all work is put aside in favor of a
ESOTERIC LANGUAGES day of remembrances and celebrations.
Though dozens of esoteric languages echo through the However, there is a second calendar sometimes found
Labyrinth, three are particularly common. in the Labyrinth, called the Old Reckoning, which was
Machine Speech (Cliktar). Machine Speech, called used by the Ancients in their buildings and on their stelae
Cliktar by most Labyrinth dwellers, is a language of clicks, and runestones. It seems to run over at least 4,000 years
beeps, and clacks spoken almost solely by gearforged before the First Labyrinth and uses a slightly confusing set

14
who always seem to spot it first. It is often celebrated with
clever masks, music, and dancing, and a particular cake
called the “Tree Knot” and (for ratatosk) nut cakes.
Feast of Arvannos. A remembrance of the founding
of the Labyrinth, usually celebrated with a somewhat
solemn meal to remember all the Lost of the labyrinth and
those fallen to the Void. In some places, a procession to a
A Lost Minotaur graveyard, memorial, or mausoleum is part of the event.
First Pathway Feast. This holiday celebrates the young
and the explorers of the Labyrinth, and it is a raucous
affair with beer, wine, and often highly spiced snail sausage
(named for its spiral shape, rather than its contents). New
explorers are given a first torch and led in a ceremonial
journey around their city, stronghold, or local shrine to a
major god of knowledge.
New Year’s Day. Celebrated with oaths to discover new
places or defend the old, New Year’s Day is the closest thing
the Labyrinth has to a universal holiday, as it celebrates
one more year of keeping the Labyrinth pathways whole
and clear, one more year of survival for the struggling or
of triumph for those who have had good fortune. A bard
or singer is usually invited to perform a song or orate the
story of the community’s successes in martial deeds, great
scholarship, mighty magic, or in keeping its young folk
alive and its older folk healthy.

Modes of Travel
Getting around the Labyrinth is much easier than some
suppose, though not without substantial dangers to the
ignorant. Four primary modes of travel allow passage
within the Labyrinth. In addition, three shortcuts can help
a traveler swiftly move from world to world—but their use
of nested 91-day seasons, each of which contains 7 long almost always comes with a price. In almost every case, a
counts of 13 runs. The seasons are organized into 23-season trip between worlds requires time in the Labyrinth.
great counts, each roughly 5-and-a-half years long by the
Hub calendar. Only the Keepers seem to understand the
Old Reckoning.
FOUR PATHWAYS
Sometimes referred to off-handedly as “river, road, and
portal,” the Labyrinth setting offers four primary methods
HOLIDAYS AND FESTIVALS to move within the Labyrinth itself.
The Labyrinth has rather few holidays and festivals shared
among all its people, though birthdays, founding days, PASSAGEWAYS, ROADS, AND TUNNELS
and even particular faction holidays all exist. The primary The most obvious and least taxing method is to travel the
holidays known in many places are the World Tree Festival Labyrinth’s tunnels, roads, and passageways on foot or
in the spring season, the Feast of Arvannos in the summer horseback. Moving from place to place in the Labyrinth
season, the First Pathway Feast in the fall season, and the often leads one from one world to another. One enters
New Year’s Day festival at the end of the winter season, to the maze in one world, and leaves the maze in another
start the new year with joy and well-laid plans. one: in between, one might pass through the Smithy, a
World Tree Festival. Celebrated primarily in the Old forest world of the Old Ring, or merely a set of tunnels and
Ring and by people and worlds connected to the Old Ring, hedges and echoing valleys devoid of birdsong. “Walking
the World Tree Festival celebrates the first leaf buds on the maze” is how most expeditions find new worlds or
Yggdrasil, as reported by the ratatosk (see Tome of Beasts 1)— bring plunder from some dead world back to a home base

15
or uncover an infestation of the void cult. of power more than any Divine or Arcane element. The
These paths and tunnels fade slowly from the Labyrinth elders say that all worlds of the Ring and all worlds grown
into the destination, or vice versa. In some cases, the from seeds are connected as easily as branches are to trunks
beginning is very clear indeed, such as when the Concordan and as tightly as roots are wrapped together beneath the
war priests of Herak Mavros (see Chapter 2) summon earth. Perhaps this is druidic mysticism and braggadocio,
the war road into being, and a Concordan legion marches but it is certainly true that anywhere a forest grows, the
out to destroy some demon’s lair or cult stronghold. In Elders seem to have a portal to the Labyrinth handy.
most cases, the tunnels are simply those of minotaur or
Qoradan origin, long traveled and reasonably well known THE RIVER STYX
by Labyrinth cartographers. Taking a boat up or down the Styx, also known as traveling
the river road, is a relatively straightforward endeavor,
BRANCHES OF THE RING especially if one has friends among the Boatwrights or owns
The followers of the Old Ring know and use the pathways, a small and agile craft. For those less confident about their
but they also know the oak roads, the branches and skills on the water, peddlers along the banks sell magic
pathways of the World Tree. Some ratatosk claim these scrolls and devices that make it quite easy to find a vessel,
predate the minotaur maze (for there had to be a world tree embark and disembark, and otherwise master the river
before one can build a maze). Certainly, all such world tree road. The only limitation is that the Styx flows only where it
branches and roads are empowered by the Primordial source flows, and most worlds are not connected to it at all.

A portal of the Great Chantry


16
ASTRAL SEA VOID RIFTS
While certainly the most dangerous and least charted The most dangerous and unstable method of traversing
pathway, a voyage on the Astral Sea can move travelers in worlds is the void rift. These come in two varieties: the
a large group in relative comfort along what are known as double rift and the void folding. The first brings a creature
star roads. However, the presence of derro fleets, astral directly from the Void or a dead world to the Labyrinth,
destroyers, doppelgangers, and voidlings (see Monster and then a second rift leads that creature to a living world
Vault for all) within the sea makes it decidedly less popular or other target for demons and cultists to overcome. These
than the other pathways. The Concord of Stars faction has double rifts are usually created by a void rift spell with or
utilized their mastery of Divine magic to harness angelic without the assistance of a ripper (see Labyrinth Worldbook).
chariots (called dymaxions or chariot angels) for easy flight Far stranger is the void folding, a form of bending of the
across the Astral Sea, and some believe the war road of structure of worlds that should be impossible. Somehow,
Herak-Mavros is simply an instance of a star road somehow void cults use the power of their destructive plane to create
projected across the otherwise non-astral firmament. a dark portal between any two worlds, without transiting
the Labyrinth at all and without more than raw void
energy to sustain it. These foldings are wildly unstable and
THREE SHORTCUTS dangerous. They spew void and chaotic energies all around
While most journeys to another world do involve physical
them until, within a matter of days or weeks at most, they
travel, there are magical shortcuts, most of which come at a
collapse, destroying a goodly portion of the land around
higher price than boot leather.
them and turning it either into void dust or purple mire
(see Labyrinth Worldbook for both).
GATES AND PORTALS
Great magical or divine portals can create shortcuts in the
Labyrinth, or they can go from the Labyrinth itself into a
SLIDES, GLITCHES, AND INTERMISSIONS
particular world without the need for a long journey. This The Labyrinth sometimes seems sentient or whimsical
creation of portals and gates is the specific expertise and because portals—even well-known portals—don’t always
power of the Keepers of the Keys and (to a lesser extent) lead where they are supposed to go. These are referred to
the Concord of Stars. Those portals created by the Keepers variously as slides, glitches, or intermissions, and they may
of the Keys are arcane and mechanical, with precise interrupt travel by any shortcut (portal, vision, or rift).
clockwork, timed gear-driven invocations, and a deep When this happens, the portal or dream seems normal,
understanding of the Arcane power source. The portals the rift opens as expected—then it leads the wanderer or
created by the Concord of Stars are far shinier, often as traveler to a different destination for at least 12 and up
bright as the sun when operating, and hostile to malevolent to 36 torches. Depending on whether this is a slide into a
creatures trying to pass through them. Not surprisingly, dead world, an undiscovered world, or a friendly world,
these divine portals tend to be of more limited duration the results can be enjoyable or terrifying. At the end of that
than the arcane devices the Keepers build. time, any and all affected travelers are transported the rest
of the way to their intended destination.
DREAMS Traversing one of the four pathways never leads to this
kind of glitch or slide.
The Servants of the Dreaming God find travel in the
Labyrinth so easy, they sometimes do it in their sleep.
Upon sleeping and dreaming of a new world or an
old memory, they awake in that place. Sometimes
their companions come with them, sometimes their
companions are left behind. This seems to be a gift of
the Dreaming God Cartokk, and usually, the transport
THE CELESTIAL REALMS
through a dream serves the god’s purpose in some way. Visitors not familiar with the Labyrinth sometimes assume
Such dreams are referred to as a “seeker’s transit” and are that the celestial realms are a literal afterlife or heaven.
entirely a function of the Wyrd source of magic power. While they are inhabited by angelic powers and celestial
beings as well as by sydereans and friendly mechadrons, the
celestial realms seem to be simply extremely well-regulated,
well-ordered worlds untouched by the taint of the Void.
Inhabitants of the celestial realms say the gods do not rule
there directly: archangels do, as archdevils do in the hells.

17
A stronghold of the Concord of Stars on Sunhome

CHAPTER 2: HEROIC FACTIONS


A vast number of factions, groups, and individuals
enter the Labyrinth and venture through it into the Ten Concord of Stars (Concordans)
Thousand Worlds, seeking adventure or plunder or
power. Four groups—the Concordans, Keepers, Elders, We stood before the anomaly, watching its pulsing silver light
and Dreamers—created a purpose for themselves within shift into purple. The Void screamed and waves upon waves of
the Labyrinth as seekers, guardians, and protectors. selang foot soldiers struck against us. Our world quavered and
Members of these factions recruit heroes from backwater everything blurred as our physical forms began to erode into the
worlds or show up unexpectedly to defend a world against blackness—only faith and sunfire armor kept our bodies intact.
encroaching shadow and maintain outposts on a handful —Report of Commander Tarben,
of worlds, seeking to expand their foothold with the help of 7th Cohort of Sunhome, on his return
heroic explorers and adventurers.
The servants of the Concord are the mortal servants of the
celestial realms, the stars and spheres, and the gods of light.
Or so they say, and most of the Concord are trustworthy.
Their great homeworld is Sunhome, though their keeps and
strongholds are scattered throughout the Labyrinth. They
frequently build camps and fortifications near any world
they see as in danger of corruption by the Void.

18
OVERVIEW CONCORDANS IN A CAMPAIGN
Few individuals gaze upon the Void without a sense of Most Common Classes: Cleric of Solana or Sabateus,
dread, fear, and hopelessness. Mortals understand little paladin, wizard
of what lies beyond the reality they perceive. Those of Most Common Lineages: Elf (primarily of the Cloud
the Concord of Stars see a larger view, from high in the heritage), dwarf (primarily of the Fireforge heritage),
heavens, from remote astral castles, and from worlds near human, syderean (celestial)
the Celestial Realms where understanding comes more Good doesn’t always mean right. Despite their best
easily and angelic messengers, cloud elf battle mages, and intentions, the Concordans occasionally make decisions
the like are on hand to offer their wisdom. The Concord and actions that have profoundly negative results. While
of Stars accepts the Void as an absolute, a truth, a part of a the faction never sees itself in a villainous role, the player
greater revelation that lies beyond the grasp of mortals— characters may perceive their intentions as villainous.
and as a dark truth that must be opposed, lest it overwhelm If you as the GM choose to position the Concord of
and devour all the living parts of the Ten Thousand Worlds. Stars as an antagonist, assume its members act out of
The Concord of Stars consists of good-aligned scholars, what the Concordans believe are righteous and goodly
astronomers, occultists, and esoteric priests captivated by intentions. The Concord remains protective of its
the tapestry of interweaving energies that form reality. The members and jealous of its power and position under
warp and weave of these energies creates a harmonious Celestial protection, not to mention its literal alliance with
interplay they refer to as the concord of existence, or archangels. The following text suggests ways to employ the
concord of the stars. Though they acknowledge the Concord as an adversary.
immense power of the Void as a foe, members of the Closing a Rift Prematurely. In their haste to prevent
Concord do not try to control or manipulate its energy. corrupting energies from seeping into a particular world,
Instead, the Concord listens to the stars and good-aligned the Concord may take swift but underinformed efforts to
forces arrayed against Void. close a Void rift prematurely. They might trap innocent
people within the rift, seal off Void rifts used by a nearby
GOALS settlement, prevent a Void creature from escaping back to
The primary purpose of the Concord of Stars is to keep the its own world, or cut off the power from items reliant upon
concord of existence intact and to thwart the servants of the Void energy as a power source—no matter what happens,
Void. The Concord of Stars works to protect reality against Void energy should not power any magical item, according
Void rifts, Void creatures, and Doom magic. It counters to the Concord.
or destroys mortals who gather to siphon Void energy. Triggering Void Backlash. In their military arm, the
The Concord uses radiant magic and its connections to Concord tends toward overconfidence rather than
the divine and Celestial Realms to gather holy weapons, deliberation, and their work can take on the fervor of
celestial magic, and tools as simple as bright light to drive a crusade. When dealing with creatures or anomalies
away darkness. that channel Void energy, Concordan agents might
Factions within the Concord debate the Void’s primary underestimate those entities’ ability to control, harness,
purpose. Many in the Concord believe the Void operates or otherwise direct Void energy. The Concord might cause
with an intelligence or spark of collective unconscious—or an implosion that sucks objects into the Void plane and
at least, that void lords and dark gods can direct the Void corrupts a region around the origin point, an explosion
to suit their own ends. They believe studying darkness is as that floods a place with volatile Void energy, or a chain
important as defeating it. Others in the Concord believe this reaction that opens a new Void rift and attracts Void
is rank nonsense and believe the Void can only be contained creatures, such as voidlings, insatiable broods, or golmana
and exterminated, never turned to any worthy purpose. demons (see Monster Vault for all).
Concordans seek a deeper understanding of reality and
the way that worlds and nations rise and fall. They also THREE KEY CHARACTERS
defend against the void lords who reweave and manipulate Concordans are warriors at heart, whether the literal and
the secrets of the Void to build counter-realities forged from the righteous swords of the Celestial Realms or the priests
doom, despair, and madness. and mages who burn out darkness and corruption at every
opportunity. The PCs might meet or hear about the three
following best-known heroes of the faction. They reside in
worlds near the Celestial Realm, fight at the front against
the Void, or convene in the Smithy to plan their next march.

19
ALDERIC SKYTOUCHED, THE SILVER MARSHAL PHANTARRA, ELVEN HIGH WAR MAGE
Of all the warriors of the Concord, none is as well known Armored in sunfire and warded by pure star magic,
in song and story as Alderic Skytouched in his wolf-snout Phantarra is an elvish battle mage (see Player’s Guide)
helmet and sunfire armor. As a Sabatean paladin and who carries a bitter anger. Her husband was slain by
commander of the Concordan First Legion, he leads the undead on a distant world, his body devoured by ghouls
way into battle against the worst breaches of the Void, and unrecoverable. Ever since, her focus shifted from
against demonic incursions into fading worlds, and on protecting the worlds of the Labyrinth to taking the fight
missions to rescue hostages seized by cultists. His martial to the dead worlds of the Void and now to executing every
skill is honed to a fine edge, and he bears a deep love for the last cultist who bargains with shadow and darkness and
Concord and its people. cleansing the multiverse with golden fire. Phantarra has a
But he holds a secret as well: Alderic is a werewolf, mission. She has plans. And she has no time for fools.
and though he carefully controls this curse, he insists
on retreating to the worship of Sabateus a few nights UNTHER, HIGH ARCHIVIST AND SEPTON
each month (See Pantheon in Chapter 3). When gravely Unther is a human cleric of Solana who loves knowledge
wounded, he adopts full wolf form and slaughters anyone and radiant magic and whose enchantments and wardings
within reach. Several of the high command know his secret, are among the most powerful the Concord can muster.
but most Concordans are unaware of his lupine nature. Unther is both valued and feared among Concordans
because his role as Archivist also means he is the faction’s
spymaster, chief strategist, and sometimes its inquisitor.
Through his spies, scryings, and generous purse, he is
extremely well informed of any hint of corruption within
the Concordan ranks.

CONCORD ADVENTURE HOOKS

d12 Description
1 Concord agents track down a shapeshifting void creature disguised as a void merchant tasked with transporting valuable
goods. Smuggled within the goods is void ritual material used to empower cultists and increase chaos.
2 Enemies of the Concord infuse a clockwork golem with void alchemical fuel and set the creature on a berserk killing spree.
3 Player characters unwittingly tamper with a void rift and must face the Concord’s high tribunal. They must repair the damage
or face banishment from the ranks of the Concord.
4 The PCs encounter a young human woman dying of Void Taint who begs them to take her to the High Archivist Unther.
When he attempts to heal her, the Void surges into the victim and she attempts to murder the Archivist.
5 A backlash of void energies rips through a Concord enclave, killing several agents. Surviving Concord members summon the
characters, pleading for them to aid in a ritual to close the Void rift.
6 The Concord learns enemies are plotting to assassinate the Arch-Septon during his speech at the Solar Festival. The PCs must
foil the attempt.
7 A member of the Concord is scheduled for public execution for stealing a void artifact taken from a powerful regent with
questionable ethics. The PCs are asked to rescue the Concord agent and recover the artifact.
8 The PCs encounter a fear-stricken individual who cannot recall anything about himself. The individual is dressed in garments
that suggest he is a member of the Concord of Stars.
9 The Concord learns a celestial chariot has gone missing; the PCs are sent to recover it and prevent it from falling into the
wrong hands.
10 Concord agents guard an isolated outpost in which they have imprisoned a powerful voidling in a magical orb. The orb
cracked, and the voidling drove some of the guards mad. They turned on their allies and now attempt to wrest the orb from
its prison and free the voidling.
11 Doppelgangers seize a small enclave by assuming the identity of members of the Concord of Stars. They plan to acquire the
identities of powerful members in larger enclaves, and slowly corrupt these settlements with their own rule. The PCs stumble
across a doppleganger just as she is replacing a Concordan mage.
12 The PCs are asked to investigate the corpse of a would-be assassin. A strange marking on the man’s wrist suggests he has
ties to the Concord of Stars. When confronted, the Concord deny any association with the assassin, though officials demand
justice for the murder.

20
OVERVIEW
Marshall of the
The Keepers were the first to discover the secret of creating
Silver Star
new gates both into and out of the Labyrinth, rather than
growing them as the Elders do. They took on the mission
of connecting every world of heroes and valor via the
Labyrinth: to turn the tide against the Void by enabling
the heroes of one world to save another, and to arm those
heroes with weapons against the Void. The Keepers are
great wizards, alchemists, crafters, and smiths, many of
them dwarves. Concordans, Elders, and Dreamers depend
on the Keepers for armaments. The Keepers might not
be great warriors, but they are fearsomely well informed,
armed with the plans, enchantments, and tools used
against the Void—and information gathered from spies,
scrying, and enchanted grimoires.
The Keepers are interested in exploration for its own
sake, and they are great allies and often personal friends
of the mechadrons, the gearforged, and other clockwork
creatures, lineages, and gods. They value work.

GOALS
The Keepers of the Keys seek to acquire knowledge,
especially knowledge about the Labyrinth and its worlds
and peoples. Adventuring or exploratory groups of
Keepers are well educated, literate, and led by someone
capable of arcane magic. They thrive as explorers and
researchers bent on making discoveries; whenever word
spreads of a new world, new Labyrinth pathway, or new
magic, a Keeper is likely to have discovered it.
While the Keepers are quick to learn and discover, they
Physically, Unther is unremarkable: a brown-haired man are less attentive to everyday matters such as keeping Void
with a hawkish nose and a small beard who wears rich corruption at bay, growing crops for their outposts in the
vestments of Solana bedecked with a few enormous rubies Labyrinth, or recruiting sufficient grooms, brewers, and
and sapphires. His staff of radiance (see Labyrinth Worldbook) carpenters to keep their settlements in good repair. The
is his staff of office in the church as well. It said to contain Keepers care about sophisticated and obscure knowledge,
the raw power of his goddess and would summon her which stands as currency and prestige among their ranks.
presence instantly if broken. Their great heroes include the inventor of a new mechanism
and the wizard who creates a new spell; the cook who feeds

Keepers of the Keys (Keepers) them or the bard who tells their stories are appreciated, but
not heroic in their eyes. Their elevated concerns ensure the
Keepers are respected, but they attract fewer members than
“It’s got to be on this ring somewhere. . . . Just push a bit harder on
the Concordans, Elders, or Dreamers.
the ethereal side. . . . Hmmm. Seems surprisingly bright for a cellar.”
—Second Keysmith Mandos, trying to open the wine
cellar and winding up in Sunhome KEEPERS IN A CAMPAIGN
The Keepers of the Keys are an arcane society of wizards, Most Common Classes: Mechanists, fighters, rogues,
rogues, mechanists, and clockworkers who see themselves wizards
as the protectors and scholars of the Labyrinth. Unlike Most Common Lineages: Dwarf, gearforged, human,
members of the Old Ring or the Concord, they live within kobold
the Labyrinth at a hub city called the Smithy. There they The quest for lore and knowledge leads the Keepers to
fashion keys and portals to expand the Labyrinth and new places. Keepers trying to make a name for themselves
connect worlds and planes with one another. work to discover the location of new worlds, decipher

21
new languages, or create new ways to master the arcane.
Keepers are natural scouts and carefully record their
discoveries. Unlike Concordans, they have no fervor for
fighting the Void—it’s a nuisance and a difficult subject to
study safely.
Lighting the Beacons. The sheer predictability of Keeper
questing and curiosity entices Void cultists to mislead
and abuse their skills. Providing a Keeper with the ritual
Queen of the
requirements for a Void beacon, for instance, means
Labyrinth
the Keeper spends a lot of time gathering materials and
working out how to construct it, before discovering that
its purpose is to summon voidlings and open a pathway
for a void saint (see the Labyrinth Worldbook). Void cultists
consider short‑sighted Keepers to be very useful idiots
indeed.
Unlocking the Ancient. Keepers discover sites or
mechanisms left by the Ancients, a lineage of
progenitors who wandered a proto-Labyrinth
before the arrival of the minotaurs,
sometimes associated with derro or with
eonic drifters (see Tome of Beasts 1). Their
natural gift for exploration combined with
their curiosity about how the worlds work
means they will reliably pull a lever, press a
button, or chant a ritual phrase that ignites
ancient guardians, empowers mechanical
wardens, or releases an untold horror that
had been safely locked away. The tendency to
poke their heads into everything increases the
likelihood that something nasty pokes back.

THREE KEY KEEPERS


The Keepers of the Keys prize hidden lore, arcane secrets,
and the ability to find, build, and master portals, gates, and
world chariots.

HOLDEVAR, QUEEN OF THE LABYRINTH


The title of Queen of the Labyrinth dates back centuries magic and embodies the arcane spirit of its holder.
to the founding of the Smithy and the first formation of (Spellbinder may be held by the Queen’s Champion, if the
the Keepers from a ragtag militia group of mechanists, queen is too young, too elderly, or unwilling to use it.)
fighters, and wizards. Their leader became the first Queen Holdevar is beginning to feel her age, and she intends to
of the Labyrinth, and the title has been passed down by elevate one of her three arcane-minded daughters or her
approval of the members ever since. They wisely chose mechanist son to be her successor.
queens uninterested in raw power but wildly curious about
taking the universe apart to learn its secrets. Holdevar ARCHMAGE ALANA AND HER DRAGON MAGES
keeps to this tradition. The human archmage Alana is fascinated by portals
The Queen of the Labyrinth is also the formal leader of because she loves dragons and wants to visit dragon
the Priesthood of Rava (see Chapter 2), though rarely worlds and catalog all species of drakes, true dragons, and
a cleric. As the bearer of that title, Holdevar commands dragonkind. She commissions Kontak for draconic keys
the respect of minotaurs and portal mages for her role in modelled on the Key of Veles from Midgard, as well as
creating and blessing portal keys. She is the keeper and keys linked and attuned to the New Worlds of the Astral
wielder of the artifact Spellbinder, a sword that cleaves Sea—new worlds that might contain dragons!

22
KEEPERS ADVENTURE HOOKS

d12 Description
1 Agents of the Keepers heard that an angelic chariot fell from the Celestial Realms, and they ask the PCs to recover it for them
so its arcane secrets can be uncovered. Celestial forces race to the location as well.
2 Agents of the Hells threatened the Queen of the Labyrinth and are attempting to intimidate the Keepers into making a portal
key for them to a new world. The Queen asks PCs to investigate that world first.
3 Player characters find a void key directly to one of the dead worlds filled with undead. The characters must decide whether to
keep the key, destroy it, investigate the world, or turn the key over to someone else.
4 The PCs meet a gearforged who asks for help with an infestation of void vermin in the Labyrinth—but the gearforged knows
only Machine Speech and communication is difficult without magic. Once established, the party exterminates a portal ripper or
tunnel goblins.
5 The Keepers find clues to the location of a grimoire of void lore. They ask the party to recover it from the cult that holds it.
6 The Keepers plan to transmute an archmage from flesh to gearforged, but the archmage is missing one key ingredient: water
from the Well of Mir in the Old Ring. They ask the party to negotiate with valkyries and ratatosk for access to the Well.
7 A mechanist asks the characters to retrieve a rare alloy from the 11 Hells and bring it to the Smithy.
8 The PCs meet a gearforged whose memory gears are entirely blank. She asks for help recovering them so that she remembers
her life, friends, and purpose.
9 The Keepers find a portal that won’t close, no matter what methods they try.
This unusual portal draws the attention of Kontak the Mechanist as well as the Dragon Mage
Alana. Both groups ask the party to investigate while they study the portal itself.
10 Keeper agents built an isolated outpost on the dead world of Coldforge to excavate
artifacts and gather lore. The weekly messenger from the outpost is 3 days late,
and the characters are sent to investigate this dire omen.
11 The Queen of the Labyrinth crafted a key to seven worlds
—and one of those worlds has gone missing, perhaps
consumed by the Void, perhaps merely a glitch in that
desert-world’s enchantments. The Keepers need volunteers
to fix the glitch or destroy the cultists responsible.
12 The PCs are asked to oversee a merchant caravan to the mechadrons,
drawn by a mix of living creatures and constructs. The caravan is
threatened by void agents who know that sabotaging or destroying it
will prevent the Keepers from making weapons for use against the Void.

KONTAK TEKAR, THE MECHANIST


A friend to mechanists and gearforged, the kobold
Kontak Tekar has a deep understanding of the gears
and mechanisms of the multiverse, the Labyrinth, and
particularly memory gears. Kontak’s clever claws have built
world portals and carved keys for worlds from the dead
zone of the Void all the way to the Celestial Realms. He has
a knack for knowing how to connect obscure worlds, and
he’s extremely generous with his time, always happy to help.
As a result, he’s overworked and overcommitted, his
attention on helping the person who commissioned him
most recently and forgetting or shelving projects from a
prior week or a prior month. His workshop in the Smithy A Keeper
is a hive of kobold apprentices, gearforged mechanists, and of the Keys
dwarven smiths who create tools and arcane weapons. The
hum of machine speech is as loud as shouts in Draconic or
Dwarvish. Kontak personally meets with every member of
the Keepers who visits his workshop.

23
The Old Ring (Elders) ELDERS IN A CAMPAIGN
Most Common Classes: Bards, druids, rangers, sorcerers
“Hold up! We’ll need to take the oak road from here—that rift is Most Common Lineages: Beastkin, human, minotaurs
far too unstable.” (see Labyrinth Worldbook), smallfolk
Chitter chitter gnar. The members of the Old Ring are often homebodies,
“Yes, yes, you can always take your chances with a rift. But the preferring the joys of their worlds over the dangers of
Old Ring would rather you live to a ripe age, planting world the Labyrinth, the Hells, and other such places. But
seeds, my friend.” once they have decided to leave the Ring, they are skilled
and powerful travelers, adept at traversing the world
—Moon Druid Heron Trollbane and
tree network safely, tracking cultists and void creatures,
his ratatosk guide, Soupbeard
and sensing the corruption of void-infested people and
From mossy treants to wide-ranging minotaurs to clever places. They are superb scouts and void-slayers, and their
smallfolk, the first groups to walk the Labyrinth were beastkin and minotaur members often find void corruption
brave explorers from the forest worlds called the Old Ring. personally offensive.
These worlds are referred to by the names of their most Plucking Bad Apples. The Elders often consider
famous trees (see Chapter 3). themselves gardeners of the many worlds, alert to any
new kind of corruption, especially any that affects world
OVERVIEW
Since the earliest days, the Old Ring faction has
understood the connections between worlds: their
potential for alliances and wise counsel, and their potential
to create conflict and animosity between those who might
instead fight against a common foe. The Elders are reliably
slow to act and utterly ruthless when they strike.
The Old Ring consists of druids, hunters, gardeners, and
literal plant folk who believe worlds can be grown from
the seeds of the World Tree Yggdrasil, and then connected
through its branches—and that such worlds need tending
to resist the blight and rot of the Void and its servants.
Elders of the Old Ring seek to forge strong worlds with Druid of the
deep roots, connections between sages and grove keepers, Old Ring
and helpful relationships with those who understand little
of the wider tapestry of worlds.

GOALS
The primary purpose of the Old Ring is to plant new
worlds and shepherd the old ones from their youngest
days to final flowering. And yet, they say, “Even old
oaks set new leaves.” The Old Ring knows that
deep roots circle the green worlds and the worlds
beyond, hidden and strong. They share their
strength and wisdom with those less fortunate,
and as long as the Ring grows, it will remain as
strong as in ancient days.
Over centuries and through generations, the Old
Ring has kept the secrets of creation: where the
seeds of each world were first planted. It guards the
locations where the seeds of new worlds sprout. And
it slowly, quietly expands the Labyrinth, adding to its
roots, its world trees, and its countless branches.

24
trees. They are the wardens of the Ring, and they include THE GRAND DRUID
scouts, healers, and guardians who put down various forms The current Grand Druid is a middle-aged human man
of botanical corruption, such as blackthorn creepers and named Oberic Thorn, new to the post since the death of
duskthorn vines (see Labyrinth Worldbook for both). The his teacher and predecessor Boulimenya, a bearfolk druid.
Elders may offer a bounty to anyone who can find the cult Oberic maintains the hub of a network of druids, rangers,
or agent responsible for these kinds of wicked schemes, as and bards through the worlds, and he is one of the few
they threaten the integrity of the Oak Road. entrusted with the knowledge of all the newly growing
Messengers on the World Tree. Though the ratatosk are world trees, the hidden chambers of Yggdrasil, and the
often thought of as the primary messengers between secret arts to combat darkness and void. He organizes and
worlds, the Elders maintain their own tree striders and sometimes sacrifices Old Ring followers to keep the whole
ranger networks both within the Ring and far beyond it. set of Old Ring Worlds safe—and the weight of those
Any members of the Old Ring faction may be called to decisions is plain in his frizzled gray beard and dark eyes.
serve as messengers and to rally a defense until help arrives. Oberic is a tower of strength in public, and a man of great
faith in the rich and growing worlds of the Old Ring. But
THREE KEY ELDERS he’s seen terrible things, including Bouimenya’s death in
The followers and inhabitants of the Old Ring remember a rift from the Dry Lands, and lacks the strength to chase
and pass on the lore of the World Tree through a long after darkness in person. Instead, he meets with dozens of
tradition of druidic learning and study. Their greatest druid elders, ranger wardens, treants, and minotaurs each
elders are linked to the World Tree, and their knowledge of day and divines what must be done to keep the worlds free
the Primordial is second to none. and whole. He is slow and cautious, deliberate and sure
as the Old Ring adds one ring at a time to the World Tree.
He spends most of his time in the worlds of Oakroot and
Twin Hawthorns.

OLD RING ADVENTURE HOOKS

d12 Description
1 A distant young world tree requires rites and watering. Elders would like the PCs to make the journey with a barrel of Styx-
water and a barrel of Astral essence to encourage its growth.
2 A golden stag has been sighted nearby, and every ranger, hunter, and archer in the Labyrinth is eager to chase it. A
peaceful human druid wishes to save it through the use of illusions and deceptions, making it “vanish” when shot. Can the
heroes help?
3 The Great Druid Oberic asked his favorite apprentice to travel to Seven Pines and review the growth of trees in a district
plagued by frost monsters. Perhaps he could make it worth your while to take the apprentice there in company?
4 A newly recovered grove bears marks written in ancient Druidic—so ancient, even Mossbeard has no idea what it says.
Magical divination shows the runes are linked to mountain giants (see Creature Codex). Would the PCs be willing to
negotiate with one to explain them?
5 A vampire spawn nesting in a dark forest in the Old Ring seems far from home. The locals want the PCs to find out where it
came from, and where the vampire elder lives. They suspect a void rift has opened to a city of shadows.
6 Lady Hawthorne says a ratatosk messenger named Double Nutkin is days overdue on a shadow road from the Shadow
Realm to Grenstad. She wants someone to find out what happened.
7 The Elders need someone to guard a jungle pyramid in the world of Willow Shore from enormous snakes without killing the
Queen of Serpents, expected to visit from the lands of the fey.
8 A druid who recently spent time as a dolphin claims a lost city with pyramids and spires exists offshore. For a small fee, he’ll
take the PCs there.
9 Something is slaughtering the deer in the nearby forest. Locals suspect a werewolf, but the human tracks always lead to the
same watery cavern down by the shore. An aboleth or sahuagin or something dire is in there, eating a lot of venison.
10 An ancient forest tree has died, and the PCs are invited to its funeral and memorial ceremony. Things get out of hand when
a Dreamer fanatic spouts doom prophecies at the event, provoking a mob into a killing frenzy.
11 The Concordans offer to sell the Elders a true divine sun globe, the better to explore the Shadow Realm. The Elders ask the
PCs to bring it back to Oakheart.
12 Oberic opens the Festival of Learning, a series of tests of knowledge, primordial magic, woods tracking, and shapechanging.
The PCs are specifically invited to attend.

25
LADY HAWTHORNE addition to coordinating communications, spying, and
Lady Hawthorne is a human woman who came to investigation of rumors, half-baked scrying, and auguries
Rowanheart in the Ring to escape a family curse. She written in charred bark and bird flights. Her red hair
enjoyed the company of the gnomes, humans, and ratatosk and squirrel-like bright eyes make her stand out, and her
of the land, not to mention the lavish gifts and praise of laughter is both genuine and uplifting. Lady Hawthorne
the Great Druid Boulimenya. Soon her bardic songs and has the gift of convincing others to take huge risks—and
perfect recall of faces, names, places, and dates earned her a she is perfectly willing to go into the field and do the same.
place at the heart of diplomacy on behalf of the Elders—in
MOSSBEARD THE TREANT
Mossbeard appears as a treant, an ancient oak with a
mossy beard who enjoys sitting on sunny stones and slowly,
slowly speaking to young and impressionable druids,
rangers, and gardener-gnomes. Some believe this is merely
Mossbeard’s public face. Dreamers claim Mossbeard exists
on every living world (and his wooden husk exists on dead
ones), as an avatar or saint or spirit of the Old Ring, tied
through ancient rituals to the world trees and the forest
paths between the worlds. In this way, Mossbeard bears
similarity to the Midgard concept of divine masks, but
he represents the plants and forests of each world. Oddly
enough, Mossbeard is rarely encountered in the Labyrinth,
only on Yggdrasil and in the worlds.

Servants of the
Dreaming God (Dreamers)
“Come to me all ye seekers of wisdom, dream with the god of
dreams, and let go the cares of the world. For the rites of the
dreaming god Cartokk are open to all, welcoming the god in
slumber, joining together to bring joy and transcendence.”
“Pass the wineskin, you optimist. Some of us are simply here to
kill the pain.”
—Balvanor and Ydric, the True Mud Bards of Wiggil
One of the younger factions within the Labyrinth, the
Dreamers follow the visions sent to them via their dreams
from Cartokk, the Dreaming God. Their visions lead them
all across the Labyrinth, seeking truth and beauty and
preaching the revelations from their dreams.

OVERVIEW
Many consider the Servants of the Dreaming God to be
lazy, shiftless drunkards. Their joys and their songs are
Mossbeard strange, their visions even stranger. And yet they always
the Treant know where the Void is clawing its way into a warded
world, or where husk demons (see Monster Vault) shelter
beside a portal, or when the noble leader of a reliable group
of Keepers suddenly turns to chaos and despair. They know
things because the Dreaming God tells them.

26
Every servant of the Dreaming God has had at least
one compelling dream or vision that binds the faction
GOALS
together, that helps them recognize others, and that The Servants of the Dreaming God want a thousand
makes it possible for them to coordinate across worlds and different things. They want to drink and sing and revel in
time in what appears to outsiders to be a system of chaos life’s pleasures. They want to make their homes in beautiful
and contradictions. demiplanes, cities in bottles, high mountain peaks, and
lazy riverboats. They wish to be free to pursue their dreams
Dreamers babble about the Great Pattern, the spiral at
and the dreams of their god, to be hermits and socialites,
the heart of the world, the nurturing of seeds and dreams
to laugh in the face of the Void, and to bring happiness to
into worlds and minds and glorious life and wisdom. Their
the poor, wisdom to the wealthy, and ruin to the servants of
gibberish seems maddeningly mystical and nonspecific,
doom and despair.
except for those times when it changes everything.
The Dreamers believe that if enough people dream of a
world without the Void, the Void can be defeated. If enough
people laugh at death, death shall have no dominion
over the True Dreamers. They dream and strive and
work remarkably hard to promote joy and freedom and
happiness everywhere they go.

DREAMER ADVENTURE HOOKS

d12 Description
1 A Dreamer comes to the party with a vision of the characters traveling with her to Novos Draconis, a new world where gold
paves the streets and dragons rule the skies. She pesters them until they send her away or help her reach it.
2 A priest of the Dreaming God wants to hire bodyguards for a one-week pilgrimage to Delinos, a site of pilgrimage. Voidlings
or cultists threaten the site and its visitors.
3 A Dreamer paladin robbed at the festival of Delinos needs a tracker or mystic who can help him find the perpetrator. Sweet
justice awaits.
4 A group of pilgrims seeks access to a Dream-Saint’s tomb. Unfortunately, getting there requires a jaunt through a dangerous
lesser Hell—might the party be available to slay some devils and help poor pilgrims?
5 A Dreamer learned of a mystic cordial made with mountain herbs from a distant world. He hopes to pay a guide or
entourage to take him there, to steal the herb from the giants, and to brew his concoction.
6 A young Dreamer child hears a particular song, which other Servants of the Dreaming God recognize though they have
never heard it before. The child needs a bard to put on a performance—which attracts voidlings to attack the performer.
7 A Dreamer from a desert world seeks a mystical object called a folding, self-stabilizing umbrella, but the term is unknown to
him, and the construction of such a wonder is beyond the everyday. The Keepers of the Keys probably know what it is and
have diagrams.
8 A Dreamer discovered a new variety of mushroom that empowers dreams of travel. Unfortunately, the world where they
grow is inhabited by mycolids (see Tome of Beasts 1) who cherish these mushrooms.
9 A fey Lady of the Dance invited the Dreamers of the Labyrinth to an enormous midsummer festival in the Summerlands.
Musicians will be showered in gold! Rumors claim visitors might be enslaved by fey charms. Everyone wants to get there, but
Labyrinth tunnel-bandits have heard these rumors as well. . . .
10 A Dreamer cleric dreamt of the Voidmother dreaming of him, and this dream contaminated his mind with dark visions, which
led one of the cleric’s acolytes to die of dream poisoning (see Labyrinth Worldbook), slain by the foulness in the cleric’s
dream. The Dreamer cleric demands a bard learn and play an obscure song of cleansing found in the archives of the Smithy,
guarded by mechanical demons.
11 An ethereal demon lies dreaming in the Willow Shore of the Old Ring and cannot be touched by blade or magic. The druids
demand the Dreamers “remove their servant.” Only an old hermit knows how.
12 A Dreamer’s slumber draws the PCs into his dreamlands, across worlds and to a great treasure. When they awaken, they
know where to find it, and they know that three other Servants of the Dreaming God are already traveling through the
Labyrinth to beat them to it.

27
DREAMERS IN A CAMPAIGN THREE KEY DREAMERS
Most Common Classes: Bard, barbarian, monk, rogue, The Dreamers draw their share of city folk, but its most
warlock famous sons and daughters come from the wild woods or
Most Common Lineages: Beastkin, human, syderean the high mountains.
(fiendish)
LESHAY, THE LADY OF THE DANCE
Dreamers are a force for chaos and a force for joy, for strict
discipline and bodily freedom, and for extreme indulgence Covered in tattoos and dressed in flowing robes, Leshay is
and excess. Their god embeds multiple meanings in his a human priest of trickery, a woman of whims and joys: hot
messages to the servants. tea, silky robes, tigerskin cloaks, and outrageous gossip.
Pilgrimage of the Week. Dreamers are often shown She takes lovers and makes friends at a remarkable rate
particular places in their dreams, and they seek to find those at her mansion in Revelsport, in the Dreamer’s Islands
places. Thus, they are often encountered wandering the (see Chapter 3). The heart of a network of hundreds or
pathways and taking trips along the Styx in search of the thousands of Dreamers, she somehow remembers every
“world that fits the dream.” Once they arrive, often a new name and every face and loves them all. Some of her friends
dream instructs them in some task, prayer, or holy mission. and associates believe she is a child of a god of wine or fated
to ascend into sainthood of some kind, but Leshay finds
this amusing. She just wants to help her friends and bring
them beautiful dreams.

TONDREL THE EVEN-HANDED


A follower of the Combining martial fervor with prophetic announcements,
Dreaming God Tondrel is a strange wolf-warrior of the wintery world of
Seven Pines.

DIOGELAR, THE SINGING WARLOCK


Diogelar is a particularly strange warlock who is an owl
and beastkin, except for those days when he is a wolf or a
raven. He lives in a branch of the World Tree Yggdrasil that
connects to the world of Summer Birch in the Old Ring.
Beastkin seek him out with questions about the Wyrd
source. Though he tries to remain a recluse in the winters,
in the springtime, Diogelar is always glad to answer queries.
By summer, it is difficult to get a word in edgewise as he
speaks, hoots, and pontificates late into the summer nights.

Wanderers and the Lost


Not all adventurers in the Labyrinth belong to a faction.
Many are lost, independent, or loyal to groups and
organizations on their home worlds. These are referred to
as Wanderers (or perhaps less charitably, as the Wayfarers
Without Maps). Members of the factions try to recruit
Wanderers to their cause, believing that their independent
streak is valuable for those who venture into new and
dangerous territories.
Many who stumble into the Labyrinth die in it before
mastering the talents required to survive it and get to safety
at a portal or hub. Those who die in the Labyrinth may
become a particular kind of undead, called the Lost. For
an example of this, the classic lost minotaur (see Creature
Codex) of Midgard’s great maze is one such creature.

28
Minor Wayfaring Groups
The four great factions are the largest, but smaller
factions know the Labyrinth exists and maintain some
strongholds in the Labyrinth. And indeed, smiths and
assassins and wizards all benefit from visiting other
words and opposing the Void. These groups are also
sometimes encountered by adventurers.

FORGE OF TRUTH (SMITHS)


The Void-Saint
Obsessed with crafting weapons to cut the Void or
Nargoth
armor that withstands dark forces, this fireforge
dwarven society provides arms and armor to others,
including the dwarven Hammers of Golden Fire (used
to smash void rifts) and the occasional suit of sunfire
armor. The Smiths hire adventurers to bring them rare
metals for alloys, or ingredients to enchant a suit of
armor or helm.

LORDS AND LADIES OF THE BRIGHT


AND SHINING LANDS (FEY KNIGHTS)
Elves, smallfolk, and ancient woodland fey who live
in the Summerlands divert themselves with music,
courtship, dances, vicious gossip, and byzantine
political scheming. A few, however, turn their
eyes to the wider constellation of worlds and
go exploring for new experiences. They call
themselves the “Lords and Ladies,” though others
prefer to call them the “Tricksters” or the “Fey
Knights.”
Their archers and knights are adept at striking
down void creatures, as formidable as their wizards
with their Elvenstar rites and rituals.

THE RADIANT ORDER (RADIANTS)


Also called the Paladins of Montremor or the Swords of
Herak-Mavros, the Radiant Order is a group of human WINGS OF ALQUAM (WINGS)
paladins loosely affiliated with the Concordans and led Assassins and spies of the night order of a demon lord of
by the Grand Marshall Faldoro Rezzenzi. They operate night, the Wings of Alquam see themselves as avengers
from Celestia in the service of angelic masters and show and victims fighting for survival. Their patron Alquam is
up unannounced, heavily armored, to destroy demons, a silent, mysterious figure with a wide range of followers,
cultists or portals corrupted by darkness—then return including humans, gnolls, gearforged, fiendish sydereans,
whence they came. The Radiant Order rarely explains itself and gnome smallfolk (see Player’s Guide). Their missions
or bothers to consider collateral damage. are stealthy affairs, and the best of them leave void cultists
While their single-minded focus on order and justice dead and their followers confused. It’s unclear when or
can be off-putting, as allies, they are utterly reliable. why the demon lord decided to fight against the Void, but
Mechadrons find them extremely congenial, and the two the blue-cloaked followers are ruthless and reliable. The
groups share a loose alliance. Concordans won’t deal with Alquam’s spooks, but other
factions consider them a necessary evil from time to time.

29
Dreaming God. They travel the Labyrinth seeking to learn
Pantheon of the Labyrinth its mysteries and dream new worlds into being. Whether
clerics or druids, all are devoted to the divine wisdom
The domain of knowledge appears in the portfolio of several found in sleep and visions.
Labyrinthine gods, since navigating and thriving within the
Labyrinth requires specific information. But like anywhere SYMBOLS AND BOOKS
in the multiverse, those who walk through the maze need
Common symbols of the Dreaming God include the third
comfort, healing, and protection as well as guidance.
eye and an open eye, as well as wisps of purple smoke or
The following six deities appear most frequently in the
sparkling incense. Peacock feathers, eye-shaped amulets,
worlds of the Labyrinth as major divinities, lesser saints,
and a specific shade of turquoise are also popular among
or minor gods.
his followers.
For sacred texts, the followers of Cartokk collectively
CARTOKK, THE DREAMING GOD possess thousands of books of personal prophecy and
God of Dreams, Forest Lord, Summoner of Seeds, Lord of visions of varying degrees of worth and obscurity. The
Eternal Life, King in the Buried Kingdom, Master of paramount text consulted by all priests and followers is
All Worlds, the Slumbering Titan called The Holy Eye, a mélange of mystic ideas about the Ten
Thousand Worlds, recipes for potions to induce visions,
Domains: Knowledge, Life, Nature
and sensible rules for treating others with compassion.
Favored Weapon: Club
Cartokk is a god of mysteries SHRINES AND PRIESTS
and visions, a god of seekers
Cartokk’s greatest shrine is the Temple of the Golden
and those who wish to
Portal, built around a dead gateway said to lead directly
understand the rhythms
to the god’s hidden sleeping chamber. Opinions differ
of the natural world as
widely on whether this chamber rests within the clouds of
well as the mysteries
of the stars and
spheres. As a fertility
god, he governs the
all-important realm
of plants, crops, and
harvests, as well as the mysteries of winter hibernation,
spring rebirth, and summer feasts. Nonbelievers think the
Dreaming God’s followers waste their time chasing visions
and getting drunk. The faithful place Cartokk at the center
of the legends of the Labyrinth’s creation and believe his
dreams created the Ten Thousand Worlds.
Cartokk is depicted as a handsome, bearded man wearing
a crown of holly or barley and dressed in a bearskin or lion’s
pelt, or simply daubed in green and blue paint. Cartokk’s
eyes are closed on his statues and open on his holy symbol.
He is pictured with two or up to eight arms, and his
representations sometimes include wreaths of mist or
smoke that hide his legs.

WORSHIPPERS
Cartokk’s followers include rustic people of the land such
as shepherds, hedge witches, farmers, and druids as well as
hermits, mystics, and strange savants. His devout followers
believe they receive secret knowledge from divine visions;
less pious devotees merely chase beautiful dreams with the
herbal potions and mushroom rites of the god.
The most devoted and adventurous followers of Cartokk
call themselves his Servants, or the Servants of the

30
Celestia, is sealed in an obscure lesser hell, or is nestled
somewhere in the near-infinite branches of the World Tree.
Rituals to restore and activate this portal take place daily,
consistently without success.
Villages welcome priests of the Dreaming God at planting
and harvest time; other times, they may be confused for
alchemists, dazed mystics, mendicants, beggars, or drunks.

HERAK-MAVROS
God of War and Thunder, Lord of Battle and Rebirth, Patron of
Warriors, Master of Strife, Swift Striding Commander, Husband
to the White Goddess
Domains: Life, Tempest, War
Favored Weapons: Spear, shortsword, greatclub
The swift god of war and
thunder is the Master
of Strife, who savors
destruction, strength,
and war. His chorus
is the sound of weapon
on shield, and his
ceremony is the tramp
of boots as soldiers muster
and march. His hymnal comprises
war songs and battle chants.
Herak-Mavros is the bright blade of
youths undertaking their first cattle
raid and the notched edge of gray-bearded veterans. The
desperate or wounded turn to him in times of anger. His
service is honorable, as long as followers don’t violate the
edicts laid forth in his holy texts.
The worship of Herak-Mavros includes an unusual SYMBOLS AND BOOKS
aspect of healing and rebirth, since his mysteries involve All weapons of war are symbols of Herak-Mavros. His
resurrection and the cleansing of the soul along with death favorites include the spear and the shortsword, and in
and glory. times of great anger, an enormous war club. The axe is also
Herak-Mavros is most often depicted with a beard and associated with the Bloody God of War. His worshippers
long hair, wearing his coat of storms. This tailored garment incorporate a lightning bolt, a red bull, or a red circle in
resembles a suit of heavy metal plates, which gives off their heraldry.
lightning that strikes his enemies and heralds his terrible The holy writings of Herak-Mavros include Twenty-Five
stride across the field. Martial Books and the mystical Soldier’s Journey. The Edicts
of Just War is not a holy book, but it provides the legal and
WORSHIPPERS moral rules for how his followers must behave, whether on
Humans form the bulk of Herak-Mavros’s most devoted the battlefield, marching, laying siege, or taking prisoners.
worshippers, though many orcish communities follow him
as well. Several prominent dwarven clans worship him as a SHRINES AND PRIESTS
paragon of swift courage and unerring strength. Herak-Mavros’s priests frequently serve as military officers
Soldiers, guards, farmers, bandits, scouts, and shepherds and leaders, embodying both the best officers and the worst
beseech the God of War and Thunder for strength and due to their fanaticism. His rites commonly commence in
guidance. spring, as the military campaign season begins. His priests
resemble mercenary captains, and some lead famous bands
of sellswords.

31
In his cavern-temples, Herak Mavros raises the greatest SHRINES AND PRIESTS
warriors to fight again with resurrection magic. Toward In some worlds, the cult of Nakresh is led by rogues,
this end, he commands the spear-maidens, angelic female thieves, and cutthroats as much as by priests. Nakresh
warriors who ferry souls to and from battle. rarely appreciates open displays of piety, so his temples are
typically built underground or in hidden back rooms.

NAKRESH
The Many-Handed, Patron of Thieves and Tomb Robbers, RAVA
Archmagus among Wizards, King of Revelry and Japes, Protector
The Fate Spinner, Goddess of Clockwork and Travelers, Patron
of the Poor and Destitute, Bane of the Rich Man
of Weavers, Mistress of Birds, Luckbringer, Merchant Goddess,
Domains: Knowledge, Trickery Mother of Golems
Favored Weapons: Shortsword, wand Domains: Crafting, Knowledge, Trickery
Nakresh the Many-Handed works Favored Weapon: Dagger, staff
through deception, magic,
Rava is a wise goddess, a patron of
and corruption. His greed is
industry with a trickster’s streak and
immense, and his reach is oft
a great willingness to travel and toil
underestimated. He enjoys
in pursuit of her goals. She grants
stealing things considered
visions to oracles and smooths the
perfectly secure, and he finds
way for travelers and wizards, helping
such challenges a good way
mortals gain knowledge both arcane
to dispel his boredom and
and mundane. She has three primary
to test his worshippers.
forms—that of a young maiden, a
His trickery is more
woman of middle years, or an aged
productive than his brother’s volcanic rage.
crone, but she always has white hair,
Nakresh is depicted as a mandrill or a human-mandrill six arms, carries a staff, and wears a
hybrid with small black horns, blazing eyes, and six or gear‑embroidered robe.
eight arms. Two of his hands hold a wizard’s wand and a
footpad’s dagger or sword. His other hands grasp a bag of WORSHIPPERS
coins, a fist-sized jewel, a bouquet of flowers, or a string of
pearls. One hand is always empty, symbolizing his lust for The worshippers of Rava include smiths, clockworkers,
more wealth. Nakresh wears a wizard’s robe or a mage’s weavers, travelers and nomads, and gamblers—those who
severed hand on a cord around his neck. live by good fortune and frequent the crossroads. Her
followers also include messengers, oracles, and wizards.
WORSHIPPERS
SYMBOLS AND BOOKS
The followers of Nakresh are thieves, wizards, and
diabolists; they include tomb robbers and the desperately Rava’s symbols include a gear and a staff. Her sacred
poor, who call him “Uncle Whispers” or “the Duke of volumes are not shared with her adherents but rather
Air and Steel” or “the Peach Collector” or a dozen other kept in the weaving shrines and temples for the priests to
nicknames. His worship as a godling is common in dark consult. Rava’s priesthood shares popular compilations of
and shadowed worlds. His followers’ desperation drives parables, wit, and guidance with her followers.
them to try anything to succeed, and most have an affinity
SHRINES AND PRIESTS
for crime and a love of wealth. His priests share Nakresh’s
rough humor and seek to emulate his skill as a trickster. Priests of Rava make their way in the world as oracles, gear
workers, or bards and tale-spinners. Some are nomadic,
SYMBOLS AND BOOKS and their shrines of Rava are little more than beautiful
The sign of Nakresh is an open hand with a star in its palm. tents carried by faithful herders. She is known both for her
He has only one holy book, the True Gospel of Prosperity and clockwork shrines in cities and her red-rock shrines, where
Wealth, which is a collection of cheats, cantrips, cons, and sacred stones form the foundation of a permanent temple.
swindles practiced by his followers against the gullible. Tent-temples may be erected in market squares, where
His teachings are passed on in stories, drawings, and songs Rava’s followers turn wool into yarn and cloth. In the scribe
because many of his followers are illiterate. temples, the priestesses copy out letters and messages for
anyone (for a modest fee).

32
SABATEUS SOLANA
The Seven-Sided God, Lord of Stars and Planets, Maker of Lady of Light, Goddess of the Sun, Marshall of Angels, Matron
Magic, Patron of the Shadow Paths, King of the Moon, Master of of Steel and Silver, Queen of Pure Radiance, Forge Mother
the Desert Night Domains: Crafting, Life, Light
Domains: Knowledge, Light Favored Weapon: Mace, warhammer
Favored Weapons: Dagger, staff Often appearing as an
Sabateus is an enigmatic figure, elf wreathed in golden
described as the “seven‑sided light and crowned with
god.” He is always shown rays or stars, Solana is the
in a black tabard or djellaba goddess of the heavens
marked with white and and the champion of
yellow stars. He is portrayed those who fight the Void,
masked or with a halo and providing healing, strength,
attended by circling stars and and warding to her
moons. His worship takes place faithful. Civilizations
exclusively at night, and yet he is of all kinds worship her
never ranked among the dark gods. He might be distant as a goddess of creation, and servants of
and rarely moved by entreaties, but Sabateus is a celestial the Void abhor her name.
figure. He is never openly malevolent.
WORSHIPPERS
WORSHIPPERS Healers, smiths, and soldiers worship Solana, as do the
The worshippers of Sabateus seek wisdom and knowledge, paladins of the Radiant Order and the marshals of the
and they are devoted to the stars, ancient mysteries, and Concord of Stars. Some followers of Sabateus consider
knowledge from ages long gone. Some cast horoscopes, Solana the daytime face of their own nocturnal god—the
others master magic, and others are simple shepherds two faiths are often friendly.
who hear the song of the spheres in the desert nights. The
lamias worship Sabateus as the Moon’s Husband. SYMBOLS AND BOOKS
In addition to her radiant sun symbols, Solana is depicted
SYMBOLS AND BOOKS with a crown of seven rays or stars, and her brightly
Hundreds of volumes of Sabatean lore exist, though glowing orange anvil features in her legends and statuary.
many are little more than plodding poems dedicated to This orange anvil—called the sun forge—is believed to
the stars and the sphinxes. Some include grisly tales of exist somewhere in the Labyrinth and is one of the great
magical rituals and descriptions of how to master esoteric artifacts of the faith.
knowledge. The only Sabatean volume that commands For sacred texts, none are more important than the
universal appeal is the Gospel of Adimun, written by the first Rules of Radiance (for her priests and paladins) and the
prophet of Sabateus. Word of Light (for all her followers). Both describe the laws
and proscriptions for a righteous life of service against
SHRINES AND PRIESTS darkness, as well as charms and nostrums to heal the sick
Idols of Sabateus exist on desert plateaus, on mountain and care for the wounded.
peaks, and along cliffs and tablelands. Temples are rare
and built in secret spots, more noticed by night than by SHRINES AND PRIESTS
day, much as a lighthouse seems to be a simple tower until The Concord of Stars maintains the First Forge Temple
after the sun sets. in the Smithy, and Solana’s shrines are common in
The priesthood of Sabateus is largely nomadic, and its worlds where elves dwell, especially in the Summerlands
members are known for their humility and their caution. and (to a lesser degree) along the branches of the World
The faithful often gather with fellow adherents under the Tree. Her priests organize into three chapters: the Forge
night sky during celestial events to declaim from works of priests are smiths, the Sun’s Blessing priests are healers,
verse or recite hymns. and the Radiant Forge priests are zealous warriors
against the Void.

33
A dragon’s head adrift in the Astral Sea

CHAPTER 3: SITES AND WORLDS


The known sites and worlds of the Labyrinth are many,
though the known worlds are centered on a collection Fifty Famous Sites
of core worlds and the nearest outer worlds, those that
can be reached by a few days or weeks of travel through
in the Labyrinth
the pathways of the Labyrinth. Beyond these, the
These places are known to the walkers in the Labyrinth
known worlds grow increasingly strange farther from
as nodes, portals, and safe places between the worlds.
the Labyrinth—the ones near Sunhome or the Smithy
Each may be found when wandering the Labyrinth,
are familiar and often friendly, while the Hells are quite
along tunnels and roads, or even as an “intermission” or
hostile, and realms close to the Void might be entirely
“rerouting” during a portal jump or dream travel (See
barren or filled with eonic drifters or a world of goblins and
Modes of Travel in Chapter 1). In the case of rerouting
vampires. The worlds closest to the Void are usually lifeless
or intermissions, the traveler(s) arrive at the desired
or filled only with undead, demons, and cultists. Travelers
destination with a delay of either 1d20 hours or 1d4 days.
know to avoid the dead worlds unless they have specific
Antechamber of Parzelon (Least). This is a dusty library
reason to visit.
for fiends and library automatons (see Tome of Beasts 1). The
All the worlds of the Labyrinth have access to the Ethereal
Curator (see Tome of Beasts 2) oversees the collection for his
Plane and the Elemental Planes. Some worlds also touch
master, the arch-devil Parzelon. Most of the volumes are
the Astral Sea.
magical and warded, and all are dangerous to one’s health
and sanity.

34
Antechamber of Parzelon (Greater). This chamber cables, gears, and sockets all around. Mechadrons think it is
is the waiting room for the arch-devil Parzelon, whose haunted by the spirit of their ancestor.
chamberlain and keeper of accounts is Hanribbos, a pit Fire Wheel. This is similar to the prior wheels, with six
fiend. The fiend does not enjoy having visitors. entryways but twelve possible exits, one to each of the hells
Bridge of Ghosts. A bridge through a void rift, cold and plus one that goes to the roots of Yggdrasil, in the caverns
clammy. Spirits and demons challenge those who try to of Nidhogg. Devils and demons use the fire wheel to travel
cross it. between their realms.
Chambers of the Brood-Mother. A section of earthen Florez Belltower. A construction of the Dreamers, the
tunnels connected to one of the tosculi hive-cities. They Florez belltower contains seven bronze bells attuned to the
know where the exits are but adamantly keep intruders cosmos. Servants of the Dreaming God use their tones to
away from the queen, the drones, and the egg chambers. enter mortal worlds from the tower.
Clockwork Kingdom. A walking kingdom of the Frozen Waves of Tokando. This section of the Labyrinth
mechadrons, the Clockwork Kingdom is said to be part resembles waves made of black and gray stone rather than
of their mysterious Plan. It resembles a large army that water. They are connected to a void saint named Tokando,
wanders through the Labyrinth from portal to portal; when who is said to have frozen water into stone and thus
it visits a world for sustenance, it strips lands bare of all destroyed a world.
wood, coal, and metal and leaves husks of villages behind. Giant-King’s Falling Mountain. A mountain in a world
Colossal Step Well. This cavern has a set of stairs sized of elemental air, always falling and thus always windy. Giants
for giants; each step is 3 feet tall, and the step well as a carved out the mountain into a strange fortress, where the
whole drops 279 feet (93 steps) from top to bottom. The wind is a constant whistle and small creatures (and small
water at the bottom can connect to either the Astral Sea or objects) fly away, swirling into the cold rushing air.
the Styx, depending on what rituals are performed there. Glass Temple of Olyssa. This sequence of halls and
Concordan Cloud Gate. A portal used by the Concord tunnels is entirely made of glass and devoted to a
of Stars in Sunhome to bring food and supplies to chaos‑goddess named Olyssa. Passing through its glass
almost anywhere else in the Labyrinth. It connects the halls is confusing—and occasionally, the halls fill with
Summerlands fortress of the Concordans to that one soporific gas.
chosen point until a week-long ritual directs it elsewhere. Great Maze of Ariadne. This set of enormous webbing
The ritual magic for this requires considerable expense, covers a pit over what might be the Astral Sea 400 feet
and the Concordans have not shared their formula. below. Unlike a bridge, climbing webs is quite difficult,
Invocations to Solana and offerings of astral dragon’s and a spider climb spell or flying magic is the safest way to
blood may be involved. cross. At its center is a stone maze carved with runes and at
Crypt of the Glittering Gods. This burial ground of its center is the Pillar of Ariadne, a site of pilgrimage and
the Ancients is warded by void angels and celestials who offering for her followers.
seek to keep the ancient dead from being plundered or Great Northern Road. This section of the Labyrinth
disturbed. Keepers of the Keys often claim to know where resembles a deep, heavily shaded forest. Anyone wandering
the Crypt is, but maintaining a road or portal to it is off the road eventually stumbles back onto the road, usually
surpassingly difficult. worse for wear because of the hostile owlbears, wood woses,
Dreaming God’s Tomb. The literal tomb of Cartokk the children of the briar, and other creatures of the woods.
Dreaming God is an enormous hive-shaped burial mound Great Ruby Bridge. A bridge over a pit of magma,
guarded by golems, though the tomb is empty. The walls believed to be a portal to the Elemental Plane of Fire.
of the tomb are covered in script in the sacred speech of Hatching Chamber of Melchiar. A pair of mated void
Cartokk. dragons uses this enormous chamber with an open,
Echoing Halls of Nargoth. A set of stairs, stone halls, star‑filled ceiling to lay eggs and raise wyrmlings. A magical
tombs, and temples linked in a looping pattern. Once force field keeps air in the chamber.
entered, it is impossible to leave without opening a void Howler’s Corner. This stone junction in the Labyrinth
rift, chariot, dream path, keeper’s key, or shadow road (see connects to catslide alleys throughout the worlds—cats of
Modes of Travel in Chapter 1). all kinds and catfolk come here to confer with their goddess
Echo Tunnel. This tunnel is inhabited by doppelgangers Bastet. The junction has a certain urine stench, and its soft
who attempt to replace visitors. stone is marked with claw scratches.
Empty Throne of Mechadron Prime. Thought to be Infinite Crypt of Urgametra. This is the tomb of a Great
a fragmentary demiplane of the mechadrons’ old home Dreamer, a place where thoughts become reality and those
world, this chamber contains a metallic throne that shines who enter must agree on how to exit. Filled with banshees
with inner blue light. It stands fully 15 feet tall, with strange and visions of the Dreaming God.

35
Lesser Elflands. Sometimes the Labyrinth turns into Radiant Egg Chamber. This 100-foot-tall chamber
a pocket dimension, with roots overhead, brambles and resembles the inside of an enormous world-egg, and
berries in the tunnels. Quicksteps (see Creature Codex), elves, kobolds believe it the hatching-place of Veles, the great
and fey animals find the place amusing. Generally created world-serpent. It glows with a soft orange light, and the
by an archfey for a fey party, wedding, or funeral. two holes in it are no larger than a horse.
Lunar Beamway. A set of tunnels through glowing white Sea of Tranquility. A quiet section of the Astral Sea that
stone near new worlds or worlds still being created. Lunar sometimes appears in foggy regions of the Labyrinth. It is
devils enjoy haunting these paths (see Tome of Beasts 1). said to be haunted by nihileth aboleth (see Tome of Beasts 1)
Mechatown. A permanent settlement of mechadrons or to be a ghostly echo of their lost empire.
on the site of a thermal spring powered by elemental Fire. Silber Stad. A fireforge dwarf settlement in the Labyrinth
The mechadrons keep a single house of visitors where of several hundred silver miners and silversmiths. They sell
guests are allowed; the rest of Mechatown requires an to the Smithy and to the kobolds of Pindelsburg, and keep
increasingly rare series of visas and permits. notes on every wanderer, merchant, or adventurer who
Mexha Wheel. Another turntable intersection, but this passes through their gates.
one is unlabeled and four of its five passageways lead to Silent Hall of Thandor. A section of clearly worked stone
dead worlds (described earlier in this chapter). Bones at its inscribed with runes that compel magical silence. No
center suggest that a blood sacrifice might be required to counter spell enables speech or noise within the halls.
escape the wheel. Sphere of Chaos. Difficult to describe to those who
Minderhal Anvil. Another name for the Forge of Truth have not seen it, the Sphere of Chaos is an amalgam
and the home of the Smiths. It fills a Labyrinth cavern with of passageways that rotate, connect, and disconnect
ruddy light and smoke and produces weapons and soldiers randomly, like a series of covered bridges that briefly
to fight the servants of the Void. pass by a landing or an arched bridge abutment. Getting
Moonlit Kingdom of Tes-Qamar. Along with its capital through the Sphere requires exceptional coordination—
city of Roshgazi, this thriving community was once in or flight.
Midgard. Its minotaurs moved into the Labyrinth and have Sphere of Order. A predictable but slow set of armillary
faced a slow decline since, though they visit the ruins of spheres that make it possible to cross a pulsing purple void
their old kingdom from time to time. rift safely. The covered passages are not as fast as those of
Narric Trace. A long passageway in the Labyrinth that the Sphere of Chaos, but falling from them would result in
dead-ends and changes positions frequently. The theory void corruption or death in the abyss below.
that it was created by an epic purple worm has been Spore Caverns. The apocalyptic fungus responsible for
conclusively disproven by the Keepers’ research, but the sporeborn (see Monster Vault) propagates here in enormous
theory that it is a sentient passageway remains popular. quantities, and its spores infect anyone traversing these
Also called the “fool’s passage.” caverns without filtering magic or cures.
Ocean Oracle of Phylestra. This area of the Concordans Street of Frozen Tears. A section of blue glacial ice filled
resembles a lighthouse that illuminates its cavern. The with the bodies of well-preserved human warriors.
reflections from the waters help the oracle Phylestra see The Bubbler’s Well. A twenty-foot-diameter well of
the future, or at least to predict where creatures of the Void derro construction and lined with runes of inlaid silver
might strike. seems a dangerous place to draw water, but it is perfectly
Pindelsburg. A kobold settlement in the Labyrinth, at potable. The bucket is wooden and resembles a huge frog
a crossroads of two passages not far from the Smithy. Its or water demon.
street peddlers and merchants will sell you anything you The Hub and Hounds. A famous tavern usually found
want for the right price, but especially potions of (modest) in the Hub, but sometimes wandering far afield. It is said
healing and charms and amulets “guaranteed to prevent to be built on the barrow-mound of a fey lord of travel
you from becoming lost.” and whimsy, who shifts its location on full moons or in
Queensgate. This passageway is the greatest creation of accordance with high tides on some distant fey realm.
the Keepers of the Keys: a world portal that can be tuned The Loop. For a time, people thought this was a full
to any world (in theory) and that is large enough to bring world rather than part of the Labyrinth. The Loop is a
wagons and ships through. region of prairie grasslands that stretches evenly in all
Quicksilver Canal. A canal of pure elemental waters directions. It’s impossible to leave the grasslands except
flows through the Labyrinth; elementals enjoy it and use it through the riverbank cavern back to the Labyrinth.
as a route to water worlds.

36
Hive-city of the Ahu-Nixta

37
The Spindle. Six passageways on a rotating platform
connect in the middle like a potter’s turntable. The platform
ELEMENTAL SPHERES
The elements are woven into the structure of the Ten
often moves of its own accord. Labyrinth adventurers
Thousand Worlds, and a Primordial caster has no difficulty
labeled the passageways and tunnels with six sigils, so that
accessing elemental power from any given world. Some
travelers know where they are going—but these change
claim the element of Fire is stronger near the 11 Hells and
occasionally (the Smithy, the Crypt, the Tree, the Sphere,
Air is stronger near Celestia, but results of arcane studies
and the Town are the most common).
by the Keepers of the Keys are inconclusive.
Ticking Forest. A stand of feyward trees (see Tome of
Elemental magic can be practiced anywhere in the
Beasts 1) and mechanical plants, created and maintained by
Labyrinth and its worlds. Some believe that each element
mechadrons for purposes of their own. Its cavern includes
exists somewhere as a perfect paragon world, such as a
an arcane sun to provide light, for no other apparent reason
World of Fire (which is rumored to be inhabited by the
than to make the forest’s leaves and flowers shine more
efreet) or a world of Air (filled with djinn and angels).
beautifully.
However, getting to such places is difficult—no branch
Titan’s Throne. This intricately carved tomb has walls 40
of the Labyrinth seems to go directly to a place of pure
feet high depicting battles and captives and blood magic.
elemental force. Perhaps the pure elemental paragons are
It includes a huge throne for a giant at least 30 feet tall. Its
a myth.
bones still rest on the throne in a heap, and gigantic ghosts
defend the chamber.
Tower of Solana. A construction of the Concordans, ETHEREAL PLANE
the Tower of Solana is a navigational beacon within the The Ethereal Plane suffuses each of the Ten Thousand
Labyrinth, shining with divine radiance. Its light can be Worlds, slightly out of phase with the material world.
seen through stone, though planar gates, and through Arcanists know the Ethereal can be visited, explored, and
enormous distances—but only by celestials and the few used in enchanting items or weaving spells, but it is a misty,
souls Solana blesses in this manner. foggy realm with few native inhabitants. Almost nothing
Transit Roundway. One of the safest sections of passages grows or lives in the Ethereal, except by making jaunts
that leads from the Smithy to the World Tree and the into a mortal world for sustenance. That said, certain
Celestial Gate. archmages hide tiny huts, magnificent mansions, and even
colossal castles within the Ethereal Plane.

Planes and Connections


Three regions outside the worlds of the Labyrinth are Core Worlds
referred to as “planes,” and they are both highly magical
and extremely strange. The Astral Sea is a mystical ocean These worlds are easy to find from within the Labyrinth
that seems to give rise to the worlds of the Labyrinth, and and feature elements suitable for heroic fantasy campaigns.
it largely exists outside the worlds and the Labyrinth. The They mesh well with a GM’s home campaign and other
Elemental Planes of Air, Earth, Fire, and Water are not published settings, providing roughly a dozen worlds
quite worlds but multiversal constants that empower magic, that can be visited without a major expedition though
creation, and life in various ways. The Ethereal plane seems uncharted territory.
to be an echo or shadow of each world that permits the
movement of things out of phase with the material world. ARMILLARY
Near to the heavens and yet outside their gates, this
ASTRAL SEA creation of clockwork creatures is the home plane of
The Astral Sea is visible from the shores of the Labyrinth, the mechadrons (see Monster Vault). It is not their first
providing another way for travelers to move between home. Their world was lost to the Void long ago, when
worlds. It is a strange place subject to tides and currents Mechadron Prime led his clockwork people on the Great
unlike any true sea. It appears to glow, and travelers find its Exodus. They built the world of Armillary from a single
watery essence disturbing—it isn’t water, it isn’t Ether, and living gear salvaged from their home world. It is inhabited
yet it can support swimmers and ships who concentrate on by mechadrons, gearforged, and a small number of trusted
moving through the sea to some destination. dwarves and celestial sydereans. The world exists as four
The creatures within the Astral Sea, such as the astral rings around a central arcane sun; there is no night, for
destroyer, tend to be enormous and quite dangerous. mechadrons rarely require rest, merely repair and renewal
Colonies of derro inhabit small islands within the Astral. at the Great Forge when a part wears out.

38
The mechadrons have a boundless appetite for metals,
coal, and workable stone, constantly working to expand
DREAMER’S ISLANDS
These islands on the shore of the Astral Sea are always
their small world into a larger one. They speak of “The Fifth
warm, shimmering, inviting, and full of tropical nights and
Ring,” a project that may take centuries to bring into being.
disquieting dreams. The Servants of the Dreaming God
find them congenial, but no one else does.
CELESTIA
Sometimes referred to as the heavens or the angelic realms,
Celestia is not one specific world, but a vast collection of
GREATER HELL OF TYVER-SAROK
Of all the hell worlds, none is more prolific than the Greater
worlds embodying law, strength, and divine providence,
Hell of Tyver-Sarok. Although typically hostile to mortals
protected by beneficent angels and demigods who rule
and entirely populated by infernal forces, the greater hell
with justice and mercy. The total number of celestial worlds
remains largely uncorrupted by the Void. The use of void
(commonly called realms) is believed to number between
magic is strictly controlled by infernal barons, countesses,
seven and seventy-seven. The lesser of these realms are
and archdevils, who fiercely defend their world against void
ephemeral demesnes that greater angels literally carry
corruption perpetrated by anyone other than themselves.
with them through the Labyrinth—which makes them
particularly difficult to tally. To enter the realms of Celestia, The Hands of Tyver-Sarok are the diplomats who speak
one must traverse a crystal highway hidden within the to the members of the Old Ring, the Servants of the
Labyrinth and walk its sunlit paths before finally passing Dreaming God, and the Keepers of the Keys.
through the Celestial Arch—a massive structure that burns
away void corruption. The golden portals to the angelic MIDGARD
realms lie beyond the arch. A world of dark roads and shadow magic, Midgard is
Like the hell worlds, the realms of Celestia depend on home to masked gods, powerful ley lines, and ancient
their immortal rulers to keep them secure and organized. fallen empires. Its unique people include the clockwork
The most famous worlds include the Clockwork Heaven gearforged, the rock-ribbed bearfolk, and a clever strain
of Rava and its seneschal Hala’ath (see Tome of Beasts 3); the
Shining Heaven of Solana; and the Lesser Heaven of the
Archangel Iilar’jil (see Tome of Beasts 3), the angel called the
Fire of Forgotten Hope, which moves as a beacon through
the Labyrinth. A Dwarf Explorer
on Coldforge
COLDFORGE
Though technically abandoned, Coldforge feels alive
and is the site of frequent visits by dwarves, smiths,
and members of the Concord of Stars. They all seek the
superior enchanted weapons, armor, and secrets once
known to the Dwellers, the dwarven rulers of Coldforge
who vanished three hundred years ago. Their servants still
rule the realm, a mountainous place of enchanted fires and
deep tunnels connected by outrageous bridges, aqueducts,
and sky ships. The only permanent inhabitants are the
servitors (rolling spheres that perform maintenance with
limbs and tools), stumbling warrior golems, and a handful
of gibbering gearforged, driven mad by whatever drove the
Dwellers away.

39
of mining and urban kobolds, as well as a dragonborn of Ebon Tides. Their fey rulers are Sarastra, the Queen
empire ruled by ancient drakes. Its greatest cities are the of Night and Magic, and her estranged husband, the
magocracy of Bemmea, the elven remnants in Dornig, Moonlit King, along with others such as Chief Gulfwyr
Per-Bastet, the City of Cats, and Harkesh, capital of the of the Bearfolk and Queen Valda of the Golden Oak elves.
Dragon Empire. Midgard faces threats as varied as a ghoul Emperor Vilmos of Ghouls, the Shadow Goblin king
empire in the darkened depths, hellish gnomes, cultists of Flibbam Barkwater, and the Queen of Teeth Phylomara
deranged gods, Baba Yaga, and an array of elder aberrations also vie for the power of shadow. The magical realm
from the Wasted West. When visiting Midgard, heroes is prone to bursts of shadow corruption, empowered
can empower their magic with ley lines, travel swiftly on illusions, and the wanderings of the River Styx, but fey and
shadow roads, and confront hostile fey, gnome assassins, shadow mages find the realm congenial.
or members of the Emerald Order, a group of illuminati
seeking world domination.
SUMMERLANDS
The lands of the elves and the fey are sunlit and warm,
SHADOW REALM a richly forested world littered with slim towers and
Once upon a time, the Shadow Realm was created by the underhill palaces, with courtfolk halflings and gnomes
will of the goddess of moon and magic. She tempted a as well as the ever-shifting rule of the Archfey lords and
group of ambitious elves to settle the shadow plane and ladies. A representative sample includes the Countess
grow its population and might. These were the shadow fey, of Garlands, Mother Berchta, Mother Moth, Morrinn
and they are still the preeminent creatures of the realm the Snow Queen, Nicnevin, the Queen of Witches,

The city of Zobeck in Midgard


40
Mesikammen the Bear King, the Lord of the Hunt, and than humans or elves (who live here in smaller numbers.)
Reynard the Fox. Mossbeard’s Throne is the largest tower here, built on a
The Summerlands folk are suspicious of strangers and great mountain just above the tree line. This is considered
cautious around any whiff of dark magic or the Void. While the throne of the Great Druid Oberic, though he wanders
the lands are pleasant and the forests are enchanting, through the worlds as often as he stays in one place.
this world’s relative peace and security derives from Redwood Haven. With deep fogs and sharp cliffs and
watchfulness and isolation. Uninvited visitors are politely canyons, Redwood Haven consists of two great islands and
told to leave, especially any creature of unnatural or non- a wide ocean of whales, dolphins, and kraken. Its people
fey lineage, such as gearforged, stonekin dwarves, humans, make fishing for salmon and whaling the foundation of
or sydereans. their small cities.
Rowanheart. Primarily home to grove elves and halfling
smallfolk, Rowanheart is a world of brambles, berries, and
SUNHOME cities of woven wood. Lady Hawthorne often visits.
Positioned near the Celestial Realms, Sunhome is
Seven Pines. Sometimes called Winter Pines, this world is
sometimes called “the Floating World” since it consists
cold and glacial, with craggy peaks and more giants, ogres,
entirely of small floating discs and spheres connected
and trolls than humans or elves. Yew, birch, and reindeer
by skyships and magical creatures that fly from fiefdom
are all common, and bearfolk visit from time to time.
to fiefdom within the radiant sky. Elves are its primary
Summer Birch. A long-settled place of plenty with
inhabitants, though a sect of stern sydereans maintains a
vineyards and barley fields between well-loved forests of
string of glasslike castles called the Great Globes. Each of
alder, birch, laurel, and pine. Mossbeard the Elder was said
these holds a small sun shedding light piped to Sunhome
to have wooed a birch-maiden here in his youth, and some
from Celestia or higher realms.
believe he still visits her grave each spring.
Twisted Cedar. This land of cedars and pines on a
THE OLD RING WORLDS cold and foggy ocean is populated primarily by humans,
The worlds of the Old Ring are the most ancient known though they share the land and sea with ravenfolk, elves,
to the folk of the Labyrinth. They’re known by the names owl beastkin, and selkies. Foggy moors and deep-cut river
of their primary flora and sometimes the place where they valleys make travel difficult.
first linked to the Labyrinth. Not surprisingly, these worlds Twin Hawthorns. Named for the two trees near its
are generally wooded, and they were either discovered or famous druidic College of Thorns, humans and bearfolk
created by the Grand Druid of the Old Ring. The type of settled this world. Elves appear only as visitors; they have
tree in their name refers to the grove where the world tree no communities here. The Great Druid Oberic spends
of each world was first grown. hours here teaching senior druids and inspiring the young.
Ancient Alder. Populated by humans and minotaurs, this Willow Shore. A mangrove world of islands and low-
world of druids maintains richly woven connections to the lying coastal land, this world’s first world tree is at its
World Tree. Its climate supports woodlands from birches coldest region. The rest tends toward desert or jungle, with
and alders to olive trees and cedars. The rocky and poor soil long rivers and cenotes providing places for human and
hinders farming, but small villages or settlements subsist at catfolk settlements and nomadic gnoll, jinnborn, and air
its river mouths. elemental tribes.
Autumn Ash. Ruled by forest drakes and smallfolk
gnomes, this world’s inhabitants are believed to be among
the most greedy and rapacious of the Old Ring, valued as
YGGDRASIL, THE WORLD TREE
Yggdrasil connects to the worlds of the Old Ring and
assassins for their skills.
Midgard through structures called world trees, which are
Maple Leaf. Featuring a chill climate characterized by
magical extensions of Yggdrasil. Creatures that climb or
small lakes and expansive bogs, the world of Maple Leaf
enter a world tree might be transported onto Yggdrasil.
is primarily elvish, and humans are not welcome. Gnomes
More information on Yggdrasil can be found in the
and beastkin work the orchards and trim the hedges of
Midgard Worldbook.
the strange, fey houses built along the lakes. For reasons
The World Tree Yggdrasil is a planar pathway between
known only to the elves and their allies, the houses of
worlds, but it hosts permanent inhabitants, primarily
Maple Leaf are always built along lakes and river shores.
humans and ratatosk. Its great city is Grenstad, city
Oakroot. With its stone towers and ancient, living forests
of the five branchings, a place of ratatosk. One of the
as aware as the Margreve in Midgard, wood woses, treants,
five branches from the city goes to Midgard, another
and children of the briar are more at home in Oakroot

41
to the Court of the Golden Oak in the Shadow Realm,
and so forth, making Grenstad a vital hub of trade and
ARCH SKY
This world exemplifies the rare case of a celestial realm
communication. The ratatosk make the most of this
devoured by the Void. The Arch of the Sky is a beautifully
position between worlds. They assert that they are not
preserved world of orderly cities covered in dust, rich
beastkin but divine messengers of the gods of Valhalla,
temples gilded with soot, and its people, plants, and
and that they have known about the Labyrinth far longer
animals transformed into marble, white clay, or limestone.
than those minotaurs who arrived so much later. When
The few remaining black lizards hunt sandflies that eat pale
questioned why, the ratatosk reply that they kept the secret
blue flowers that persist along burbling rivers. Treasures
to themselves like a prized nut buried for the winter, so of
taken from the Arch of the Sky crumble to dust within days.
course the minotaurs get the credit for the discovery.

BLACK VELVET
Dead Worlds The dead world of Black Velvet glimmers with black soil
lit by fungal growth near its hot springs rather than a sun.
Sometimes referred to as the Abyss or the demon-haunted
In the eternal night, the stars shine brightly, and only the
worlds, within the dead worlds of the Labyrinth mortal
moon rises and sets.
life barely exists, suns have gone black, and magic fails to
function. Their inhabitants include demons, satarre (see
Monster Vault), void cultists, undead, and bizarre horrors WHISPERING DUNES
seemingly created by the void energies that run riot here. This world contains a white sandy beach that stretches
These few represent a small percentage of the known dead forever, and dunes without end. Very little grows here, and
worlds and barely count against those long forgotten. salt contaminates the soil and most water. A few species of
sand grasses still survive, and a few bugs and lizards find
springs and seeds enough to live on. Nothing else moves
or breathes.

Ratatosk are the messengers of Yggdrasil

42
Outer Worlds AKAMAIN
A fantasy world ruined by natural disaster and run by monsters.
This section includes sample worlds one might find when By Jeff Quick
traveling the Labyrinth. Seventy of these worlds were
A dragon’s age ago, a mountain fell on the center of
designed by supporters of the Tales of the Valiant RPG.
Akamain, burying a pleasant, green kingdom under gray
Most of these are traditional fantasy settings that have
ash. Five monstrous city-states arose, while humanoids
been run for years by their creators, who are acknowledged
live as thralls and chattel: Grimgaunt, a region where
below. Note that Kobold Press doesn’t own or endorse
giants live to war, and the smart control the city-state as
these settings, but they are presented here to demonstrate
racketeering oligarchs; Duskruth, a region where vampire
the range of worlds players might find within the Labyrinth.
houses plot beneath ash clouds kept aloft by geothermal
updrafts; Brass City, a desert redoubt of shapechanging
AGIEL djinn, whose caravans travel the roads around the Fallen
A high-fantasy jungle island grown from the head of an ancient, Mountain, trading goods and information; The Crawling
dead dragon that floats in the sea of the Astral Plane. Ziggurat, a region where necromancers oversee a ruthless
meritocracy, ensuring only the best survive while all
By Jonah Tappan and Katie Truelove
others are turned to undead; and the Hoard, a region
The head of a massive, long-dead astral dragon, Agiel, where an extremely ancient silver dragon known only as
floats in the Astral Sea. Residual magic from the dragon “The Dragon” micromanages every life in its regimented
and from the sea’s connection to other worlds act as the human empire. Meanwhile, in the center of Akamain, free
life blood to the deep jungle that has encased the head. dwarven rangers patrol and mine the Fallen Mountain for
Powerful gods have taken to ruling the people who inhabit ancient treasures and hope of a return to the green times.
the harsh and wild landscape. The massive mountains of
Casto host dwarves and avian humanoids who worship the
eagle god of light and battle, Castio. The great jungle hides ALDGATE
the treetop city of Nandue, home to beastfolk worshipping A heroic fantasy world with rediscovered ancient technology.
the trickster monkey god, Nue-moo. A central lake holds By Brian Suskind and Jon Enge
the Island of Pojo, where a city of frog people and driders Aldgate is a world of heroic fantasy where absent gods
worship the spider goddess of death, Namiera. The panther protect the Shroud, the barrier separating the world from
god of law and justice, Baheer, fights to keep order in this the demonic void. Soliddio, the God of Silence, alone
chaotic and savage world, aiding and protecting all who remains to ensure the prayer of mortal worship never
seek order on Agiel. Heroes can explore Agiel’s overgrown ceases to flow. Twice in the past, mortals turned from the
roads, lost temples, and bright canopy, each inhabited by gods, once to the beguiling fey and once to technology.
people and beasts from all worlds that touch the Astral Sea. Each time, Soliddio triggered cataclysms, reducing
civilizations to a primitive state and rebuilding them over
AHARAT eons. Now it is the third age, and Soliddio languishes in
A war-torn world where cosmic horrors slowly seep out from their magical slumber. In his absence, mighty nations clash
eons-long imprisonment. for dominance, and the pantheistic church fractures with
schisms. Newly rediscovered steam and blackpowder
By Stephen Michael DiPesa
technology contend with the return of the fey courts, while
Three hundred years ago, the goblins of the Imperial
Legions toppled the continent-spanning empire of the
Drahazai, devil-blooded giants. Now, the once-subjugated
peoples of the empire bear witness to terrors new to A NOTE ON SCIENCE FICTION
them but ancient beyond reckoning, as alien threats from Some of the backer worlds reside in the science fantasy
outside reality seek to break free from their eons-long or science fiction genres. While most games are played
imprisonment. The goblins of Vul Dargash turn to such in the fantasy genre, some groups enjoy mixing in the
allies as the elves of the Bloodlands, the dragon-kiths of occasional robot or laser with the goblins and warlocks.
Naxzath, and even the feuding human city-states of the Ultimately, it is worth asking your players whether they
Inheritor Kingdoms. Heroes in Aharat can clash with the want to include high technology next to their high magic,
minions of the Nameless Ones, tap into the cosmic magics or whether they prefer to keep the genres separate as
of the Drahazai, or make contact with the long-silent gods part of different campaigns.
as they wake from slumber.

43
demonic Jahan subverts the leaders of nations. Unnoticed
amidst the turmoil, the Shroud weakens. Aldgate’s heroes
ATLABEL
Descendants from an ancient empire have returned, spreading war
wield blades and pistols against the growing tide of
in a world long-ago reshaped by the magic their people left behind.
darkness threatening to engulf the lands.
By The Manhattan Kobolds
Atlabel is a continent punctuated with magical fonts,
ANDOVIR each characterized by an element and school of magic.
A high-fantasy accesspunk world that accounts for disabled and
The fonts shape the landscape and cultures around them,
neurodivergent beings throughout its design and architecture.
though the peoples of Atlabel tell legends of an ancient
By Wyrmworks Publishing empire that harnessed the fonts’ power and fell to magical
A realm where accessibility and universal design flourish, plagues. One hundred years ago, the Ameran Dominion
shaping a world of limitless possibilities. In the layered city arrived in their fleet of ships, declaring themselves to be the
of Duneport, devils and djinn vie with dragons for control. descendants of that empire. They now claim the continent
Beyond its walls, in the Hollow Sea, the iridescent-shelled as their ancestral home, firm in the belief that all but divine
abaloi dwell, their spiraling homes piercing the coral desert magic must be suppressed to prevent future apocalypse.
sand. The goblins of the United Hordes of Kluird are The Dominion’s industrial and warlike people steadily
renowned trainers of service animals, including unicorns, spread across the continent, sealing the fonts and their
velociraptors, and pseudodragons, while their wheelchair magic. Heroes can explore the nations and the fonts that
cavalry strikes awe and fear. Shathun dwarves, orcs, and nurture and sustain them, uncovering the history behind
clockwork tinkerlings explore the oceans in ships and the strange phenomena.
underwater submersibles. Arcanowrights combine magic
and invention to create prosthetics, clockwork servants,
and culinary wonders, the paladins of the Order of the
Silver Lance safeguard the marginalized, and an ancient
cabal of wizards manipulates governments across the
continent. Within this vibrant realm, the arcane currents of
the Flow propel airships and arcane skimmers while casters
manipulate it to altruistic and nefarious ends.

ASCENSION
A world of floating islands orbiting a massive maelstrom.
By Isaac Morley
The world of Ascension consists of twelve spirals of island
kingdoms orbiting a massive perpetual storm called the
Maelstrom. Out of the Maelstrom fly the massive and
monstrous beings called Leviathan that are among the
greatest threats to the surrounding kingdoms. These beings
are hunted by the Hunters Guild, from its chapter houses
throughout the world, protecting settlements and pursuing
rare materials. Leviathans range from small monsters that
attack in large groups to massive island eaters that require
armadas to destroy. Leviathans are steeped in mystery
with little known except for the fact that they come from
the Maelstrom itself. Because of the nature of the islands,
airships are crucial for trade and war, ranging from small
skiffs designed for island hopping to massive war galleons
and even small one- to two-man shrikes designed for
daredevil maneuvering and racing through the expanse.
Heroes can explore the different spiral kingdoms within
the world, join the Hunters to slay Leviathans, or just hop
on their own airship and try to make their way through the Wind Acolyte
world, flying through a sea of clouds. (Tome of Beasts 3)

44
AURELIS, THE GOLDEN WORLD BEYOND
A fantasy, alternate Earth where humans are refugees and their A neo-noir planet-city filled with godlike rulers, decadence, and
gods walk among the living. magical technology.
By T.D. Daigle By Zachery Newbill
Two centuries ago, a mysterious new species appeared Dive into the City of Beyond, where the arcane is an
on the planet Aurelis in a storm of arcane power. Calling accessory to every object in town. Divided into Spires,
themselves “Humans,” these refugees claimed to have the planet-city is filled with mysteries, dark forces,
come from a world simply known as “Earth,” with all kidnappings, mutated monsters, infernal infestations, and
known avenues of return tragically lost to them. Now, they more. Heroes can gear up with ManaTech weaponry and
must contend with a world filled with powerful magicks augmentations to increase their firepower or take to the
and many sapient peoples, where gods of both their new streets to help those oppressed by the Icons that rule each
home and their lost homeworld walk among the living. Spire. Heroes can join the Manapunks as they rebel against
Here, among orc clans and dwarven kingdoms, undying Icon Invictus, corrupted ruler of the Western Spire, and his
elven realms and proud dragonborn republics, they hope Iron Legion, or they can take their chances in the B.A.D.
to rebuild. Some have offered to take the humans under Games, a battle royale where mercenaries duke it out for
their protection, while others look upon the humans the highest bidder. Will your heroes go Beyond or will they
with suspicion, as the newcomers attempt in vain to find fall prey to the wonders of the city of Neon and Night?
a way home. Humans, too, are divided about their new
neighbors, either dedicated to living in harmony with these
strange creatures or to making their new world safe for
BLOODTHORN
Humanity—whatever the cost may be. A cubic, cyberpunk world fueled by an arcane substance secreted
from a sentient star.
By Scout Fenton
AVUS
Eternal starless night cradles the cubic world of
An apocalyptic, dark fantasy world where devils have twisted
Bloodthorn, centerpoint of a universe without sunrise.
the landscape to match the hells, and scattered peoples eke out a
Nine civilizations carve their skyscraper territories on the
desperate living.
surface, but as adventurers dig underneath, the caverns are
By Jorge A. Torres
filled with mysterious light, tropical rainforests, and other
On the world of Avus, the great continent of Vea has natural wonders long since buried by the urban jungles
become a twisted reflection of the Nine Hells. It was here above. The top, known as the Calm, needs no sunlight,
that devilkind smashed the mortals and their celestial and its cities never sleep. The underground, known as the
allies. Now the Infernal Archduke reigns over a world Chaos, is unconquerable. Gargantuan geodes may appear
of dead gods and broken mortals. Humankind willingly suddenly, revealing displaced worlds or portals. How long
serves their infernal masters or are enslaved as chattel. On one remains is never predictable. The core of Bloodthorn
islands scattered west of Vea, the elves lie shattered, their is a sentient star that produces its namesake bloodthorn,
nobility utterly decimated. Under the northern Howling a neon blue glowing substance that runs like water, has
Mountains, the dwarven clans have chased their failed a sticky, thorny texture, and is the source of the world’s
kings from the Kingsrock and established a republic magic. Unknown fates await those who bring bloodthorn
bent on reclaiming their fallen realm. Far east of Vea, on beyond the world that bears its name.
the small, harsh continent of Drevea, myriad peoples
fight over what little resources remain. Before they fell
to the Archduke’s armies, the gods left one final gift to
CLOCKWORK NEXUS
mortals: the Paragons, great heroes from all parts of Avus A steampunk world set within a world-spanning clock.
with a spark of divinity and capable of pushing back the By Willy Alers
Archduke’s forces. With the Paragons comes hope. Clockwork Nexus is a mechanical world resembling the
insides of an unfathomably large and complex clock.
Roads, tunnels, rivers, and even mountains slowly change
over time as the great gears turn. Allied nations grow
distant and bitter enemies close. Empires rise and fall
as the shifting world moves resources and dangers or
changes climates over time. Adventurers often wait years
for the gears to reveal long lost paths and dungeons only

45
DENARIUS
A hyper-capitalist fantasy realm where corporations vie for
market dominance.
By Mark G.
In Denarius, death (or mortal bankruptcy) is temporary;
everyone is eventually reincarnated into the Business
Cycle. Long ago, the CEO/King died for tax purposes and
never returned, creating a vacuum for rivals to expand—
through subterfuge, violence, or magic. Participate in very
hostile takeovers, engage in corporate espionage, or delve
into supply closet dungeons to find mythic sales leads.
Notable locations include the Box, a walled city where
only the bold think outside; the Skeem Pyramids, home
of the MLM cult; the Data Mines; the Boiled Ocean; and
the Land of Dead Projects. Adventurers may make a pact
with the Devil in the Details, encounter Lybor (the dragon
who lends money at usurious rates), hear cryptic business
aphorisms from the Monks of AGILE, worship Angel
Investors at the Churches of Supply or Demand, or dine
Mytholabe with Count Receivable, the vampire who won’t stop talking
(Creature Codex) about Crypt Currency.

DUNBOURD
A swashbuckling world defined by a churning, world-spanning
to be hidden again decades later. Clockwork creatures swamp that spews forth dead civilizations and ancient horrors.
are common sights alongside living flora and fauna. The By Jonah Buck
Clockwork Nexus is notable as a world where clockwork Life on Dunbourd is defined by the Great Tarn. The
people can occur naturally, sometimes found wandering world-spanning swamp exists as frozen taiga marshes
newly formed. Its most notable city is Horologium, home near the poles and steamy, horror-infested wetlands most
to the Great Academy. The academy devotes itself to the elsewhere. The boundaries of the Great Tarn constantly
study of science and magic, mapping the movements of shift in a process called the Strange Tides, making maps
the unending clock. Humans, elves, dwarves, and gnomes useless. Semi-nomadic villages of humans, chameleonfolk,
are all common within the city. Prominent religions of the and ravenous shrewmen follow the ever-changing shores of
world worship the great Clockmaker and his emissaries. the swampland to harvest fungal crops. These communities
often come into conflict over access to dry land. Pioneers
DAUDALAUS exploring regions recently disgorged from the mire
frequently discover the bones of gargantuan beasts or the
A world under a mysterious curse that prevents the dead from
zombie-filled ruins of sunken settlements. On Dunbourd’s
reaching the great beyond.
far-flung highlands, permanent cities thrive: Zuderdam,
By Jeff Lee
with its haunted aqueducts; Van Trusk, whose damworks
In Daudalaus, people die, but their souls never cross over are said to hold back more than just murky water; and
to the afterlife. Mortals must deal not only with undead, Knife-Tongue, with its monstrous royal zoo. But the
but also the insistent voices of their ancestral spirits still Strange Tides can isolate cities for years or generations,
wishing to guide them from beyond the grave. Ghostly and odd cults sometimes take root in these enclaves during
kings rule nations, unwilling to yield power to their living those hard years. Travelers must beware towering saurian
descendants. The Seekers for the Veil are a group that aims predators, speech-mimicking parrot griffons, oozing
to discover the cause of this worldwide curse, returning monstrosities among the tar-like muck, flotillas of bog
things to normal and allowing the dead to reach the great pirates, wicker sirens, and frenzied ferrymen.
beyond. The Seekers boast heroes both living and dead,
who venture into ancient ruins and lost regions of power to
find the answer to their plight.

46
EIGHTY WARDEN MOONS destroyed it and wiped out whole civilizations, directly
through tree armies and indirectly via deadly pollen
A fantastical civilization spread across the moons of a gas giant,
targeting animal life. The plants allowed lesser fauna to
where political factions vie for power.
survive to provide the plants with necessary, life-enriching
By Grant Martin nutrients. Some surviving humanoids took refuge in
Gleaming cities and deep seas spread across the eighty enclaves ruled by benevolent plants that believe they can
habitable moons of a gas giant. Mortals travel from all coexist. The majority fled underground, where they eke
moon to moon in merfolk rocketships, on the backs of out meager existences and form tenuous alliances with
void dragons, as cargo in djinn caravans, through the preexisting underworld societies. However, the Green
empty afterlife, and in dozens of other ways. Ever since has begun to extend its reach to the fungi populating the
the old gods and their servants were overthrown and subsurface realms, endangering the world’s remaining
imprisoned centuries ago, godhood has become a prize for humanoids. Heroes in Emeraldia meet with hostile plant
the strongest and cleverest mortals. Divine halos change life and may become embroiled in plots to remove or
hands regularly, as no mortal can stay the strongest or reduce the Green’s stranglehold on the world.
cleverest forever. Monster Parliament claims to protect and
represent the peoples of the moons, but they are opposed,
discreetly or openly, by treant rebels, slime revolutionaries,
ESERIEL
anti-magic zealots, krakenkin colonists, corporate nobility, A world featuring vast towers filled with seemingly endless
and most of all by the True Folk, an alliance of elves, dungeons, where life is driven by the hope to ascend a tower to the
dwarves, and humans seeking to destroy the moons and home of the gods.
release the imprisoned gods. By Sawyer Judkins
The world of Eseriel is scattered with Dungeon Cores:
ELDER EARTH staggering towers of obsidian, running with veins of
emerald and gold. These cores are of an unknown origin
A post-apocalyptic high fantasy world where heroes must stave off
and are filled with seemingly endless levels of dungeons.
corruption to rebuild the dying land.
Over time, these mysterious objects have become a hub of
By Stephen Diamond commerce and adventure because of the treasures found
Elder Earth is in ashes. The broken moon has unleashed within them. Jineth, the largest city in the world, started
magic upon the world. It corrupts people and beasts as a base camp to explore the first Dungeon Core. Eseriel
into the Foulborn, twisted abominations that seek chaos boasts a diverse array of people from all walks of life.
and destruction. Adventurers can visit the prison city Many come to the big cities to find their fame and fortune.
of Karnoth or the decadent port of Thaeloon. They can Floating high above the world, a massive crystal hangs in
explore the ruins of the arcane empire of Anueria, battle the sky amidst the three moons. This blood rose crystal
pirates and raiders along the Broken Colonies, or fight is home to the gods. Many adventurers hope to one day
abominations within the Daragesh Wastes. Elemental be the first to make it to the top of a Dungeon Core, and
magic infuses the lands, from the storm swept Mahron perhaps discover their origin.
Reach to the fiery Ashcrown Mountains. Dwarf priests seek
the remnants of their god-emperor’s soul, scattered upon
his death. Elves consort with demons and spirits, seeking
FELSENREICH
to reclaim their lost immortality. The old gods were cursed A gothic land of hope during a hopeless time, in which the lone
and have become mockeries of their divine purpose. Only nation to survive a magical apocalypse struggles against the forces
the foolish or depraved seek their blessing. The Theocracy of darkness.
of Thalasia has risen in their place, promising refuge in By Justin C E Penner
exchange for blood sacrifice and faith. The last nation is teetering on the precipice of annihilation,
but it’s also the largest bastion of hope and defiance against
EMERALDIA the darkness that consumed the rest of the world. Within
the mountainous borders of the Kingdom of Felsenreich,
A world of dark fantasy where intelligent plants dominate the land.
hundreds of cultures and heritages struggle to survive. The
By Mike Welham Shrouded Maw hangs in the sky, blotting out the sun daily,
A lush world of forests, grasslands, and jungles, Emeraldia plunging the world into darkness and spewing forth more
is covered by vegetation across every inch. The verdant dark horrors. This dreaded event is known as middark
paradise subtly conceals a post-apocalyptic reality. The and lasts one hour. Thirty minutes of partial darkness
Green rebelled against the creatures that wantonly before and after are known as middusk and middawn.

47
Furthermore, werewolf packs led by the Queenwolf prowl
the forests of Silbernveld, death knights march across the
GÍGAN
A world of nomadic cities and unfettered greed.
fields of Konigtal, and dark corruption spreads across
the farmlands of Nordenwiese. Within the capital city, By Montana Sparks
Leuchtendstein, civil war brews between the resurrected Vast cities built upon the backs of great roaming Behemoths
royal prince Eckhard Erhaben and Cardinal Ulrich of the are the safest places in the nigh untamed wilderness of
Order of Light church. Gígan. Groups of nomadic kobolds act as traders and
couriers between the cities, which are led by autocratic
constructs. Small tribes of exiles have carved hard-fought
FERLINN’S BACKYARD pockets of sanctuary on the ground but remain vigilant.
A microcosm in an eccentric scientist’s backyard, where adventurers
Some cities of note are the Great Marketplace, the scholarly
contend with bugs, mushrooms, critters, and being tiny.
city At-the-Seat-of-Knowledge, and the elusive City in
By Lola Fortney the Sky. Tensions run high between city leaders as they
The eccentric old scientist, Ferlinn, lives in the Hitherguard do whatever it takes to secure power. A shadowy group
Forest, but an entirely different world thrives behind his of necromancers attempt to raise the First Behemoth, a
house. Ferlinn’s lush backyard is full of miniscule life, and guerilla army of exiles seeks retribution for their hardships,
its inhabitants don’t need much room. High in the tree and rumors spread of a cult that can control Behemoths.
canopy is the Hive, protecting its territory. The friendly and Heroes in Gígan will tame and hunt beasts, fill their pockets
colorful mushroomfolk whisper of their mystical bee rider. from trade, and face avarice incarnate.
Aggressive bugs roam the yard looking to feed the Queen
and replenish their numbers. Shifty pack rats run the black
market under the Deck, always looking to strike a “deal.”
Wealth and adventure can be found in the Mold Tunnels,
but be wary, the voles are always putting their snouts
where they don’t belong. War brews between the bugs
and the mushrooms, and the scientist’s experiments
cause constant havoc. Being small will not be easy. A
drizzle is a hurricane, a rock is a mountain, and the
squirrels don’t seem to be very skittish anymore.

GALLERIA OF GRUNRUNDI
A world of dark, commercialized fantasy set in a
post-apocalyptic shopping mall.
By Chelsea “Dot” Steverson
The surface world remains uninhabitable
after the Great Scorching, and the remains of
society have found refuge in the ancient dwarven
mines burrowed throughout the planet’s core.
Under the united banner of the Galleria, the mines
have evolved into a shopping megalopolis of scarcity,
commercialism, and superstition. The Fashion, Antiques,
Makers, Entertainment, Beasts, Food Court, Alchemy,
Magic, Rare Valuables, and Black Market districts have
emerged as the core power of the Galleria. Each has its
own modus operandi, housing, security, and political
interests driving its economy. But even with a century of
development, the Galleria’s inhabitants have yet to dig deep
enough to find the ancient dragon, Grunrundi, sleeping
beneath their feet, slowly inflicting a fever of rapacity on all.
Under superstition, the people offer tithes of molten gold
to the Pit, a vast unexplored hole where Grunrundi sleeps
undisturbed—as long as the gold keeps flowing.
Greed Swarm of the Galleria of Grunrundi (Tome of Beasts 2)

48
as the Stormshroud. Villages and whole kingdoms are
HEARTWOOD constrained to the fragments of a past the people have long
A world set in a vast tree, exploring fantasy from an entomological
forgotten. The world is now named after its largest and
perspective.
most populous of these islands, Howling Isles, an inverted
By Nick Milton mountain filled with the moaning roar of the winds of the
Heartwood is a vast and majestic oak tree located in Stormshroud. The islands give life, shielding the people
the heart of an ancient forest. Its branches, bark, roots, from the long-forgotten monsters that dwell below the
and soil are home to a myriad of magical creatures: the clouds. Mortal kind has come a long way since all was
Formicans, tiny but powerful ants whose Obsidian Legion nearly destroyed in the Calamity. Memory of those days
march to protect their queen; the Coleopteran beetlefolk, has passed beyond myth, and monsters are relegated to
known for their clans and guilds; and the Apoideans, a the stories told by parents to children. But the monsters
monarchy of bees who provide the surrounding kingdoms have not forgotten the people of Howling Isles. Deep in the
with magically infused Heartwood Honey. Adventurers world below the Stormshroud, those of the void stir once
might explore the depths of Rootdeep with the 17th more. Mortals have had ten millennia of peace in the wake
Colony, work with honey alchemists to assist the Amber of the great disaster. Soon they will have no more.
Monarchy, draw leafsteel blades and barkiron shields to
defend the Crownlands from fierce lightning-breathing
blue jays, delve through the decay of Rotreach to unlock
ISLES OF RELABORHAM
A naturalistic world tree canopy above the clouds.
the mysteries of the long-forgotten Fate Weaver Spiders,
or soar the skies over the verdant green Grasslands on By Emirranth
dragonflies. High in the clouds, a single tree stands serene. Expansive
branches reach beyond what can be seen. Great isles are
held in its twisting embrace, hiding among the protective
HOURGLASS VERSE leaves it creates. Beings of mighty nature call out to the
An expansive collection of science fantasy worlds amidst the stars,
tree, to move its branches and bring together the lands
where an epic space opera unfolds.
that be, to grow the settlements of Beast and Humanity
By William West and make the paths which they roam. It is a mighty tree
Hourglass Verse is an ancient star cluster filled with fallen they call home. Some isles are lost to time, either overrun
civilizations, lost artifacts, and forgotten lore guarded by dark creatures or choked by thick vine. Some hold
by ancient traps or simply buried on jungle planets. treasures, great and vast. Some hide secrets, words echoed
Constructed as a refuge for those fleeing an ancient war, it from the past. Plants are fast to aid those who take these
evolved into a refuge for any creature in need of sanctuary paths. To track trees whose fruits glitter and shine, grant
and grew exponentially. The star systems of Hourglass strange boons to those who dine, or gateways to realms
Verse orbit the central system, Flagpole, home of the that blow the mind, the rituals await for the wise to find.
Blood Guard, who protect the Verse’s independence
and neutrality. Other worlds include Peregrine, a world
of unliving bone lords; Kerak, a world overrun by
LANDS OF LINGUIS
An eons-old civilization built on the magically binding nature
magic‑eating, zombie-making fungi but being reclaimed
of words.
by nonmagical humans; and Cambria, the base-in-exile
for star-faring elves with a bad attitude. Forces beyond By Marc “DM Mythall” K.
Hourglass Verse’s boundaries that strive to influence or Linguis is a realm of subtle contrasts where verbal verse
conquer it include the Pride, a cat-shifter empire; the controls magic and where spellcasters channel the Holy
relentless Durloc horde, bent on conquest; the mischievous Triptych of Diction, Rhyme, and Metre to craft powerful
Reshi; and the world-building Ekka. magical spells and bring ethereal constructs into being
with words. Eons of passive linguimancy heighten cultural
and commercial capabilities of densely populated areas.
HOWLING ISLES The abundant nations of Idioma, Alliterative Alliance,
A peaceful world above an endless sea of clouds, where a
and Metaphoric Magocracy each provide for citizens’ and
long‑forgotten disaster threatens to return.
visitors’ basic needs in seemingly perfect equity. Paragonic
By Austin H. deities form the Conclave of Ephemeral Concepts, where
Ten thousand years after the great Calamity struck the ideologies tend to supersede theologies. Heroes looking
world, the mortal survivors moved to islands of rock that past the idyllic utopian surface find the machinations of a
drift on the winds above an endless sea of clouds known darker force, Fracture, which undermines all communities

49
from within. Tempting casters with dark promises, they battled invaders from the Caliphate of Aqhran. High
Fracture urges manipulation or subjugation of others for in the Pillars of Heaven mountains, the rakshasa Rajah
gain, seeding disharmony. Beyond the three cosmopolitan Vrishabha has been frozen in ice for 1,900 years, patiently
Capitals of Commerce nations, vast wastelands of waiting to be freed to unleash a terrible tiger-striped future
Ignorance house many with only the most basic linguistic on the world.
learning. Creatures, conflict, and Fracture obstacles seed
many adventures in Linguis.
LOASTRA
A world built upon a catastrophe beyond memory, where spirits
LANDS OF PARSANTIUM and mortals exist in a delicate balance.
A heroic fantasy world filled with Byzantine intrigue. By Marbles M Goblin
By Richard Green Everything has a spirit. From the sky and the sea, to the
The Free City of Parsantium stands astride two continents leaves that fall in autumn. In Loastra, most mortals live
at the crossroads of the world. Here, storied cultures in walled cities, safe from the spirits that dwell in the
collide in a melting pot of adventure and intrigue, home to wilds outside their gates. Here, there is harmony. The
evil cults, unscrupulous politicians, scheming serpentfolk, domesticated spirits of forge and hearth work with mortal
ancient dungeons, powerful criminal gangs, gladiators, peoples to create splendors beyond counting. Yet even
and chariot racing. Conflict simmers between rival when spirits work willingly, some would strip the spirits
city‑states and kingdoms vying to control the Corsairs’ Sea of their will. These mortals would command the spirits as
and vital maritime trade. Adventurous souls can explore if they were the lost gods returned. The spirits are caged in
the crumbling ruins of fallen empires: Bathura, whose devices meant to drain their energy for foul purposes. This
glorious cities were sacked by orc and hobgoblin armies; cruelty is sometimes forgotten in glowing cities, where
Karjan, home of the infamous geomancers who corrupted magic is easier to find than water. These cities forget the
the land with twisted earth magic; and Khemit, destroyed balance that exists in the smaller walled towns, but they
in a magical cataclysm by Queen Merytnofru’s sorcerers as never forget the danger outside their own walls. In between
the cities and towns are the spirit-lands. Mountains float in
the sky, waterfalls flow up cliffs, and the land itself moves
Greater Rakshasa when it wills. These lands are haunted by spirits turned
of Parsantium feral and some that have possessed the forms of beast and
(Creature Codex) mortal alike. A world of spirits and splendor awaits in
Loastra. Adventurers must choose: exist in harmony with
the spirits, or dominate spirit and mortal alike?

LORUS
A dark fantasy world where pastoral beauty is undercut by the
ever-lurking danger of alien horrors and forgotten elder gods.
By David Garrison
Lorus is a world of sanguinity and atrocity, of pastoral
beauty undercut by the rot of alien horror from the far
realms of madness. Here, the guttering coals of civilization
strive to alight and drive the aphotic gloom from the land.
Many unique peoples call Lorus home. The contemplative
loxodonts wage shadow war against the undead spiderfolk,
who haunt the whispering bamboo forests of Lambu
Weald. River elves, driven from their ancestral homes,
now follow the path of the merchant or become feared
reavers of the waterways. Like oases, cities lure both the
wholesome and the unholy to their beckoning lights:
Aluma’s Weir, the great port and secret gateway to the
stars; Rhuka-Tor, the capital of the grim hobgoblin empire;
and the City-State of Valas, ruled by the mad empyrean.
The minions of forgotten elder gods hungrily await.

50
dark patrons have also become more visible, and the world
MAL SCHOLASTICA has unquestionably changed. From the Wildwood, druids
A bleak world of enforced education, where powerful knowledge
emerge alongside witches, with elves and dwarves brazenly
can be learned or stolen. stepping into the countryside. Monstrous things stir,
By Boleslav and villages empty in terror. The dark things yet to reveal
Mal Scholastica is a plane of dismal villages and walled themselves are the most worrying. Malevolent fey seem
cities. Attendance at the local school is compulsory; to be behind the Miasma, and lands shrouded in the mist
the Captor rounds up truants who ignore the tolling hold answers and more dangers still. The heroes must find
of their school bell. Schools offer a grim curriculum, their calling in the eye of this storm. Elves and dwarves,
such as student vivisection in Biology and chanting goblins and dragons, Vikings and dark fey all threaten their
obscene summonings in Language Arts. Learning very existence. History will never be the same.
in Mal Scholastica is evaluated by the Preternatural
Inspectorationist, an agency that inflicts terrible and
morbid punishments for schools, teachers, and students
MORTENFELL
marked as “needs improvement.” If students can graduate, A burial world of intricate tunnels linking opulent underground
they join the elite in the gleaming, walled cities, gaining vaults that conceal secrets and technological traps.
forbidden knowledge. Otherwise, they are relegated to a By IrRyo
life of toil in the bleak, poorly maintained villages. In the heart of eternal darkness, Mortenfell, once
brimming with life, now lies lifeless like those entombed.
This burial planet, a final resting place for nobility, teems
METRAS with treacherous snares and fortified defenses, erected to
A fantastical world living through its happily ever after—at least
deter relentless grave robbers. Beyond the need for genetic
for 50-year spans. coding to tread its paths, the tunnels house an intricate
By Jeff Quick web of traps, blending both primitive and advanced
Thanks to a couple of centuries of unified dwarven rule, technologies. Mortenfell boasts impenetrable vaults
the world has gotten lax. History has been forgotten. No safeguarding an array of treasures entombed alongside
king has a standing army. Places off the main roads have their owners. One audacious group, driven by greed, dared
gone to seed. However, every 50 years or so, a massive to breach the vaults from without. Their ill-fated drilling
threat appears: waves of undead, extraplanar incursion, struck a web of booby-trapped passages, engulfing their
or magical eruption. All are catastrophes best handled excavation in torrents of molten lava and suffocating
by temporary bands of adventurers rather than standing gases. Caretakers are shapeless, soulless, stalwart sentinels
armies. The 50-year mark approaches, and excitement immune to corruption, and they are the overseers of this
fills the people of Metras as the latest event has started desolate realm. Mortenfell’s enigma beckons, a testament
appearing: dungeons. These structures fall from the sky to its tragic past. Venture forth, defy its perilous depths,
and alter the landscape where they land. Strange creatures and uncover the secrets that lie entwined within the eerie
and fabulous treasures await within each dungeon, and embrace of its impregnable vaults.
teams of adventurers line up outside to try their luck. Once
a team defeats a dungeon, it proclaims their victory then
disappears, leaving behind only the adventurers, their
NAZEROTH: THE CRADLE LANDS
spoils, and the changed landscape. A futuristic world-ship, forcibly terraforming a dying world
of magic.
By DC Shepard
MIASMA Nazeroth was a dying world of petty kingdoms, warring
A historical, dark fantasy world of Vikings, Saxons, Danes, fey,
city-states, and holy strongholds littering broken lands
witches, and horror.
when, two centuries ago, a futuristic world-ship ripped
By Curtis open the sky and plummeted to the earth. Delivered by
Set in the distant past, the lands of Britannia have suffered the gods, as some claim, the ship’s miles-long trail of
an invasion of Vikings on an unprecedented scale. While wreckage released flora and fauna engineered to rejuvenate
Saxons and Danes vie for control of the shorelands, the Nazeroth where magic and prayer could not, creating
vast interior Wildwood has mysteriously transformed. the Cradle Lands over the passing years. Surrounded by
A dark mist, known to locals as the Miasma, covers the blasted wastelands and jagged obsidian peaks, the Cradle
interior and slowly consumes the surrounding villages. Lands are an oasis of verdant life in a world unused to
Magical legends have become reality, and the secrets of supporting it. Now dark sorcerers, megalomaniacal
ancient runes help unlock the lost secrets. Miracles and warlords, egalitarian Councils, and dogmatic God-Priests

51
lead their people into the Cradle Lands, seeking alien
knowledge, bountiful fortune, power, and the resources to
OEDMORR FEL, THE TOMB PLANET
A grimdark, survival-horror fantasy world, featuring desperate
enjoy them all. Heroes that venture here will contend with
heroes against a world full of necromantic terror.
strange carnivorous plants, prowling alien predators that
stalk the unwary, and malfunctioning drones struggling to By Christopher Lockey
rebuild the world. Oedmorr Fel is a stony planet of sprawling subterranean
catacombs, bathed in the penumbral magic of outer realms
and populated with a multitude of restless dead who call
NEUVELDT the loathsome place home. It is a hollow construct of
A world poisoned by eldritch magic and seeking vengeance on its ancient evil, fashioned by a sentient species of arachnid
invaders. necromancers—known as the Whispering Masters—who
By Benjamin L. Eastman and Matthew Dunn hail from dimensions unseen. As the Tomb Planet drifts
Long ago, small folk lived in harmony with the land of languidly amidst the shadows of other worlds, this cruel
Neuveldt. Then the enigmatic pathways connecting worlds magocracy harvests countless species of lifeforms from
shifted, making Neuveldt more accessible to those leaving disparate realms and planes for its gruesome menagerie of
other worlds. Dragons searched for new nests and hoards, bones. Those fortunate enough to escape immuration may
finding willing kobold minions on Neuveldt. Hobgoblins find their way to settlements like Asylum or Graveholm,
fled war-torn worlds and transformed Neuveldt’s docile where covert societies of displaced humanoids manage to
goblins into loyal legionnaires, ensuring their strength of survive the Tomb Planet’s never-ending night. A veritable
arms should their enemies ever catch up to them. Humans “dungeon-sphere,” Oedmorr Fel is populated by vast
escaped centuries of fiendish domination, seeking a legions of undead, their necromage masters, the scant
peaceful life on Neuveldt. Many more peoples soon settled refugees of myriad worlds, and arcane horrors beyond
in Neuveldt, filling its lands with towns and cities. Over a mortal comprehension.
hundred years ago, the many peoples fought a protracted
war, each claiming Neuveldt as theirs. The war ended
only after the Lasting Peace and Ultimate Breath, twin
Sarcophagus Slime of Oedmorr Fel
arcane atrocities that left much of Neuveldt a wasteland,
(Tome of Beasts 1)
forcing the survivors to accept a reluctant peace. This alien
magic still taxes the land, granting Neuveldt just enough
sentience to understand its invaders are the cause of its
scars. It now actively rejects its invaders, growing great
beasts, forests, and other dangers to drive out the settlers.

OBRUS
A comedic fantasy world where a demon lord of filth fights
sentinels of cleanliness.
By Fish Davidson
Sentinels of cleanliness wage unending wars against the
hordes of the demon lord Norozogaan, who seeks to
remake the world into a giant ball of dung. Franchises
of powerful but amoral academies manufacture useful
magical items that trade partial curses for widespread
affordability to fund their support of both sides of the
wars. Meanwhile, the constant battles transform pockets
of the world into blighted frontier lands where people
seek freedom from meddling kings. In the Freehold of
Brownstone, the largest such pocket, the citizens have
created a vast network of sewers and emergency response
teams to deal with the inevitable dung incursions. The
sewers beneath the city contain a city of their own, the Trash
Pit, where shapeshifters and tribes of conquest-minded
mushroomfolk live in an uneasy truce with surface dwellers.

52
PAPER WORLD REALMS OF NAR-THREAH
An Alice-in-Wonderland-inspired realm made of parchments, ink, A wild, violent land of dark magics, fallen empires, and malicious
and paintings, where forsaken creations become sentient. fey intrigues.
By Echidna Design and Follow the Fool By Robert Fairbanks
Every idea is a world, and every discarded idea is a world The ruins of an ancient, world-spanning people lie
that will never be. However, there is a place for all the sprawled across a broken, tumbled world. Here, mighty
burned letters and the ripped pages—Paper World, ruled nations of fire and frost giants vie against the kingdoms
by its Princess, where roads are parchment rolls, castles and allies of humans. The Nine Elder Wyrms, ancient and
are built with lost books, and tree leaves are unheard powerful dragons, command vast, sovereign regions and
poems about the beauty of nature. This is the place where populaces, playing their own political games away from
forgotten or unfinished creative works magically end up, the machinations of most humanoids. In Nar-Threah,
become sentient, try to find a new purpose, and complete heroes can join the Thraexian Imperium’s falcon-helmeted
their unfinished sides. Peace is preserved by the Princess legions to campaign against Queen Torghan Anvilbrow’s
of Paper World, a mysterious child who is untouchable fire giants, or they can voyage past the ocean-washed walls
by any harm. She parses the new arrivals, dividing them of Thymria, whose lotus-dreaming sea kings’ fantastical
into “gentle thoughts,” who belong to the Realm of the and bizarre visions can alter and become reality. They can
Quiet Words, and “grouchy thoughts,” who are sent into explore the serpent-infested lands of Kleshia or seek the
the Lands of the Unreadable. Missed Happy Ending is the fabled Glimmergloom, hidden home of the dark fey.
largest city in Paper World, where adventurers can find
the sassy Unfinished Tavern, the half-burned Tapestry
Knights, and the tragic Willow of Poems. In the Lands of
REALMS OF PALANNIA
the Unreadable, adventurers can encounter dangerous A Celtic-inspired fantasy realm.
beings, such as the living bounty posters known as the By gaelQuest
Bounty Gang, the deadly Killer of Ink, and the chaotic Long ago, the wise King Breannas led his people to Tír na
Uncompleted Spell. The central city of the Lands of the nÓg, the Land of Youth, triggering an epic war between
Unreadable is Despicableton, a discarded utopia ruled by mortals and the Daoine Maithe, known also as the Good
the ever-changing painting of the Faceless King. Folk. The seas rose and the mountains crumbled until the
land itself was split asunder. This gave rise to the realms
QORONUS now known as Palannia. In the centuries that followed,
saints and scholars have sought out the lost secrets of the
A ring world formed from the husk of a dragonserpent, where
Good Folk. From the smoke-filled streets of Brencaster
political factions vie for control.
to the dark groves of Witchwood, from the giant-plagued
By Elliot Wenzel highlands of Loch Anann to the mysterious dunes of
Qoronus is a ring world, the petrified husk of a titanic Mionn na Mara, valiant heroes embark on quests to learn
cosmos-roaming dragonserpent. The interior hosts a the language of the Daoine Maithe, reclaim their mystic
bizarre array of life within varying terrain and biomes, heritage, and discover secret pathways beyond Palannia—
with notable features like a primeval forest that’s bigger or else spend eternity in the shadowy halls of Teach Duinn,
on the inside, a bustling megacity, a pregnant sleeping the House of the Dead.
volcano, and a dreamlike demiplane within the dead
dragonserpent’s brain. The exterior is alternatingly a
frozen or scorching hellscape depending on the orbit of
SALMIRE
Sol, Qoronus’s microsun. Seasons pass similarly inside, A modern world where magic is mundane and planar travel is the
with summer peaking wherever Sol orbits closest. No domain of corporations and government.
deities hold sway over the Ring. Societies populating its By Bob C.
lands are cosmopolitan but ideologically divided. The Two hundred years ago, magic returned to the world.
Hyperion Arcanum pursues advancement of arcane Industry adapted, science progressed, and eventually other
knowledge and technology, locked in a cold war stalemate worlds were explored. The people of the nation of Salmire
with the Arboreal Commonwealth, ecomagical stewards used the magic and technologies they found in their
of the Aelderwylde. The industrious Cavern Concord lies travels to create an empire that spans worlds, all under the
between them, underneath the Ultramountain, licensing leadership of the great dragon president Dragoric. Now
mercenaries to handle threats its neighbors’ militaries magic is mundane. Corporations hire mages to work the
cannot or will not address. assembly lines, golems and other constructs are regularly

53
added to construction crews, and people avoid dumpsters
in case of mimic attacks. But worlds need to be explored,
SEAS OF KIRNON
A high-fantasy nautical world where adventurers explore rapidly
and in the race to the stars, everyone needs any edge
changing islands.
they can get. On Salmire, the wealthy elite hire groups of
mercenaries to explore new worlds, sabotage and infiltrate By Will Struck
their competitors, and stake their claim on the multiverse, The Seas of Kirnon are a nautical plane composed of
all while the government is staking its claim to every new seemingly infinite islands. Fascinatingly, this ocean follows
world (and society) it comes across. a dramatic tidal cycle in which at any given point in time,
half of all islands are underwater. Thus, maps are frequently
outdated and the islands themselves change with the tide.
SARLANA Major factions include the Gnavy, founded by gnomes
A heroic fantasy world of outcasts from across the planes.
that bring order to the sea with their magical ships of wax;
By Alice Avoy the Metal Legion, an alliance of goblinoids and dwarves
The world of Sarlana lies on the fringes of the Material focused on both conquering and creating islands; the Order
Plane and forgotten by the gods, which made it a perfect of the Scale, a secret society of dragons that masquerade
location for beings wanting to hide from the powers that as pirates interested only in gold; the Drowned Court, a
be. For eons, Sarlana was home to misfits from every royal family that ruled most islands at one time or another;
plane—devils on a path to redemption, defiant celestials, and the Abyss, the pantheon of Kirnon, who come in many
somber fey, and noble aberrations. These outcasts not only forms and temperaments. Deities include Denny the King
established their own city-states (like Doreelion, Teheria, of Wanderers, the prophecy-writing Fors Eel, and the
or Hari) according to their ideals and preferences, but island-gormandizing Leviathan.
also suffused the land itself with their own unique energy,
causing a baby boom of plane-affected children. Sarlana
is a melting pot of cultures, worldviews, and high magic,
SEVERNITIUM
A post-apocalyptic fantasy world literally split in two by a
where bold heroes carve their own destiny by taking part in
magical cataclysm.
skirmishes between the states or by exploring old ruins full
of forgotten mysteries. Recently, the gods have again taken By J Santana
notice of Sarlana, causing panic among the ruling outcasts. Inhabitants of a modern world depleted of resources
The world needs heroes now more than ever. discovered an alternative deep below the surface: a
seemingly unlimited source of arcane power, which fueled
the renaissance of the population. Hundreds of peaceful
SÉARAIGH and prosperous years later, it was discovered that this
A dark fantasy dimension that serves as the astral sewer system for
energy was, in fact, the magical prison holding a great evil.
other worlds.
With the walls weakened, this entity escaped, decimating
By Ryan McLaughlin almost all life on the planet, including the pantheon of
Everyone has waste–even the Great Powers that control gods who had imprisoned it eons ago. Somehow, however,
the Planes of Existence—and waste must have somewhere the world did not end. The two halves of this broken planet
to go. Séaraigh is an interdimensional sewer system for remain together in an endless, cosmic dance, separated by
the magical, etheric, and astral waste created on planes as what is known as the Chasm, the broken-open remains of
disparate as the Material, Fey, and Elemental. Séaraigh the entity’s prison. Few have ventured down; none have
offers an affordable and convenient service to worlds and returned. Only evil, twisted creatures emerge from the
planes that would rather flush their waste and forget it. The chasm. No one knows why the world still holds together,
gloomy tunnels and endless aqueducts leading to Séaraigh and, perhaps, no one ever will. Hundreds of years have
are near-impossible to map because of their mind-bending passed, and the landscape has changed. Remnants of
geometry, and only the members of the mysterious Select past technologically advanced civilizations remain. The
Committee know where the tunnels and aqueducts few survivors, a mixture of humans, dwarves, elves, and
ultimately empty their metaphysical waste. Despite this, halflings, have begun to rebuild where they can. It is a dark,
many unsavory characters have found dark, disgusting godless existence in which no one truly knows why they
paths to Séaraigh, allowing access to those in search of an were spared from complete and utter destruction.
escape route to a new world. Likewise, an entire ecosystem
of unspeakable monstrosities has found a near-endless
food supply in Séaraigh’s cesspools.

54
of spells and as reagents in the admixtures of forge and
SHEKHENAH cauldron, the black crystals are hoarded and traded, and
A broken world shaped by invasive nature and recently slain
many even kill for them.
decadent gods.
By Ian “Grendel Todd” Grey
Beneath a fractured, crystalline sky supported by
SILVER VALLEY
A claustrophobically small world with limited resources and
cyclopean pillars spreads Shekhenah, half consumed
political intrigue.
by the ever-growing forest Morfairsing as survivors
fight over the scraps. Join the notorious mercenaries By Sean Nester
of Purgatory Company, travel with the goblins of the Centuries ago, a frontier village was at the forefront of a
Laughing Caravan, or build a shrine to a reborn Devanian war against lycanthropes, when an unnamed mage sought
sky god. Meet undead wine-peddlers of disgraced to resolve the conflict with a spell that would cure the
Xethenduul, plane-touched ideologues of the Pillar or the disease for hundreds of miles. However, something went
Pit, or Y’tllian Pilgrims preaching salvation through the wrong. Impossibly large mountains sprang up all around
dissolution of souls. Explore the sundial city Clepsydra, the village, trapping everyone inside their borders. Silver
the ruins of lost Venth, or the bones of Godshead in the mountains evaporated and created a seasonal haze
Mountain. Parlay with bleak Asuran gods over faithless called the Silver Veil, which cures lycanthropy in all who
souls in the Underworld, give offerings of meat and honey breathe it. The lycanthropic threat is gone, but now there
to divine beasts in the Cinderlands, or persuade chitin- exists only 25 square miles of land for humans, dwarves,
armored nomads to give up their secrets in the depths of elves, and goblins to survive. The citizens of what is now
the Hungry Wood. In Shekhenah, visitors find a dying called Silver Valley are faced with internal struggles, limited
world infected with rot thanks to the pride of angels and resources, and occasional monsters from the mountains.
the decadent gods they slew. And no one who has braved the dangerous mountains and
left Silver Valley has returned.
SILURIEL
A world of primeval forces and ancient magic. Black Ooze of Siluriel
By Thomas M. Reid (Monster Vault)

Siluriel is a world literally alive, the embodiment


of an ancient, slumbering sentience. Brimming
with untamed wilds—old-growth forests, jagged
mountains, sweeping plains, vast tundra, and
fetid swamps—its civilizations remain stunted,
small pockets of settlement barely holding
against the inexorable forces of nature. It is a
place where magic waxes and wanes on
a generational timescale as the
great sentience sleeps and stirs.
During its restive periods,
magic in the world grows more
powerful, and Siluriel’s lifeblood bubbles
to the surface. Sometimes taking the
form of a mysterious black ooze
and other times manifesting as
twisted, terrifying aberrations
(the form of its nightmares), the
lifeblood eventually crystallizes,
transforming into a valuable
commodity, a prized ingredient
in the crafting of magic. Used
as components in the casting

55
SKOVANNYY’BEREG, THE FETTERED SHORE SOPHIA
A desolate world of ice, avarice, and sorrow. A fantastical capitalist world in an Industrial Revolution setting,
By Paul McNeil and Edward Rollins where the land itself revolts against industry.
The Fettered Shore is a land of desolation, isolation, By Ressu Crebalt
zealotry, greed, avarice, and, beneath it all, a nearly Sophia, a semi-sentient world, was once ruled by dragons.
extinguished ember of hope. Civilization clings to the icy Then humans came from the sky and a millennia-long war
shore of the Northern Sea, home to ancient city-states as ensued. Eventually, Sophia had had enough, and many
hostile to one another as they are to the creatures of the disasters unfolded across the world. All humans died and
tundra or the taiga. It is a world without kings or emperors, dragons suffered so much they were forced to begin a
where princes lead at the whim—and under the edicts—of long hibernation of another thousand years. To coexist in
guild masters, who themselves vie for supremacy among relative harmony and keep Sophia at peace, the world was
their peers. Within the shadows of the guild houses, greedy divided in three realms: the Descartes Kingdom, ruled by
men look to the lands of the peoples to the south—within goblins; the Great Forests of Bacon, protected by a circle
the taiga and across the steppe beyond—and to the fortunes of orc druids; and the Aristotle Theocracy, controlled
to be taken there. But even as the druzhina—with their by kobold wizard-priests. The gnomes, descendants of
muskets and steel armor—march southward, a cancer grows humans and goblins, were forced to live underground.
within the world, a forgotten thing that has long sought to This status quo shattered when the dragons awoke. They
corrupt humanity. Its minions already lurk in the shadows took the reins of the Aristotle Theocracy, with the objective
of power, whispering terrible desires to those who will hear. of ruling the world once again. They used their power to
marshal their armies anew. They used their hoarded gold
to create the first banks. But an unexpected rival appeared.
SOL IMIS The gnomes returned to the surface and created the new
A Bronze Age fantasy world, in which almost all dragons have been
Kant Empire, using and improving the technology of the
slain and humanity has risen to an uneasy power.
extinct humans and sending the world into an Industrial
By Cameron Feiler Revolution. Now, the world has become engulfed in war
The creation of bronze has allowed humans to finally slay and in nature-destroying industry, and Sophia isn’t happy.
their dragon oppressors, plunging the world into an age Hurricanes, tornadoes, volcanoes, and tsunamis attack
of anarchy. Now stone forts and temples hold the last indiscriminately. Is Sophia’s story destined to forever
bastion of civilization. Not all peoples of the world support repeat or can heroes broker an everlasting peace?
the fall of the dragon rulers. The dwarves believe the new
age of chaos was not worth the freedom, while the elves
relished the constant shifting of power inherent in draconic
SORAMANCE
An ocean world of piracy, secret societies, political intrigue, and
leadership. Elven woad now overgrows dragon hoards,
freedom on the open sea.
while dwarven citadels once appropriated as dragon nests
are slowly cleared. Mighty human heroes freed the Agarain By Valin
Fields from monsters years ago, but they now rule as petty Soramance is a world dominated by an all-consuming
warlords hiding in their fort cities jealously sniping at ocean. At the heart of the world is the grand city of Yohn,
each other as monsters reclaim their ancient homes. This whose mystical might once dominated the seven seas.
is an age where heroes are made. Any mortal dreaming of Now, the authority of their Crystal Throne has been
glory delves into the depths of the world to find forgotten undermined by many secret societies, all jostling for power.
treasure and, if lucky, the chance to be the one to slay the With Yohn no longer able to maintain control over the rest
final dragon, Imperator Bathir. of the world, other regions like the pirates of the Lunallan
Archipelago, the bold explorers of Midos, and the secretive
rebels of the Tangle’s majestic coral forests have asserted
independence. The world is threatened by the grasping
techno-liches of the Thaumagraph Cabal, lurking horrors
of the deep, and endless internal strife. Yet it’s a place
of discovery and wonder, where the prospect of a better
tomorrow always waits over the horizon. Adventurers in
Soramance can expect to become mixed up with secret
societies, visit strange new lands that seem to defy nature,
and witness history being made.

56
prosperity, born from the Herald’s divine gift of magecraft
SPIRE HAVEN electricity. Opulence adorns Sant Devane, the sprawling
A disc world once tyrannized by Titans, protected by the Gods, and
metropolis she calls her seat of power, where airships dot
now under threat by a mysterious power.
the skies and gleaming spires shine deep into the night. But
By Talador the wealth of electrotech rarely makes it past the capital.
Spire Haven is a disc world that has seven giant towers of Brassi, Aborala, and Sei-nan, once proud arcanocracies,
mysterious purpose, with entire nations forming at their now languish under the Herald’s iron rule. Age-old rivalries
very feet. The mortal people were once oppressed by their and electrodependence have proven enough to keep them
deities called Titans, but a group of gods from another in line, even as filth buries their overcrowded alleys and
plane, led by Baldurion, the God of Light, intervened flickering neon begs desperately for power.
and banished the Titans to the underside of the world
ten thousand years ago. Now the people of Spire Haven
prosper under the benevolent rule of the Gods. However,
TALAMH
A moon floating amidst the stars, where a rare celestial event gives
the Titans scheme to take back what is theirs by right.
rise to monsters and gods.
Elves and humans are in constant conflict due to shadowy
By Jessica Henry
machinations. A mysterious power in a forest called
Goshollow brings creatures of the night to life under the Talamh is the moon of a gas giant in a binary star system.
malevolent eye of a Baroness. An adventurer’s guild was Grian, the gas giant, produces heat allowing for a
created so heroes can solve these many mysteries under the temperate climate on most of the surface. The light‑giving
looming gaze of the towers. star, Aine, and a brown dwarf star, Realta, form the binary
center. Every thousand years, there is a conjunction
where Realta eclipses Aine, causing darkness on Talamh
STIRIACUS in an event called Hawl’twyll, or “the Dark Star Rises” in
A science fantasy world of technology and magic standing against a Common. The surface of Talamh has one main continent,
wild, unforgiving world governed by zones of day and night. and the ocean on the other side is mostly unexplored.
By Phil Welch Talamh’s biggest threat is during the months surrounding
Hawl’twyll, when proximity to Realta’s radiation causes
Stiriacus is unchanging, its sun fixed in the sky. Here,
portals to the realms of the fey and other planes to open,
day and night are directions, not times. Life thrives in the
letting loose monsters across the world. This threat leads
dusk and struggles against the extremes of daylight and
the gods to temporarily assume physical form in the world
darkness. Adventurers evade the hardened Vrud raiders in
to aid and protect Talamh’s people.
the Sivru desert beneath the blazing sun Aym, riding sand-
surfing skiffs to the mystery of its unreachable center. They
sail toward dusk across savage depths of the Nythosian TALOTH
ocean to the ever-raining mangrove jungles of Hicaltus, A world where magic and technology clash, and an extraplanar
with tree-borne villages of the Myssuk and their volatile entity threatens to consume all.
gods. Further into dusk, the technomagical megacity By Biometal Omega
Valentorr reigns with its feuding city districts and political
Taloth is a plane where technology and magic both
power struggles. The ancient hidden civilizations of the
flourish, with each kingdom or nation choosing how they
Tusga lie beneath Valentorr’s heat pipes, and the city’s high
adapt to these influences. Some look inward and become
walls cut into the frozen landscape of the Deep Night,
jealous, clinging to technology, while others still dwell in
holding back the encroaching horrors dwelling there.
magical wonder, building great metropolises and trading
with neighbors. Beneath it all are the scars of the past,
STRAND those lost to the chaos of a long-forgotten era, unseen
A pseudo-modern electropunk fantasy world exploring power and festering. Something waits beyond the great veil.
imbalances that come with burgeoning technology. Its tendrils and abominations are sent forth as corrupt
missionaries, trying to claw its way in and consuming all in
By Jenn Tsai
its path for some unknown purpose. Taloth sits adjacent
Generations ago, the warring nations of Strand nearly to a planar entity, a great machine of flesh and energy that
unraveled the Tapestry in a rabid arms race of cataclysmic seeks to connect to and consume other planes. It sends
magic. Their ambitions drew the gods’ wrath, who sent an its minions to make a beachhead before beginning its
angelic Herald to obliterate their rulership and rebuild them feast. On Taloth, this beachhead is the ever-growing maze
as a single civilization, obedient under her ever-watchful known as the Nullwood, where these minions process lost
gaze. Today, Strand is a place of innovation and unified unfortunates for their master.

57
TAMMERYN
A world of dark and gritty magic.
By Phillip Larwood
Thousands of years ago, a terrible cataclysm split
the world of Tammeryn almost in two, toppling
cities, destroying mountains, and killing millions.
Now an enormous rift separates the two halves
of the planet. The gap is crossed here and there
by towering metal bridges and swirling glyphgates
staunchly guarded by fierce golems and bound
souls. On the western side of the chasm, a great
theocracy has arisen, built around the heart of
a flayed god that requires a steady stream
of humanoid sacrifices to keep beating.
On the eastern side, bickering city-states
vie for control over dwindling resources
as a sorcerous malady known as the
Consuming Curse reduces everything
to powdery, bone-white ash. Above all this chaos stand
the godmarked, a new people born with a spark of divine
essence from a forgotten pantheon that may yet save
Tammeryn from ruin—or herald its final destruction.
Flayed Wraith
TELEVYSE (Tome of Beasts 2)
A darkly comedic, 80s-inspired world of neon magic and
capitalistic parody.
By Nick “Jack1Spade” Lucas
subterranean city, Crystalhaven, governed by guild leaders
In the world of Televyse, brands have replaced gods, spells
known as the Crystal Conclave. Within Crystalhaven,
and artifacts are used to create mundane wonders, and
heroes summoned by the Church of Radiant Light mount
mysteries lurk in the sewers, the drifting mall plazas, the
expeditions above, searching amongst ruins and darkness
hanging skyscrapers, and the industrial arti-forges. All
for knowledge and relics to purge the Ebon Shroud, while
manner of people exist somewhere in this planet-city,
disciples of the Church of Shadowed Night actively seek
working, living, and questing. New additions such as
to venerate it using insidious rituals. Abyssal Excavations
intelligent oozes, living holograms, and dryads add new
Incorporated instead uses its explorers to delve deeper
viewpoints to explore. Multitudes of adventures exist,
to find untapped resources, rare materials, and ancient
from tense magi-mobile races through the city slums,
treasures. These unknown depths are home to venomous
corporate espionage among the eldritch depths of the city,
fungi, ravenous monstrosities, raging elementals, and
or filming new high-stakes programming for spellevision
colossal wyrms. Deeper still lies the Obsidian Reach, which
broadcasting. The dragon-ruled city is full of light, magic,
is home to the plotting necromancer, Drakthanar, and
and wonder that hides a dark and hungry underbelly
other bastions of sentient life, including the Mindspire
feeding on a distracted populace.
Sanctum, a twisted city of aberrations.

TERRA OBSCURUS TERRACK, THE CRACKED CONTINENT


A subterranean city that serves as the last baston of civilization or
A survival horror world amidst the rocks of an endless canyon.
the base for even deeper exploration into a world of stone
and shadow. By Jason Dincauze
By Vish Naidoo Above—massive, winged behemoths that snatch in a
After a terrifying magical cataclysm, the surface of Terra flash and devour in single bite. Below—a mist few ever
Obscurus was covered with the Ebon Shroud—a plague return from, save those who speak of horrors beyond
that slowly turned infected individuals into corrupted comprehension. All known life exists in between, in
shadow beings. Civilizations fled below, founding a new the multitudinous canyons that make up the Cracked

58
Continent. There are no nations, just desperate settlements and wealthy and are said to be where the First Cave
clinging to the sides of canyons, though some tell of once existed, though no one has ever found it. As the
sprawling cities: the mythical Aerotroplis, a city suspended passageways spiral upward and outward from this base,
across a canyon; Mazur Estermar, the legendary Carved dwellings quickly become plain, eventually turning to little
Dwarven City; and countless more. All manner of peoples more than roughly converted exploratory dig sites. Tunnels
survive here in the canyons, traveling either along the reaching out from Troglopolis lead to natural caves filled
canyon side and through its beast-filled cave systems or by with running water, massive lakes, and fungal forests,
aerial means, which isn’t without its perils. Generations which supply food and water to the city. Some of these were
have survived like this. But now, seven godlike beings found by mining efforts, but others lie down passageways
have plummeted from above, drawing all the people of the created by tunneling beasts native to Terrapeiro. There are
canyons into a mysterious new conflict that may lead to a rumors of massive burrowing leviathans out in the dark,
paradigm shift for all residents. and legend speaks of endless gold deposits, uncountable
gems and, somewhere out there, the surface of Terrapeiro,
with land to be claimed by the first mining guild to find it.
TERRAN EMPIRE
A post-apocalyptic world set in the far future, where the last
vestiges of a galaxy-spanning empire cling to the shadows of their THAECOSIA ARCHIPELAGO
former glory. A science fantasy world of Bronze Age explorers rediscovering
By Rob Dearsley ancient technology.
Centuries ago, the Terran Imperium spread across By Gabriel L. Helman
thousands of planets, its technology and military prowess The ten thousand sun-drenched islands of the Thaecosia
unmatched across the galaxy. But their sentient warships Archipelago sprawl across the known waters of the
turned against them, burning the Imperium from the face Turquoise Sea. The Bronze Age kingdoms and aspiring
of the galaxy. Exotic weapons, capable of rending the fabric empires of the inner islands are home to human artisans,
of space, opened subspace rifts all across the Imperium. cat-like lynxus sailors, bureaucratic lizardfolk, and
Survivors using these “portals” found the bombed-out mercantile dragons, while ancient aberrations swim deep
cities of their homeworld long-since reclaimed by nature, below. Traders, freebooters, and pirates sail between
and they settled into the cities, clinging to the shadows islands on sorcerous winds, traveling from towering
of their empire’s former grandeur. Overhead, the skies of cities, to the fey-haunted Redwood Isles, to the roosts
the world are choked with debris from their desperate last of the crystal plateaus. On the uncharted outer islands,
stands. Sentient Imperial ships still stalk the wider galaxy, adventurers battle living metal statues with bronze swords,
their crews long dead or mutated into abominations—the counter lasers with wizardry, and delve into wondrous
Turned—that mindlessly serve the ships. In the far corners structures, pairing sandals with scavenged futuristic
of the galaxy, a new darkness rises. Older than time, this technology. Further out, beneath the Obsidian Citadel,
force is intent on dragging all the universe into the infinite lies the nearly forgotten wreck of the starship that brought
darkness of the Before. their ancestors to this world. Old folktales survive,
whispering about the Thermal Shelters and the Sleep of a
Thousand Nights, but few believe them.
TERRAPEIRO
A world of underground exploration in darkness and scarcity.
By Phil Mason THE ALWAYSGREEN FOREST
A whimsical yet dark enchanted forest, with tiny people and
Terrapeiro is a realm of earth and rock where the sky and
talking animals.
open air, if they exist, have yet to be found. The first visitors
to Terrapeiro found a nearly featureless cave with walls By Darryl T. “Splattered Ink” Jones
of rock and a single vein of quartz, which attracted the The Alwaysgreen Forest is a lush and beautiful land, full
attention of miners. Eventually, more and more miners of ancient, towering trees, magical, life-giving waters, and
and supporting staff joined the centuries-long excavation deep crystal-lined caves. It is teeming with life and magic.
until generations were born not knowing a world The awakened woodkin, the majestic deeret, goblins,
before Terrapeiro or how to return to that other world. ratkind, dobbers of all traditions, and many more call it
Terrapeiro’s main city is Troglopolis, which is a conical city their home. They are friends to the forest, belonging to
that was carved in the first century of the excavation and it, and it to them as a leaf does to a tree. Dobbers are tiny
that is run by a coalition of mining guilds. The areas closest people, often described as three apples tall. What they lack
to the narrow base of the city are the most cosmopolitan in size, they make up for with intelligence, wisdom, and

59
creativity. They are hardworking and love their community, THUNDERSCAR ISLE
always willing to lend a hand, share a story, or enjoy a warm
A post-apocalyptic world of cold-blooded fantasy.
cup of tea by a roaring fire. No story of the forest would be
complete without woodkin. Awakened raccoons, badgers, By Sebastian Rombach
chipmunks, owls, and more also call the forest their home An old equatorial continent made new again, Thunderscar
and have been embraced by dobbers as family. Isle is home to revived thunderlizards, dinosaurs brought
back to life by the necromantic power of the High Dragons.
In a land where draconic worship and necromancy are
THE DEVOURED LANDS commonplace and mammalian life has been made extinct,
A world largely conquered by an alien invasion, where the four lineages of sentient life remain: the dragonkin,
survivors use ancient magic to stage a resistance. koboldkind, lizardfolk, and nagaborn. These four peoples
By R Moorhead struggle to survive as their home island fractures beneath
Darkness and hope preside over The Devoured Lands. the might of dinosaurs resurrected well after their time
Invaders from beyond the stars conquered The Devoured had ended. Enduring a surge of natural disasters, primal
Lands and now change the world from the familiar to the territorial conflicts, and the sudden silence of the now-
strange and profane, growing alien plants and ferocious missing High Dragons, the people of Thunderscar Isle
animals using the blood of captured native wildlife and must unite to divine left-behind elven mysteries, delve into
humanoids. Below the surface, the humanoids that once human ruins, and excavate dwarven secrets to ensure their
roamed the surface, known as the Arks, hide in fear, their survival. Only by solving the mysteries of the extinct can
discovery only ever one mistake away. Revolutionaries, the remaining peoples of Thunderscar Isle save their home
malcontents, and people dreaming of the skies above evade from a past cataclysm on the verge of repeating itself.
the eyes of the invaders. Couriers of the Arks face death
every day, traveling between the Undercontinent, the TRAEVEON
Blood Roots, the Swamp of White Terrors, and the Ocean A world of young civilizations impacted by an ancient conflict
of Sand. The Arks known as the Red Skull Marauders between spacefaring giants and dragons.
call for open arms against the invaders, wielding alien By Mycelia Fearne
weapons against the invaders and raising their flag on
The strong gravitational pull of the gargantuan planet
captured invader ships. The Arks known as the Cult of the
Traeveon led to massive vegetation and the birth of titanic
Swallowed Heart delve deeper below, seeking the magics
beasts. Giants were its rulers, and they built a civilization
of the Forgotten, but will their delving lead to some new
that endured for eons—until the gemstone dragons
doom? And could the invaders be fleeing something worse?
descended. The giants escaped the draconic invaders to
a planet-sized asteroid, which was eventually drawn into
THE SPECTRAL CONTINENT the orbit of Traeveon, becoming its first moon, Maerlorn.
A gothic, dystopian world where the harvested energy of ghosts A peaceful truce was struck between the dragons and
fuels technology. giants, but the elemental magic of Traeveon pulled at the
By Hbossssobh and Baldesion gemstone dragons and eventually birthed new chromatic
and metallic dragons. Tensions between the dragons rose,
On The Spectral Continent, necromancy has become the
and the giant-gods, sensing war, tore two continents off
driving force of technological and industrial development,
Traeveon, forming them into two new moons, Caerbest
harnessing the energies of ghosts, called ghostfire, to
for the metallic dragons and Laeliffle for the chromatic
create trains, airships, and war machines. In cities, this
dragons. Traeveon was permanently altered, bringing
has resulted in various amenities, but it has also resulted
new life to the land in the form of humanoids. Now these
in the exploitation of the poor through indentured service
peoples build young civilizations across the world.
that lasts well into the afterlife. A world without deities,
The Spectral Continent has been left under thick cloud
cover, with rain a near-constant element of life thanks to TROGAART
a magical war fought three hundred years ago over the A world of contracts and debts, where bizarre quests for exotic
implementation of ghostfire. The Spectral Continent items never seem to go as planned.
now consists of five different nations, political unrest, By Daniel Paoliello
disquieted spirits, and various monsters—including On Trogaart, the great nation of Tiberis is ruled by the
strange aberrations seeking a foothold in the plane. Daily Merchant Houses and Crafting Guilds whose trading
life is a struggle as the haves and have-nots vie for a better network and hoarding of wealth has led its citizens and
life and afterlife for themselves and their descendants. entire nations into unfathomable debt. Even so, it is never

60
enough for the Houses, which push the Guilds to create crystals are processed into Brenite cores, which power
ever more fantastic artifacts and tools, requiring ever more clockwork devices. Tragically, a huge Brenite processing
exotic and scarce components to create. The Adventurer’s plant recently exploded, destroying the city-state of
Guild fills the role of procurement expert for the other Galvora and releasing a noxious gas that mutates flora
guilds, and it is mostly made up of the most ambitious and fauna across much of Verdani. Now, strange monsters
and most desperate people. These people take the roam the countryside, and a zombie plague haunts most
contracts that no one else will. Many who volunteer for the cities. The largest of the city-states built Brenite-powered
Adventurer’s Guild become legendary heroes, but few ever barriers to keep these monsters out, and people can safely
retire. Most who join the Adventurer’s Guild do so to pay ride airships to all the major city-states on the world.
back a debt, be it their own, their family’s, or their nation’s, Most are drawn to Alveron, the megacity of guildhalls and
and stay in the guild indefinitely, as paying off that debt is trading hubs. Adventures can help cities fight off hordes of
nigh impossible when everything comes at a price or with mutated beasts and zombies using new Brenite-powered
another contract to fulfill. Heroes on Trogaart can find weapons and technology, or they can attempt to explore
amazing artifacts found nowhere else—as well as sellers the ruins of Galvora, searching for answers to the plague
who are all too happy to lend credit or offer a contract to that haunts Verdani.
complete the transaction.
VOREL-MIIR
VADIS A high fantasy world full of ancient ruins, lost artifacts, and
A fractured world with pockets of relative stability threatened by forgotten lore, where tyrannical dragons rule in the stead of gods.
calamity and the magical fluctuations of the world itself. By Myth Epicweaver
By Eric Sage and Gates Perrault Vorel-Miir is a world controlled by the five ancient
The world of Vadis is mostly wild. Direction, distance, and chromatic dragons, each ruling from one of the five
even time itself shift and flow like mercury. Most beings continents. Centuries ago, the ancient dragons were stirred
huddle within the Calms—islands of stability built upon from their slumber by an entity known only as Night-Eyes.
the ruins of an ancient empire. World travel remains the From the far reaches of the void, Night-Eyes warned its
purview of the Seekers’ Guild, sole possessors of technology ancient kin of the growing threat of the humanoid races,
to navigate the ever-changing wild. Travelers may encounter having observed firsthand the infection and devastation
many peoples: the rugged, stoic Stonespeakers; the humanoids brought to countless worlds that Night-Eyes
Treesingers, matriarchal masters of arcane and botanical had seen in their travels. The resulting Draconic Purge saw
sciences; the Sleepless, zealots dedicated to defying the destruction of all the humanoids that did not become
death; the Unmen, who arise spontaneously from lifeless subservient to the dragons. With no followers, divine
matter; and the Many, as varied in size and ability as they magic and its gods disappeared over the years. The dragons
are numerous. Society reels from recent, unprecedented monopolized all other magic, allowing only their most
events. Belgeritte, the oldest and largest Calm, has collapsed loyal followers access to some magical secrets. Adventurers
into the wild. Tens of thousands are presumed lost. Other can uncover ancient lore, artifacts, and secrets, but they
Calms face an influx of refugees. The powerful hold court must be careful of the magic they wield, for the minions of
in the ancient city-state of Centruus, economic center of the dragons are always watching.
Vadis, discussing a plan to deal with the catastrophe. Others
whisper of another impending collapse. Heroes could
be drafted to maintain order, join in the rescue efforts,
VYDAL CITY
A cyberpunk fantasy world, where life revolves around using and
investigate the cause of the collapse, or follow reports of
controlling a refined magical substance.
spiderlike humanoids raiding the fringes of civilization.
By Evan Noone
The neon-soaked skyline of Vydal City illuminates the
VERDANI perpetual night sky and barren planet below. Being
A steampunk world, where the technologies that have
the only megacity, its technological marvels allow it to
revolutionized life have also created existential threats.
thrive with extensive mining operations accessing entire
By Levi Indvik bioluminescent biomes in underground caverns. Here,
Industry and innovation rule the world of Verdani. magic crystalizes into physical material that can be refined
Factories produce steam-powered engines, high-power into glowing multicolored liquids called Neononoxite,
flintlock rifles, flameless torches, and airships. Thanks or Neon for short. Each color produces magical effects
to the Artificer’s Consortium, lavender-hued Brenorium from a different school of magic, powering different types

61
Union’s only western outpost, New Sanctum (watch out for
bandits). Aside from monsters, dehydration, outlaws, and
the heat, travelers in Westward Frontier might face one of
the Grand Barons or their agents (which often takes more
guts than brains), the Emissary of the Eternal Heavens
and their zealous followers (they’re more dangerous than
they seem), or Ol’ Zeke (the oldest and most ornery dragon
there ever was).
Non-canonical elements
of the Labyrinth can WEZTEREALMS
easily include science A mind-bending eldritch horror world inside a political western
fiction worlds package, featuring desperate heroes and reality-shattering
monstrosities.
By Dreamfyre Shadowcaster
Beyond the forgotten corners of the cosmos lie
Wezterealms, fragmented realities disguised as a single
coherent world through inconceivable illusions. To the
unsuspecting mind, Wezterealms is a land of opportunity.
Here, bright minds can thrive in the political and scientific
circles of ever-expanding cities of concrete and steel, and
deft and strong hands can quickly gain fame or notoriety
as gunslingers in the cities or the vast countryside plagued
by crime and lawlessness. Those unfortunate enough to
catch a glimpse of the truth of Wezterealms discover that
the splendors and the promises of fortune and opportunity
are but dissembling glamours masking horrid, ravaged
realities. In these fragmented wastelands, traversable
only with powerful and dangerous magic, a perpetual war
rages. It is a conflict between ancient witch clans seeking
of technology. Everyone in Vydal City is born human, but to restore reality, terrifying aberrations nourished by the
most modify themselves with Neon upgrades to emulate souls of the deceived, and the mysterious Aspecti, the
the abilities of more fantastical species. Governing rulers of Wezterealms and fabricators of the Great Mirage.
Vydal City is the Fluorescent Brokerage, managing the Heroes may visit Wezterealms to benefit from their riches,
distribution of Neon across the city. They also oversee scientific progress, and technological inventions, but
the eight Spectrum Corporations that produce the eight fortune and power were never meant for anyone unwilling
different colors of Neon. Heroes in Vydal City contend with to accept the illusion.
the corporate elite, Lazervein gangs, and mad geniuses,
each vying to use Neon to reshape the city in their image. WYRDSTRANDS
A world of shunned misfits surviving under the high fantasy
WESTWARD FRONTIER veneer of an Arthurian world that has no place for them.
A spaghetti western fantasy world. By Bill Olander
By David Mathews The Divine Council created a perfect world: an endless
Westward Frontier is a dry, mostly untamed world with a realm of fey woods and feudal human kingdoms
collection of small city-states, the Imperial Union, along underneath heavens run with clockwork precision. The
the coast of the largest body of water. The western edge of Shining Gods from the Avalonian Isles balanced by the
the Union’s monitored and protected territory is known Tenebrous Gods of Annwn are locked in an eternal war
as Imperial End (or Imp’s End to the locals). From here, between Good and Evil. No one expected Nyxus, Dark
travelers can strike out westward, delving into monster- Lord of Dragons, to fall for Amyra, Angelic Goddess of
filled ruins (most go broke trying to clear ‘em out), chasing Love. Fallout from their union has ravaged the land, left
bounties on the Dark Eight (better get them before the rebel deities murdered or banished, and populated the
Inquisitor Marshals do), or procuring passage to the land with a host of new humanoids, known as the Fateless,

62
that both sides of deities ignore after excluding them from
the Loom of Fate. The Fateless range from lycanthropes
ZHIKETH
A decaying world built on the prisons of evil gods.
to druidic shapeshifters, half-demons to elves, and
many other humanoids. Supported for decades by the By Brad Castles
sympathetic High King Arthur, the Fateless now fear for For untold millennia, Zhiketh was plagued by cruel and
their safety as Lord Mordred, who sees those exempt from vicious gods who demanded harsh tithes and sacrifices.
fate as dangers to his divine right to rule, takes the throne. Life was brutal and short until a century ago, when mortals
banded together and bound them into physical form,
ending their threat forever—or so it was hoped. While the
YESTERMORROW gods remain trapped, their powers have eked from their
A world of discovery, where time is a malleable force.
prisons and warped the cities and towns built in triumph
By Richter above and around them. These wonderous cities include
Embark on an extraordinary odyssey through the ever- Kavorl, a realm of peaceful debate, which now drowns in
shifting realm of Yestermorrow, where time itself is a whispers from jealous mouths; Bralon, whose wonderous
malleable force. Explore the magical mysteries of the architecture is alive (and slightly hungry); and the learned
Arcanum Enclave, where time echoes through the halls, city of Turaf, stuck in ever-lengthening days. The people
revealing hidden knowledge to those who dare to unlock its have also changed, focusing ever inwards and distrusting
secrets. In the Grove of Epochs, witness the convergence all, with their only allies being those with memories
of timelines, where ancient forests coexist with the vibrant untainted—the vampires who led the coup against the gods
life of bygone eras. Feel the pulse of time in the Everforge, in the first place.
a place where past, present, and future entwine, and where
the fires of creation burn eternal. Traverse the enigmatic
Whispering Isles, where the whispers of forgotten warriors
ZORAKAN
A dark fantasy world of harsh extremes, half always in light, half
reverberate across the ages, guiding the brave toward
always in darkness.
their destiny. With each step, the very fabric of time shifts,
offering endless possibilities and captivating quests. By John Leonas
Adventurers can unlock the mysteries of this realm, where Zorakan rotates about its axis exactly once per solar
the ebb and flow of time becomes their greatest ally on the orbit, leaving half the world eternally in light and half the
path to legend. world eternally in darkness. The Brightlands is a region of
infested jungles, uninhabitable deserts, volcanos, and the
Boiling Sea. The Djinn Empire constantly defends itself
YGGDRASIL from raids by barbarian fire giants. Dragons and demons
A science fantasy world of space travel and wars over territory and
scheme for domination. Elementals and basilisks roam
powerful resources.
harsh wastelands. The Darklands is a region of undead
By Patrick Boyer hordes, eldritch horrors, and remorhaz herds. Dwarves
Yggdrasil is home to advanced technology, overgrown shelter underground, mining gems and metals. Their
magic that can corrupt at a touch, and powerful artifacts forges are a source of warmth, forming civilization’s
imbued with the essence of those who have wielded them. frontline against dark threats. The Lich Queen awaits the
The mystic dragons of Vanaheim and the industrious End Storm, which prophecy says will plunge the entire
dwarves of Nidavellir wage war to become the galactic world into the darkness she enjoys. Betwixt is the hundred-
superpower, the animal folk of Asgard merge science and mile-wide ring of land and sea between the extremes where
sorcery to spread their faith across the stars, and the elves dawn and twilight live. It is home to societies of humans,
of Alfheim and Svartalvheim have never known peace with elves, and many others. Betwixt’s gleaming city of Boraxis
one another. Chief among the myriad dangers of Yggdrasil is defended by celestials and knights riding pegasi and
are cosmic horrors of fathomless power, autonomous griffons, and its arcane scholars monitor the unchanging
constructs surviving long after their creator’s fall, and position of the sun.
those corrupted from the use of dark magic. Heroes wield
swords and sorcery in equal measure with firearms and
technology, they traverse the cosmos, turn the tides of war,
navigate a tense political climate, uncover the secrets of an
ancient imperium, and overcome the dangers of the vast
cosmic unknown.

63
The Cathedral of Silence

CHAPTER 4: THE VOID AND ITS SERVANTS


The Void is a malignant force that devours worlds and that
offers power to those who choose to use it. It’s part of the Void Factions
Wyrd power source, otherworldly and almost entirely
destructive. Those few who know its secrets can turn it to There are thousands of cults dedicated to the Void, its
good ends, but in the long run, everything the Void touches power, and its denizens, but three stand out as large
is corrupted, tainted, or destroyed. Those who draw on the enough and powerful enough to disrupt the Labyrinth and
Void gain access to spells and power, but they create cracks bring doom to new worlds or old ones. These are the Great
in any world where they use that power. Over time, their Chantry of the Voidmother, the Last Cathedral of the death
followers and their world suffer the incursions of demons knight king and his brother, and the Followers of the Pure
and void creatures, and the world loses the radiance and Void. For more information on void cultists, void factions,
life that is the hallmark of life-giving magic. Long-term and void magic, see Warlock 31: Void Magic.
exposure to the Void and its power eventually leaves worlds
hollow, lifeless, and dead. GREAT CHANTRY
The Great Chantry is a clerical order devoted to the Void
and the members of its dark pantheon. Two partnered
groups form the heart of the religious cult—the Sisterhood
of Outer Darkness and the Scribes of the Black Star.

64
Under the stewardship of Voidmother Boslara the Sweet,
the sisterhood’s sprawling cloisters have become a bastion
FOLLOWERS OF THE PURE VOID
A rather esoteric group of mostly human, satarre, and
of the Great Chantry’s power. Few are allowed inside, but
dwarven mystics, these bookish cultists are among those
rumors abound of the secrets hidden within the cloister’s
who seek to use knowledge in the pursuit of Ragnarok—
ritual chambers and expansive crypts. The most tantalizing
or other apocalyptic end times. This often culminates in
of these rumors speak of a hidden gateway to the twisted
summoning a cosmic horror or a major fiend, such as a
realm of the archangel Kel Belleth—progenitor of void
spawn of Hriggala (see Tome of Beasts 2) or a voidling. These
angels and known ally to the Voidmother.
cultists haunt the libraries of major cities, infiltrating
Much of the sisterhood’s power comes from mastery
wizard’s collegiums and guilds, with an eye toward locked
of the scrolls penned by the Scribes of the Black Star, the
rooms of forbidden manuscripts, and they go adventuring
other half of the Great Chantry. These malignant scholars
to recover lost or buried works of significance to the Void,
dutifully seek out and transcribe the baleful utterances of
always seeking to unlock the great blasphemous secrets
the Void’s most powerful servants. The most influential
that will unmake the world. In particular, they seek the
of these scribes is Elder Jesparga Lavide, who famously
bones and relics of void saints and godlings.
penned the dark visions of the ur-wyrm Nidhogg. Lately,
The Followers of the Pure Void deny having a leader, but
however, more and more such servants are being devoured.
two rivals stand out (though they are friends, of a kind).
Nidhogg seems restless and questing for something,
The elder is the red-robed Toothless Crumble, a venerable
though precisely what troubles the dreams of the ur-wyrm
dwarven wizard with a thin white beard and an incredibly
is yet unknown.
keen memory for void lore and symbols. Toothless lives on
a drifting tower of pure force anchored in the Plane of Stars
LAST CATHEDRAL
This major void cult is led by two undead brothers—the
Lich King Domitos and Visimar, King of the Death
Knights—who terrorize the worlds of the Labyrinth with
their undead soldiers and fanatical living cultists.
Domitos and Visimar suffered childhoods of unspeakable
cruelty. Growing up together, surrounded by death,
torture, and hate, they became driven by revenge. Once
those who had wronged them had met with slow and
terrible justice, this drive for revenge transformed into
a desire to snuff out all life. When the brothers became
undead, their reign of terror began in earnest. Entire
worlds, such as Coldforge, fell to their army, becoming
lifeless husks. Allied with the Doomspeakers and other
violent cults, they have spread their influence deep into the
Labyrinth, and members of the death knight legions are
found on a dozen worlds.
The cult is named for its headquarters, a ruined cathedral
on a demiplane in the Void where the undead kings sit on
their Twin Thrones. The Last Cathedral is the only surviving
temple of Solana’s first worshipers. She is a goddess of
life and love whose various shrines and followers were
completely obliterated—first from the brothers’ home
world, then from a dozen worlds where she was worshiped.
To this day, the brothers maintain a fanatical hatred of
Solana and all her followers and priests, but the goddess
herself remains a power within the Labyrinth.

Voidmother of the
Great Chantry

65
(more often called the Astral Plane). Equally ancient and
learned is Chuptar alz-Faragh, a satarre cleric and scholar Void and Labyrinth Monsters
whose understanding of Void Speech and the dark gods is
wide-ranging. Creatures of the Void have existed as long as the worlds
Though their faction seems loose and non-violent, have existed. For GMs running games in the Labyrinth
the seeds they plant grow into monstrous crusades and setting, the challenge is to show the weird and wonderful
hideous purges, for they know how to light the black flame variety of creatures in the many worlds of the Labyrinth—
of the void in the hearts of ambitious souls. and fortunately, there are hundreds of options available.
A list of the most common Labyrinth-friendly and

CR 0–1 MONSTERS

Monster CR Source Monster CR Source


Zoog 0 CC Light Eater 1/2 TOB3
Cultist 1/8 MV Mydnari 1/2 TOB2
Lantern Hagfish 1/8 MV Skin Bat 1/2 TOB1
Solodron Mechadron 1/8 MV Sooze 1/2 CC
Stirge 1/8 MV Void Cultist 1/2 CC
Derro 1/4 MV Xanka 1/2 TOB1
Exploding Toad 1/4 CC Alabroza 1 TOB3
Roachling 1/4 TOB1 Anophiloi 1 CC
Star Crow 1/4 MV Dark Servant 1 CC
Ahu-Nixta Drudge 1/2 TOB2 Dust Goblin 1 TOB1
Chaos-Spawn Goblin 1/2 CC Eonic Drifter 1 TOB1
Crimson Jelly 1/2 MV Glass Gator 1 TOB1
Darkmantle 1/2 MV Minor Malleable 1 TOB2
Derro Guard 1/2 TOB2 Nihilethic Zombie 1 TOB1
Dupladron Mechadron 1/2 MV Satarre 1 MV
Husk 1/2 TOB2 Wyrdling 1 MV
Light Drake 1/2 TOB2

Gibbering Mouther
(Monster Vault)

66
Void-themed creatures from the Kobold Press catalog is CR 4 MONSTERS
included here. Some are creatures of the pathways, tunnels, Monster CR Source
and portals, others are clearly the creatures that scrounge Alabroza Bloodfiend 4 TOB3
dead worlds of the Void, and others still are strange, alien
Derro Fetal Savant 4 TOB1
civilizations and worlds at the edge of the known.
Dorreq 4 TOB1
The entries are arranged by creature Challenge Rating
and include the source where you can find their statistics Dust Grazer 4 TOB3
(CC represents Creature Codex, MV represents Monster Vault, Elophar 4 CC
and TOB represents an entry in the Tome of Beasts series). Faceless Wanderer 4 TOB2
Husk Demon 4 MV
Infernal Centaur 4 TOB2
CR 2 MONSTERS
Lesser Voidling 4 MV
Monster CR Source
Oculo Swarm 4 TOB1
Ahu-Nixta Mechanon 2 TOB3
Ratatosk 4 TOB1
Akanka 2 TOB3
Rattok Demon 4 CC
Balbazu Demon 2 TOB3
Relentless Hound 4 TOB3
Baleful Miasma 2 TOB3
River Spirit 4 BOET
Black Sun Orc 2 CC
Selang 4 MV
Cave Dragon Wyrmling 2 TOB1
Tosculi Warrior 4 TOB1
Cobbleswarm 2 TOB1
Tripladron Mechadron 4 MV
Derro Explorer 2 TOB2
Tusked Skyfish 4 TOB1
Dopplerat 2 TOB1
Vangsluash 4 TOB2
Fanatic Cultist 2 MV
Vulgoloth 4 TOB1
Gibbering Mouther 2 MV
Grick 2 MV
Mechanist 2 MV
Blaspheming Hand
Ophinix 2 TOB2
(Tome of Beasts 3)
Roachling Lord 2 TOB1
Roachling Scout 2 CC
Umbral Shambler 2 TOB3
Void Dragon Wyrmling 2 MV
Wind Eater 2 CC

CR 3 MONSTERS

Monster CR Source Monster CR Source


Ahu-Nixta 3 CC Minotaur 3 MV
Black Sun Priestess 3 CC Mordovermis 3 MV
Blaspheming Hand 3 TOB3 Pale Screamer 3 TOB2
Bloodsapper 3 TOB2 Plaresh Demon 3 CC
Corpse Worm 3 TOB2 Radiant Spark Swarm 3 TOB2
Dark Eye 3 CC Satarre Destroyer 3 MV
Derro Void Eater 3 MV Satarre Mystic 3 TOB2
Dust Goblin Chieftain 3 CC Skull Drake 3 CC
Far Wanderer 3 CC Snake with a Hundred Mage Hands 3 TOB2
Gaunt One 3 TOB2 Swarm of Vampire Blossoms 3 TOB3
Giant Mole Lizard 3 TOB3 Void Constructor 3 TOB3
Goat Man 3 TOB1 Void Fungus 3 TOB3
Insatiable Brood 3 MV Wind Witch 3 TOB3

67
CR 5 MONSTERS

Monster CR Source
Arachnocrat 5 TOB2 Moderate Malleable 5 TOB2
Cipactli Demon 5 CC Nihilethic Dominator 5 TOB1
Dark Voice 5 CC Oth 5 CC
Derro Shadow Antipaladin 5 TOB1 Otyugh 5 MV
Derro Speaker to the Darkness 5 CC Phase Giant 5 TOB2
Derro Witch Queen 5 CC Ratatosk Warlord 5 CC
Dread Walker Excavator 5 TOB2 Roper 5 MV
Dream Eater 5 TOB1 Sandman 5 TOB1
Dream Wraith 5 CC Spawn of Parzelon 5 CC
Flayed Wraith 5 TOB2 Tosculi Bow Hunter 5 TOB1
Gargoctopus 5 CC Voidpool 5 TOB2
Ion Slime 5 TOB3 Wormhearted Suffragan 5 TOB1
Labyrinth Keeper Minotaur 5 CC Wrack Demon 5 MV
Mandriano 5 CC

CR 6 MONSTERS

Monster CR Source
Akaasit 6 TOB2
Child of Yggdrasil 6 CC
Culicoid 6 TOB2
Derro Shadowseeker 6 TOB2
Doom Creeper 6 TOB3 Derro Witch Queen
Doomspeaker 6 CC (Creature Codex)
Dracotaur 6 CC
Fate Eater 6 TOB1
Fext 6 TOB1
Mamura 6 TOB1
Mortifera 6 TOB3
Necrotech Reaver 6 TOB3
Nichny 6 TOB1
Ogrepede 6 TOB2
Planewarped Derro 6 TOB3
Rimepacted Devil 6 TOB3
River Giant 6 BOET
Spawn of Rhopalocerex 6 TOB2
Tetradron Mechadron 6 MV
Tumor Troll 6 TOB3
Void-Blessed Ogre 6 TOB3
Xecha 6 TOB3

68
CR 7 MONSTERS CR 8 MONSTERS

Monster CR Source Monster CR Source


Advanced Grick 7 MV Ahu-Nixta Cataphract 8 TOB2
A-Mi-Kuk 7 TOB2 Ancient Mandriano 8 CC
Crystalline Monolith 7 TOB2 Astral Devourer 8 TOB2
Eonic Savant 7 TOB2 Avulzor 8 TOB2
Chatterlome 7 TOB2 Black Sun Ogre 8 TOB3
Ghost Knight 7 TOB1 Blood Giant 8 CC
Gilded Devil 7 TOB1 Chained Angel 8 TOB1
Golmana Demon 7 MV Feyward Tree 8 TOB1
Herald of Darkness 7 TOB1 Kachlian 8 TOB2
Moon Priestess Minotaur 7 CC Locksmith 8 TOB2
Repository 7 TOB2 Lost Minotaur 8 CC
Selang Void Piper 7 MV Lunar Devil 8 TOB1
Shadow Beast 7 TOB1 Necrotech Thunderer 8 TOB3
Void Speaker 7 CC Onyx Magistrate 8 TOB2
Voidclaw Zombie 7 TOB3 Parzz’val 8 TOB2
Walled Horror 7 TOB2 Qwyllion 8 TOB1
Voidwracked Mage 8 CC

CR 9–11 MONSTERS

Monster CR Source
Arx 9 TOB1 Catonoctrix 10 TOB3
Bonecage Constrictor 9 TOB3 Conjoined Queen 10 TOB2
Chaos Creeper 9 TOB3 Ghost Knight Templar 10 TOB3
Dimensional Shambler 9 TOB2 Kobold Planes Hunter 10 TOB3
Eater of Dust 9 TOB1 Major Malleable 10 TOB2
Flame-Scourged Scion 9 CC Spawn of Hriggala 10 TOB2
Heirophant Lich 9 CC Void Knight 10 TOB3
Mytholabe 9 CC Flutterflesh 11 TOB1
Shadow River Lord 9 CC Flying Polyp 11 CC
Spider Drake 9 CC Glacial Crawler 11 TOB3
Stargazer 9 TOB3 Herald of the Void 11 TOB2
Xhkarsh 9 TOB1 Infernal Champion 11 MV
Young Cave Dragon 9 TOB1 Leech Demon 11 TOB3
Young Void Dragon 9 MV Void Giant 11 CC
Altar Flame Golem 10 CC Voidling 11 MV
Automata Devil 10 TOB1

69
CR 12–16 MONSTERS

Monster CR Source
Devouring Angel 12 TOB3
Droth 12 CC
Galidroo 12 TOB2
Gug 12 TOB1
Hundun 12 TOB1 Adult Void Dragon
Mi-Go 12 TOB1 (Monster Vault)
Necrotech Death Barque 12 TOB2
Skein Witch 12 TOB1
Spawn of Alquam 12 TOB2
Stellar Rorqual 12 TOB2
Tosculi Hive Queen 12 TOB1
Yskarakta, Lord of the Satarre 12 TOB2
Bone Colossus 13 TOB2
Bonespitter 13 TOB2
Demon Lord Chittr’k’k 13 CC CR 19–25 MONSTERS

Helashruu 13 TOB2 Monster CR Source


Nihileth Aboleth 13 TOB1 Adult Cave Dragon 19 TOB1
Cambium 14 TOB1 Bone Lord 19 TOB3
Howler of the Hill 14 TOB3 Living Star 19 CC
Liminal Drake 14 TOB2 Shoggoth 19 TOB1
Orobas Devil 14 TOB1 Demon Lord Rhopalocerex 20 TOB2
Pact Lich 15 CC Dread Examiner 21 TOB3
Shadow Giant 15 TOB2 Demon Lord Hriggala 23 TOB2
Star Drake 15 TOB1 Demon Lord Qorgeth 23 TOB1
Adult Void Dragon 16 MV Ancient Void Dragon 24 MV
Infernal Knight 16 CC Ancient Cave Dragon 25 TOB1
Massive Malleable 16 TOB2 Arch-Devil Parzelon 25 CC

70
Cult Names
Splintered into a thousand temples, parishes, and To choose the name of a prominent void cult in any new
variations, all void cults are essentially the same cult. Each world, use the Void Cult Naming table and roll a d20 three
promises easy power, and each offers a different death. times, once each for prefix, core, and suffix elements. Add
Though their names and homelands change, the results adjectives to fill any indicated blank from the Suffix column.
are always the same: a mad cult leader grows powerful,
and their followers and the world suffer.

VOID CULT NAMING


d20 Prefix Core Suffix d20 Prefix Core Suffix
1 Ancient Brothers/ and Allies 11 Fanged Loremasters of ______ Blood
Brotherhood
2 Black Chantry and Sons 12 Golden Oracles of the _____ Deeps
3 Blessed Chapter and Spirits 13 Hidden Masons of the _____ Grove
4 Crawling Children Astral and Ordained 14 Honest Philosophers of the Eternal
5 Crimson Coven Beyond the Great River 15 Noble Savants of the Night
6 Dawn Guardians Beyond the Light 16 Reverend Seers of Nidhogg
7 Dragon’s Hermits Beyond the Stars 17 True Servants of _______ Truth
8 Ebony Keepers by Royal Appointment 18 Watchful Sisters/Sisterhood of the ______Void
9 Endless Kings/Queens Ethereal and Rare 19 Whispering Sons Under Oak and Stone
10 Faithful Knights In the Vale 20 Wise Watchers Under Hill and Tombs

A satarre member of the Harbingers of the Void cult

71
LABYRINTH ART PREVIEW
This appendix features sketches and early previews of some of the art that will appear in the upcoming Labyrinth Worldbook.

72
73
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