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FORGOTTEN REALMS

RASHEMEN
UNAPPROACHABLE EAST CAMPAIGN GUIDE
Welcome to Rashemen
In the distant lands of the Unapproachable
East, on the edge of Faerûn, stoically
stands the cold lands of Rashemen.
Far from the Sword Coast, this land is
filled with wonder, danger, and endless
adventure.
Rashemen is a nation known for its
fierce berserkers and the wychlaran,
an order of witches who govern with
power and wisdom. For centuries, they
defended against incursions by the Red
Wizards of Thay. The lands hide broken
ruins of the fallen empires of Narfell and
Raumathar, who destroyed themselves
in a conflagration of fiendish and arcane
sorcery.
The Rashemen Campaign Guide is filled
with exciting new ideas for Dungeon
Master’s and players to add to their home
games. The book explores locations in
and around Rashemen, its history, and
the people who thrive in this dangerous
land. A collection of monsters lie ready to
challenge adventuring parties of any level.
Players will discover enticing character
options, including new races, classes,
backgrounds, feats, and spells.
This book provides all of the setting, story,
and character options for those looking to
craft adventures in Rashemen.
FORGOTTEN REALMS

RASHEMEN
UNAPPROACHABLE EAST CAMPAIGN GUIDE
FORGOTTEN REALMS

RASHEMEN
UNAPPROACHABLE EAST CAMPAIGN GUIDE
Credits
Lead Designer: Joe Raso
Designers: Andrew Bishkinskyi,
Blaise Wigglesworth, Bryan Holmes,
Dorian Catz, Ed Greenwood, Emily Harmon,
Florian Emmerich, Karl Resch, Lydia Van Hoy,
Steve Fidler, V.J. Harris
Editor: Christopher Walz
Proofing: Lorraine Raso
Layout Oversight: Steve Fidler
Cartography, Layout, & Art Direction: Joe Raso
Cover Art: Nastya Lehn
Interior Commissions: Brian Patterson,
John Latta, Paul Paloma, Petar Penev
Interior Stock Art: Adobe Stock, Bradley
K. McDevitt, Bryan Syme, Colin C. Throm,
Daniel Comerci, Dave Allsop, Dean Spencer,
Design Cuts, Dyson Logos, Earl Geier, Eric
Pommer, Eugene von Guérard, Felipe Gaona,
Fez Inkwright, Gary Dupuis, Indi Martin, Jeremy
Mohler, Joyce Maureira, Kiss Márton Gyula

Nastya Lehn
(Kimagu), Maciej Zagorski, Michael Scotta, Quico
Vicens-Picatto, Rick Hershey, William McAusland

On the Cover
Nastya Lehn’s interpretation of Mishara Viadrova graces the
cover. Mishara is a powerful Wychlaran Othlor with a dark
past, who struggles to decide how to best protect Rashemen
from its foes. Designed by Emily Harmon, Mishara is one of
the NPCs who can be found in Chapter 11 - Personalities.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of
the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community
Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2021 by Joe Raso and published under the Community Content Agreement for Dungeon Masters
Guild.
Some artwork by © Bradley K. McDevitt, © Brian Patterson, © Bryan Syme, © Daniel Comerci – danielcomerci.com, © Dave Allsop, © Dean Spencer, ©
Design Cuts, © Dyson Logos, © Earl Geier (Bald Ego Grafix), © Eric Pommer, © Gary Dupuis, © Indi Martin, © Jeremy Mohler (Outland Entertainment),
© Joe Raso, © John Latta, ©Konstantin Gerasimov, © Kiss Márton Gyula (Kimagu), © Maciej Zagorski (The Forge Studios), Michael Scotta (Purple
Duck Games), © Nastya Lehn, © Paul Paloma, ©Petar Penev, © Петр Костюк, © Quico Vicens-Picatto, © Rick Heshey (Fat Goblin Games),©Warmtail,
©William McAusland, 2021, used with permission. All rights reserved.
2 
Foreword
By Ed Greenwood

“Rashemen, the Land of Witches.” and that kept them and other Rashemi busy with
So I first described it, in a tale I penned in cabals of “secret agents” dedicated to spying on
1966. Yes, before there was anything called D&D. anyone coming near Rashemen, and preparing
The Realms was just my own private make-believe avalanche-traps and bargains with the many, many
setting back then, the background for swords and place-spirits (elementals of various unique forms
sorcery tales I wrote for my own entertainment. who inhabited nigh every grove, well, sinkhole,
I thought of Rashemen as very like the place brook, marsh, and deep, volcanic-vent-warmed
Fafhrd grew up, in the stories written by Fritz cavern in the land) to defend Rashemen against all
Leiber, in particular “The Snow Women” (usually invaders.
found today in a reprint edition of Swords and And at the same time, inclined-to-be-rebellious
Deviltry, chronologically the first collection of the Rashemi youth (particularly the young males) were
Fahrd & the Gray Mouser saga): a snowbound, encouraged to depart Rashemen and travel the
short-spring-and-summer, northerly cold windswept world to see what other places were like, and “find
land of fur-clad barbarians ruled by their tribal themselves.” In part to get rid of individuals who’d
matriarchs. Vaguely Scandinavian, but without the chafe lifelong under the yoke of the matriarchs,
fjords; more like the endless, rolling, wooded-where- and in part to gather valuable knowledge about
not-exposed-bedrock Canadian Shield country of distant knifemakers and caravan merchants and
the province of Ontario I grew up in. Good hunting ox-breeders that Rashemen could trade with.
and logging and monster territory, terrible farming The howling winds, crags, and icy-cold, fast-
country. flowing waterfalls, streams, and rivers of Rashemen
The matriarchs were the witches—not cackling encouraged defenders and discouraged invaders
hags with warty noses, black dresses, widows’ and in particular, would-be settlers—and so it
humps and pointy black hats, but witches more proved when regular D&D Realmsplay came to
like Granny Weatherwax of (later) Discworld fame: the Realms: Rashemen was a place NPCs came
women of iron-hard determination. The wider from, and PCs avoided in favour of warmer, more
Realms might think of them as old, malevolent wise hospitable adventuring territory.
women, and that image was just fine with them, And so, it was tailor-made for writers like Elaine
because it kept a lot of “outland troublemakers” Cunningham to have the freedom to bring the land
away. to life as she saw it, and later game designers to
Except, of course, for those utter-pain-in-the- turn all those place-spirits in my faded pencil notes
behind expansionist slavers next door, in Thay, who into strong Feywild connections.
despite having said behinds handed to them often Yet Rashemen remains a place of mystery
by the witches and the berserkers they commanded (not as much of a blank slate as, say, Sossal, but
(“often” meaning every time they invaded, just as still a place that we know more about through its
Aglarond to the south served Thay), kept stubbornly reputation, and a lot less from first-hand accounts
trying. written by wayfarers).
Thay was the ever-present thorn that kept the Hence this book you hold in your hands. As
witches secretive, and suspicious of all outlanders, Elminster has been known to say: “‘Tis high time.”

 3
Further Inspiration
The following Forgotten Realms works were indispensable in crafting this volume.

Ed Greenwood, Jeff Grubb, and Karen S. Martin. Cyclopedia of the Realms. 1987.
Steve Perrin. Dreams of the Red Wizards. 1988.
David “Zeb” Cook. The Horde. 1990.
Anthony Prior. Spellbound. 1995.
Ed Greenwood, Sean K Reynolds, Skip Williams, and Rob Heinsoo. Forgotten Realms Campaign Setting. 2001.
Richard Baker, Matt Forbeck, and Sean K Reynolds. Unapproachable East. 2003.
Eric L. Boyd, James Jacobes, and Matt Forbeck. Races of Faerûn. 2003.
Elaine Cunningham. Windwalker. 2003
Richard Baker, Ed Bonny, Travis Stout. Lost Empires of Faerûn. 2005.
Jeff Crook, Will Upchurch, and Eric L. Boyd. Champions of Ruin. 2005.
Brian R. James and Ed Greenwood. Grand History of the Realms. 2007.
Bruce R. Cordell, Ed Greenwood, and Chris Sims. Forgotten Realms Campaign Guide. 2008.
Teos Abadia. Living Forgotten Realms—CORE1-14 What Storms May Come. 2009
Wizard’s RPG Team. Sword Coast Adventurer’s Guide. 2015.

Michael Rayback Design / Design Cuts

4 
Table of Contents
Character Legends &Lore Friends &Foes
Options 6.The Lands 71 11.Personalities 129
1.Peoples 9 Map of Rashemen 72 Andar Silverbirch 129
Rashemen 73 Bristlebeard 131
Hagspawn 10 The High Country 86 Chaul 132
Spirit Folk 12 The North Country 91 Gevarra 134
Taer 14 Western Shore 94 Mangan Uruk 135
Common Peoples 16 Neighboring Regions 96 Mishara Viadrova 136
Olek the Cursed 137
2.Classes 19 7.History 102 Raustulph Urgannaun 138
Tarhil 140
Artificer 20 Age of Humanity 102 Zasvor Temradi 141
Barbarian 22 The Present Age 106
Bard 24
Cleric 25
12.Creatures 142
Druid 25 8.Factions 110 Battle Horror 142
Fighter 25 Fell Troll 143
Organizations 110
Monk 25 Ice Dragon 144
Deities of Rashemen 118
Paladin 26 Hagspawn 146
Ranger 29 Hornclaw 147
Rogue 30 9.Items of Interest 122 Living Healing Spirit 148
Sorcerer 31 Orglash 150
Warlock 35 Rusalka 151
Wizard 37 10.Adventure Ideas 126 Shatjan 152
Wychlaran 40 Shrieking Hag 153
Spirit Beast 154
3.Backgrounds 50 Spirit Folk 155
Taer 156
New Backgrounds 50 Telthor 157
Standard Backgrounds 56 Thomil 158
Uthraki 159
4.Feats 60 Vodyanoi 160

13.Nonplayer Characters 161


5.Spells 62
Rashemen Berserkers 161
Spell Lists 62 Wychlaran 162
Spell Descriptions 66
Appendix
A. Published Stat Blocks 164
B. Monster Listing 169
C. Contributors 170
Index 172

Regional Map 174

 5
Introduction


Welcome to Rashemen! The Remains of Ancient Empires. The wychlaran


are sworn caretakers of the arcane knowledge of
This volume details many aspects of a wondrous Raumathar, an ancient nation of battle-wizards
region located in a remote corner of Faerûn—a land that collapsed after its mutually destructive war
many refer to as the Unapproachable East. against the demon-binding empire of Narfell
It is a land filled with wonder, danger, and thousands of years ago. Numerous ruins dating
endless adventure. Newcomers have much to learn, back to the final Conflagration between the two
but the following aspects summarize its key features. nations still dot the land, many containing failing
magics that precariously old fiends and other
Cold and Rugged. Rashemen is a land of bitterly
dangers at bay.
cold winters and short, cool summers. Most of
its population lives in the southern third, where Perpetually Vigilant. Since its founding, Rashemen
pine forest-covered hills are dotted with icy has been forced to defend itself from foreign
lakes and frigid streams descending from snow- invasions. Thus far, the combined might of its
covered mountains. Few travel across the bleak, witches, berserkers and the spirits of the land
windswept steppe marking the northern extent of have thrown back successive assaults by their
Rashemen. archenemies to the south, the Red Wizards of
Thay. Despite recent years of relative peace, the
Spirit Infused. Nature spirits are ubiquitous here,
witches remain on guard for new threats against
found within nearly every rock, stream, and
the nation.
wood. The veil separating the Feywild grows thin
here, and many fey haunt the land. The Rashemi
take great care to avoid offending spirits
who can abruptly turn angry and dangerous. Playing Witches of Rashemen
However, these same spirits have helped defend One of the quintessential aspects of Rashemen
Rashemen, by extension all of Faerûn, from a are its witches, the wychlaran. The designers of
seemingly never-ending series of invasions this book have provided a variety of options for
Governed By Witches. Although an Iron Lord embodying this concept into PCs.
ostensibly rules Rashemen, the wychlaran, a Players looking to play a Witch of Rashemen
society of witches, truly governs the nation. The are encouraged to work with their DMs to find
witches are universally revered and respected, the best way to integrate this idea into their
and to harm or disobey a witch is to invite death. campaign.
They manipulate the land and its people to
Options provided within this book include:
ensure Rashemen stays strong and united, ready
to defend their sacred land from any threat. Chapter 2 — Classes. Nearly any spellcasting
class can represent a Rashemi witch. This
A Land of Berserkers. Most peoples across Faerûn
chapter details new archetypes, including
know Rashemen to be a land of berserkers. The
the bard college of apparitions, the sorcerer
nation’s warrior culture reveres martial skill
reborn origin, and the wizard traditions
but considers the ability to lose one’s self in the
of paired witch and telthor companion.
fury of battle as its highest ideal. Competitions
Additionally, a new wychlaran class is also
of strength, endurance, and skill are common,
available to craft such a character.
helping to ensure its forces remain ready to
defend the nation. The wychlaran select the Iron Chapter 3 — Backgrounds. A relatively easy way
Lord, the nation’s leader, from among the most to add a Rashemi witch spin on a PC is to
worthy warriors. use the new Wychlaran background.
Chapter 4 — Feats. A pair of new feats make
it easy to style an existing character as a
Rashemi witch: Magic Initiate (Wychlaran)
and Rashemi Elemental Summoning.

6 


About This Book Parth Three: Friends and Foes


This section includes a collection of personalities,
This Rashemen campaign guide provides a wealth creatures, and NPCs to add to adventures in
of material to run Dungeons & Dragons campaigns Rashemen.
in this region of Faerûn. The book is organized as Chapter 11 — Personalities. Detailed overviews
follows: of interesting individuals who can be allies or
adversaries found in the region.
Part One: Character Options. Chapter 12 — Creatures. A number of new threats
This section provides players with options for to challenge players.
customizing their characters to integrate with the Chapter 13 — NonPlayer Characters. A selection
history, lore, and cultures in and around Rashemen. of humanoid NPCs from the region.

Chapter 1 — Peoples. Introduces three new


character races and provides an overview of the
On Dates and Naming
other common peoples found in the region. Throughout this volume, Dale Reckoning (DR)
Chapter 2 — Classes. Details how different has been used whenever years are specified in the
character classes might be integrated in this text. In general, this is consistent with most of the
region, while also providing a number of new inhabitants of the Great Dale and surrounding areas.
class archetypes and a new full character class. Wherever possible, naming from the roll of years
Chapter 3 — Backgrounds. Outlines how character has been given, derived from the prognostications of
backgrounds found in the Player’s Handbook Augathra the Mad and Alaundo the Seer.
translate to Rashemen. Two new backgrounds Rumors have surfaced that a new roll of years
are also detailed herein. was revealed to the servants of Shar, called the
Chapter 4 — Feats. A sampling of new feats for Shadow Roll. However, no references to such a roll
players to consider. have been included within.
Chapter 5 — Spells. A host of new spells available
for characters or NPCs to use.
Abbreviations
Part Two: Legends and Lore The designers have assumed readers have access to
This section describes the land and its people, and the three core rulebooks for Dungeons & Dragons:
is intended to inspire the creation of adventures in Dungeon Master’s Guide (DMG), Monster Manual
Rashemen. (MM), and the Player’s Handbook (PHB). For
Chapter 6 — The Lands. An overview of material referencing other publications, wherever
Rashemen’s geography, including descriptions of possible, they have been included within this text.
regions, settlements, and places of interest. The following abbreviations are used to reference
Chapter 7 — History. A brief summary of some of these other sources.
the key events that have affected Rashemen.
Chapter 8 — Factions. Overviews of select groups CM - Candlekeep Mysteries
that have a significant influence over the region DMG - Dungeon Master’s Guide
and the deities revered within. GoS - Ghosts of Saltmarsh
Chapter 9 — Items of Interest. A sampling of MM - Monster Manual
mundane and magical items with a tie to the MOoT - Mythic Odyssey of Theros
region. MToF - Mordenkainen’s Tome of Foes
Chapter 10 — Adventure Ideas. A few adventure PH - Player’s Handbook
ideas for DMs to craft their own adventures in SCAG - Sword Coast Adventurer’s Guide
Rashemen. TCoE - Tasha’s Cauldron of Everything
VGtM - Volo’s Guide to Monsters
XGtE - Xanthar’s Guide to Everything

 7
PART ONE
Character
Options
Eric Pommer
1.Peoples
1.Peoples
F
or the most part, Rashemen is a land of
humans, largely dominated by those of
Rashemi heritage who are descendants of
the ancient Raumathar Empire.
The land also includes a few peoples not

Public Domain/ Fantasy Collection / Fat Goblin Games


commonly found elsewhere in the realms. This
chapter details three of these: the Hagspawn, Spirit
Folk, and Taer.
It’s important to note that Rashemen is crossed
by the Golden Way, a merchant path joining Faerûn
with the lands in the distant East. The route brings
people from every corner of the realms and thus
nearly any race may be found traveling through this
mystical land.

New Races
Three new character race options are detailed in this
chapter:

Hagspawn. Shunned by many, these rare individuals


must decide how their troubling origins will
shape their nature. Racial, Legacy and Cultural
Spirit Folk. A people at home in the lands of their Traits
ancestors and who possess strong ties to either The race descriptions provided in this chapter are
its mountainous heights or flowing waters. presented to easily allow players to use the character
customization optional rules given in Tasha’s
Taer. Fierce giank-kin who have learned to thrive in Cauldron of Everything.
the remote and unforgiving regions of the north.
Racial Traits. These characteristics represent the
racial characteristics common to all individuals
of this race.

Legacy & Cultural Traits. These attributes


represent the archetypical attributes common
to adventurers of this racial background. They
represent aspects of the character that have
developed from being raised by this culture.

9
Character Options

Hagspawn
There is no fury that is beyond those of my kin. There is
no hatred greater than that which has been heaped upon
my people. There is no injustice more vile than those of
my kind. You call us monsters, but it is our mothers and
our own human kin who have been inhuman to us.
— Indomitable of The Endless Wastes
Of the great evils that the hags perpetrate upon
the humans of Rashemen, hagspawn rank among
the most vile. The offspring of hags and humans,
hagspawn are ill-favored children discarded by
hags, forced to make their own way in the world as
creatures hated by their hag parents, and feared
by most who lay eyes upon them. Hagspawn that
survive their childhood grow into powerful, though
largely despised people. Through sheer physical
might, doughtiness, and resilience, these beings are
full of potential.

Suspicious But Daring


Hagspawn have every reason to be resentful and
angry. Considered unworthy by their hag parents
and looked upon with fear by their human kin, it is
unsurprising that after a life of abandonment and

Petar Penev
abuse they are quick to anger, slow to trust, and
thoroughly pessimistic. In a world that treats them
as monsters, hagspawn seek their own path. Since
few opportunities exist for hagspawn to succeed in
human society, they must blaze their own trail. This Cursed Blood, Hearts of Fire
makes most hagspawn hardworking, relentless,
and fiercely independent. If given good reason Hagspawn inherit features from their hag parentage
to strive for a goal, few creatures can match the that make many humans feel uncomfortable. Often
relentlessness of a hagspawn. taller than most humans, hagspawn have long,
Over the years, some hagspawn have proven powerful limbs and large hands. Their eyes are
themselves capable of overcoming the irredeemably like those of their mothers, gleaming red. Humans
evil nature of their mothers through heroic feats and assume they can only hold malice for all they behold,
good deeds. Tales of stoic, unflinching hagspawn yet this tells us more about human fearfulness
heroes, standing their ground when others have fled, than the truth about hagspawn. Hagspawn skin
are legend in the tales of Rashemen. It is thanks to tone varies as much as humans’, however there are
the deeds of hagspawn past that their descendants distinct tinges to hagspawn that do not occur in most
experience some small level of acceptance among humans; the offspring of an annis hag is a pallid blue
those few humans broad-minded enough to give whereas that of green hag is unsurprisingly green.
them a chance to prove themselves. And given Even with these distinctive features, hagspawn
the chance, hagspawn often live up to these high sometimes pass for humans in lands where hags
expectations. are rare—in Rashemen, hagspawn are known
immediately upon sight.

10 1.Peoples
Character Options

Accepted Among Outsiders Hagspawn Traits


Though acceptance of hagspawn is slowly growing, Racial Traits
most humans still cannot bear the sight of them. Age. Hagspawn are considered adults at 18
Long-held prejudices poison the minds of humans, years old and can live up to 120 years.
and tales of crimes, depravity, and inherently violent Size. Medium
natures are still common in closed-minded human ○ Random height: base 5’0’’ + 2d10 inches
populations. ○ Random weight: base 125 × (2d4) lbs.
However, there are those who see past the Speed. Your base walking speed is 30 feet.
hagspawn’s appearance and look to their deeds Darkvision. You inherit the fiendish sight of your
instead. Unsurprisingly, half-orcs and tieflings relate mother’s red, avaricious eyes. You can see in dim
to the trails caused by the fear of others. Increasingly, light within 60 feet of you as if it were bright light,
other non-human races such as dwarves, half-elves, and in darkness as if it were dim light. You can’t
elves, and halflings consider hagspawn innocent discern color in darkness, only shades of gray.
of the crimes of their birth and are likely to let Fiendish Heritage. Hagspawn have enough of
hagspawn prove themselves through their deeds. their mother’s heritage to make them immune to
The reluctance of humans to accept hagspawn spell effects that only affect humanoids.
is complex, and based on their hatred and mistrust Natural Armor. You have tough, scaly skin.
of hags themselves. The hagspawn is a reminder of When you aren’t wearing armor, your AC is 13 + your
the evil hags are capable of, and of their great power. Dexterity modifier. You can use your natural armor
Shame and hate of hags follows hagspawn into to determine your AC if the armor you wear would
human society, though there is growing hope that leave you with a lower AC. A shield’s benefits apply
as the other races accept hagspawn, humans may as normal while you use your natural armor.
too be able to shake off their distrust and see these
beings as individuals rather than emblems of defeat. Legacy & Cultural Traits
Ability Score Increase. Your Strength and
Hagspawn Names Constitution scores increase by 2.
Alignment. Hagspawn tend toward chaotic
Hagspawn have among the most diverse names evil, though when raised in societies where they are
in all of Rashemen. All hagspawn begin their lives judged by their deeds rather than their heritage,
as orphans, simply abandoned in the wild by their hagspawn alignment varies.
mothers. Should an elf stumble upon a hagspawn, Languages. Hagspawn speak Common,
they may give the hagspawn an Elvish name. Though the language of their adoptive parents, and the
hagspawn accept their given names, it is increasingly language of their native region. Hagspawn who
common for them to choose their own name as well. spend their early years within a community of hags
Some hagspawn honor their adoptive parents by also speak Giant.
going by their own name, but using their adoptive
parents’ tongue. In the past, hagspawn took on .
human names, some even choosing the surname
“Hagblood” showing acceptance of their heritage
and disdain for the hatred of others. In recent years,
it has become increasingly common for hagspawn to
choose their own names. Further, hagspawn take last
names based on where they were born, for example
a hagspawn may call himself, “Rager of Iceborn
River.” Hagspawn names are often gender neutral
and chosen by the individual.
Design Cuts

First names (gender neutral): Bellow, Fury, Grip,


Longstrider, Rager, Steadfast, Trusty, Whirlwind

1.Peoples 11
Character Options

Spirit Folk
You’ll know when you’re in their presence; their calm
demeanor, their peaceful aura, not to mention their
uncanny beauty. Being near spirit folk is one of the great
pleasures of travelling to the quiet, out of the way towns
in Rashmen. It is clear why they are considered to be
among the very wise of this realm. Seek them if you have
time, you will not regret the extra effort required to gain
their trust, for the gifts of serenity they can bestow is an
experience not to be missed.
— Valitor Brightblade, traveling paladin of Tyr
Spirit folk are the descendants of the guardian
spirits of Rashemen and the humans that inhabit this
rugged land. A rare people, they are most often found
in Rashemen itself, but are also native to Thesk and
eastern lands of Kara-Tur. Spirit folk have two main
familial lines: mountain spirits and river spirits.

Serene and Introspective


Spirit folk feel at home in the lands of their ancestors
and experience a deep sense of peace with the
natural world. Their ancestry provides them with a

Daniel Comerci
connection to the spirit world, yet because of their
complementary relationship with nature, they do not
seek to interfere with the natural balance through
the use of magic. Most humans look at spirit folk
with envy for their inherent, nearly unshakable love
for life. Venerated Visitors
Diverse and Striking Spirit folk feel at home in human society though they
most often only remain for one human generation,
Though appearing much like humans, spirit folk this to keep themselves from standing out as long-
possess highly-refined and attractive features. lived beings within a tight knit community. They try
Appearing in all the diversity that humans display, to integrate wholly into the society they have chosen
spirit folk embody the natural beauty of their and accept the local human rules. Though most
human and spirit ancestries. With complexions humans who interact with spirit folk do not wholly
that range from delicately pale to a golden-sheened understand their ancestry, they regard spirit folk
mahogany, spirit folk have luxurious heads of hair, with reverence, referring to them as “wise ones” who
thin eyebrows, but a complete lack of body hair possess a deeper understanding of the natural world
otherwise. They are famously considered strikingly than most other beings can only hope to achieve.
beautiful. Spirit folk thrive in human society, but also enjoy
the company of elves and fey creatures of all sorts,
in addition to the spirit guardians that live within
Rashemen.

12 1.Peoples
Character Options

Spirit Folk Names Mountain Spirit folk


Expert Climber. Mountain spirit folk have a base
As in all things, spirit folk model their names on climb speed of 30 feet and have advantage on all
those of their Rashemen descendants and so their Strength checks made while climbing.
names are most often Rashemi. Daring Athlete. Mountain spirit folk are at
home with heights and have advantage on Dexterity
Male Adult Names: Andar, Chevik, Daumar, and Strength checks while on steep slopes, sheer
Hladislak, Ilvik, Olke, Pergaur; edges, or narrow paths or other mountainous or
Female Adult Names: Ayvarra, Belmith, Emmezel, treacherous terrain.
Gevarra, Iseldra, Karra, Ranya; Bird Whisperer. Once per day, a mountain spirit
Gender Neutral Adult Names: Aydar, Ayvake, folk can cast speak with animals to speak with birds
Daura, Hladiszel, Iselvik,Oyar, Perke, Yaevik only.
River Spirit Folk
Spirit Folk Traits Expert Swimmer. River spirit folk have a base
swim speed of 30 feet and have advantage on all
Racial Traits Strength checks made while swimming.
There are two branches of spirit folk: mountain spirit Amphibious. River spirit folk can breathe on
folk and river spirit folk. Your spirit folk character land and in water.
has a number of traits that are common to all of their Water Affinity. River spirit folk have advantage
race. on saving throws against water-based spells and
Age. Spirit folk are long-lived people, reaching other magical effects. The DM determines if a spell
a maximum of 400 years old. They are considered is water based.
adult upon reaching 55 years old. Fish Whisperer. Once per day, a river spirit folk
Size. Spirit folk vary widely in height and build, can cast speak with animals to speak with fish.
from barely 5 feet to well over 6 feet tall. Regardless
of this range, spirit folk are size medium Legacy & Cultural Traits
○ Random height: 4’8’’ + 2d8 Ability Score Increase. Your spirit guardian
○ Random weight: 105 lb. + (height roll) × (2d4) ancestry manifests as an otherworldly, serene grace.
Speed. Your base walking speed is 30 feet. Your Wisdom score increases by 2. Additionally, your
Darkvision. Descended from the guardian Charisma or Dexterity score increases by 1.
spirits of Rashemen that forever traverse the land, Alignment. Due to their sense of balance
you have superior vision in dark and dim conditions. and benevolence when it comes to nature and the
You can see in dim light within 60 feet of you as if it sentient creatures that live within it, most spirit folk
were bright light, and in darkness as if it were dim tend toward neutral good alignment.
light. You can’t discern color in darkness, only shades Languages. Common and Sylvan. Mountain
of gray. spirit folk speak Terran. River spirit folk speak
Aquan.

1.Peoples 13
Character Options

They have a strict cultural code, designed to


Taer share resources and allow their young to thrive. Taer
young are well cared for, and once they come of age,
Loremaster Teudatlan warned me the taer were nothing they raise their own young. The elder taer do all in
but two-legged beasts eager to gnaw your bones. Well, their power to protect and shelter their young—even
those “beasts” just saved me from a pack of wolves, going so far as to enter long periods of hibernation
tended my wounds, and pointed me in the direction of when food is particularly scarce.
the ancient Raumanthari ruin I’ve sought for years. My This lifestyle is not enough for some taer, who
seek the comforts and bounty of warmer regions.
loremaster was an idiot!
These rebellious groups are often the subject of
— Traveling Sage Tapasztat
cautionary tales throughout Rashemen. They
While the mountain ranges north of Rashemen are seen as raiders from the north who steal into
and all across the northern regions of Faerûn are farmland and small settlements in the coldest winter
unforgiving, some have found ways to thrive. The taer nights, stealing livestock, stores, and other raw
are one such people: blue-haired mountain giants, materials. These taer are ever willing to fight and die
towering over the tallest humans but diminutive for what they believe to be theirs.
among their own kind. Their fur fully covers their
bulky frame, only leaving exposed skin on their
hands, feet, and faces.
Not All Taer
To most Rashemi and others who live nearby, taer
are usually the antagonists in stories told around
campfires. However, there are some taer individuals
who leave their homes in search of more and are not
willing to meet their needs by simply taking from
others. These are the most frequently the taer who
become adventurers.
The reasons for leaving their home vary. Some
leave on pilgrimages, hoping to become adepts to
better serve their families. Others are souls who
survived a tragedy that struck thier pod, leaving them
homeless and forced to seek their destiny alone.
Whatever the reason, the capacity of both good
and evil exist in all creatures and while these taer
might face challenges in the realms of others, their
wanderlust will guide them through.
Indi Martin

14 1.Peoples
Character Options

Taer Names Legacy & Cultural Traits


Ability Score Increase. Your taer ancestry
Taer favor names that are short and easily heard over manifests in your powerful build. Your Constitution
far distances; so harsh sounds are used and most score increases by 2, and your Strength score
names are no longer than two syllables increases by 1.
Alignment. Taer clans live according to a strict
Names: Grrunk, Braask, Koort, Arkt, Hernt, Qerrk, cultural rules but value individual freedoms resulting
Poord, Yeert. in a view that is neither lawful nor chaotic. Many
clans survive in the harsh north by preying on the
Taer Traits weak resulting in evil tendancies. Most individuals
follow their own moral compass and are often of
neutral alignment.
Racial Traits
Languages. You can speak, read, and write
Age. Taer reach adulthood at aged 12 and
Common and Giant.
live up to 60 years, though few live past 40
Hurler. You have proficiency with improvised
years, particularly in the harsh North Country of
weapons. When you throw an improvised weapon,
Rashemen.
you can use your Strength or Dexterity modifier for
Size. Taer stand an impressive 8 feet tall. Your
the attack and damage rolls and can roll one of the
size is Medium.
weapon’s damage dice one additional time and add it
○ Random height: 7’0’’ + 2d6 inchs
to the damage dealt.
○ Random weight: 180 lb. + (4 x height roll) lb.
Speed. Your base walking speed is 30 feet.
Arctic Heart. You have resistance to cold
damage.
Giantblood. Your creature type is giant, instead
of humanoid.
Powerful Build. You count as one size larger
when determining your carrying capacity and the
weight you can push, drag, or lift.

Rick Hershey/Fat Goblin Games

Flask of Taer Stench Grease (page 125 )

1.Peoples 15
Character Options

Elves
Common
Peoples Elves tend to be a rare sight in Rashemen. Unlike
western Faerûn, where numerous large elven
civilizations flourished, the Unapproachable
The harsh winters and wild frontier of Rashemen East has seen few elven settlers. However, the
make it challenging for most to survive. However, Forest of Lethyr in the Great Dale still supports
hardy souls of any background can find a land filled communities of wood elves, who may occasionally
with adventure. travel to Rashemen.
Of some concern to the wychlaran are the
Dragonborn frequent sightings of dark elves in and around
the Running Rocks. Whispers persist of a drow
In most parts of Rashemen, dragonborn are still conclave somewhere in the Underdark beneath
an unusual sight. Most are encountered as part of the region, though no Rashemi knows where it
merchant groups traveling along the Golden Way or may be.
supporting traders in Rashemen’s larger cities. In The witches are also interested in a group of
recent years, a vibrant dragonborn community has elves who have taken up residence within Erech
grown in Mulptan’s Western Quarter, descendants of Forest. These isolationists include both moon and
a trader from Tymanther who chose to make a home gold elves. The hathran fear they are associated
there some fifty-odd years ago. with the Eldreth Veluuthra, an elvish cult seeking
to eradicate humanity from the realms.
Dwarves
A small community of shield dwarves (mountain
dwarves) settled in Shevel over one hundred
years ago. The local Rashemi welcomed them
after recognizing their forging skills and their
love of fighting and drinking. Small clans of shield
dwarves survive in the Icerim Mountains, living
in strongholds burrowed deep inside where the
warmth of the depths keeps the cold of the north at
bay.
Some thirty years ago, a clan of gray dwarves
established the trading post of Viseyuer, east of
Lake Mulsantir in the foothills of the Sunrise
Mountains. This has done little to quell tensions
between Rashemi miners and the duergar. Higher
ranking Wychlaran are aware a larger duergar city
exists beneath the Sunrise Mountains’ eastern
slopes, likely connected to this trading post. The
hathrans continue to urge for patience, hoping
Rick Hershey/Fat Goblin Games

trade will lessen tensions and minimize bloodshed.


However, the Iron Lord is being pressured by
various fyrras of southern villages to take action
and remove the gray dwarven threat.
Few other dwarven settlements exist within
Rashemen. Any other dwarves are likely rare
individuals who have made a home in the region or
travelers passing along the Golden Way.

16 1.Peoples
Character Options

Gnomes Damaran. In the last two hundred years, waves


of Impilturan settlers arrived in Thesk and the
Though no gnome settlements exist within Great Dale. Damarans have brown or black hair,
Rashemen, there are several small gnomish enclaves and their skin can range from fair to tawny. This
in Immilmar, Mulptan, and Mulsantir. A good number heritage showcases a variety of eye colors, though
of gnome traders from Thesk regularly travel the brown is most common.
Golden Way. Additionally, stories continue to circulate Nar. Descendants of the fallen empire of Narfell,
of a hidden gnome kingdom in the southeastern the majority of Nar currently exist as horse-riding
extent of the Sunrise Mountains. Occasionally, nomads ranging across Narfell and Rashemen’s
Rashemi bards sing tales of Songfarla, a mystical North Country. A great annual gathering of Nar
gnomish realm said to exist within a golden cavern tribes at Bildoobaris features a ten-day-long event of
illuminated by countless gems. Most gnomes laugh trade and merriment. Nar typically have dark eyes,
off such fanciful tales, but it’s not unusual for traveling tan complexions, and black or brown hair.
gnomes to quickly change the subject when directly Rashemi. This human heritage comprises
asked about the realm’s existence. the bulk of Rashemen’s population, and they also
account for large portions of Thay. Rashemi have
lived in this region for thousands of years. They
Halflings are closely tied to the Raumvirans who built the
The harsh cold of Rashemen has not attracted Raumanthar empire over much of modern-day
many halflings to the region. Most who live here are Rashemen, Thay, and the Endless Waste. Rashemi
lightfoots living in the larger cities like Mulsantir or tend to be shorter and stockier than other human
part of the merchant trade arriving from Thesk, who ethnicities, blessed with thick black hair. The
visit villages along the Golden Way. However, the Rashemi from Rashemen invariably wear their
friendly and practical nature of most halflings makes hair long, while those of Thay shave their heads
them welcome in villages across Rashemen. mimicking their Mulan masters.
Shou. This heritage originated far to the
east in Kara-Tur. Large numbers of Shou arrived
Half-Orcs during the Tuigan invasions of the 1300’s, building
communities throughout Thesk and the more
The regions surrounding Thesk have a more
cosmopolitan cities of Rashemen. Shou tend to
tolerant view of half-orcs than most places in
have bronze complexions, with most having black
Faerûn. Orc patrols brought in by the Zhentarim
hair and dark eyes.
to help stop the Tuigan Horde over a century
Tuigan. The Tuigan are descendants of the
ago, and the people of the region still remember.
nomadic horde that nearly conquered eastern
Communities of half-orcs live throughout Thesk and
Faerûn under Horselord Yamun Khahan nearly
are a common sight traveling along the Golden Way
150 years ago. Today, most Tuigans are found
as mercenaries and traders.
in the Endless Waste, with traders and isolated
individuals living throughout the eastern Realms.
Humans Tuigan skin is typically bronze-colored, and they
possess black hair.
Humans are by far the most predominant people of
Rashemen. Various human ethnicities make their
home in this cold, remote part of Faerûn. Tieflings
Chondathan. Over a thousand years ago, waves
There’s a significant population of tieflings in Thay,
of Chondathan settlers arrived in the Great Dale, and
a legacy of that nation’s frequent dealings with
a large portion of current farmsteads in eastern parts
fiendish entities. As a result, tieflings in Rashemen
of the dale identify with this heritage. Chondathans
can expect a cold reception from most residents,
typically have olive-colored skin with light brown to
given many associate their appearance with the
black hair. Most have brown eyes, though green eyes
nation’s perennial enemies to the south.
are not uncommon.

1.Peoples 17
Character Options

Others Though ever cautious, they occasionally raid


settlements in the western foothills or rob poorly
Although Rashemi primarily populate Rashemen, guarded travelers passing along the Golden Way as it
other humanoids can be found within, particularly at winds through the High Country
the fringes of civilized lands. Orcs. Two very different orc groups are found
Goblinoids. The wild mountainous regions around Rashemen. In Thesk, descendants of the
surrounding Rashemen support a host of goblinoid Zhentarim’s orcish forces who helped throwback
tribes. The Nanraak’s remain a persistent threat in the Tuigan Horde are a rowdy but accepted part of
the northern end of the Sunrise Mountains. The dark society there.
citadel of Omvudurth houses a militant clan of the In contrast, small remote villages of grey orcs
same name. Both clans are wary of the Rashemi, hide within the foothills of the High Country. These
fearing the wrath of the wychlaran and their are descendants of the hordes that arrived during the
berserker forces. Orcgate Wars nearly three millennia ago. They live
Firbolg. A few scattered firbolg villages hide in a simple ascetic existence, avoiding contact with all
the forested valleys of the Running Rocks and along while aggressively defending their secluded villages.
the coast of Lake Ashane near Ashenwood and the Volodni.1 These cold and dispassionate plant-
Erech Forest. Farther abroad, small communities folk reside in isolated villages in the forests of the
reside in the Forest of Lethyr where they actively Great Dale and Rashemen. They are one of the few
support the druids of the Circle of Leth. humanoids that hathrans allow inside of Urlingwood.
Goliath. Several goliath tribes reside within These pine folk work closely with the wychlaran to
the mountainous peaks of the Sunrise and Icerim protect their forest homes across the region.
Mountains. They are typically nomadic living in Warforged. Although warforged are a race
temporary encampments for short periods. They beholden to Eberron, the ancient Raumanthar
are generally reclusive but will reluctantly receive Empire was known to create mechanical devices
wychlaran envoys who visit their temporary villages. infused with arcane energy. Perhaps a humanoid
Kobolds. The Brood of Kashaan obediently mechanical construct remains buried in an old
serve the white dragon Kissethkashaan within a Raumanthari ruin awaiting reanimation.
tunnel-riddled section of the Sunrise Mountains.

1 The Volodni player character race can be found in the Great Dale Campaign Guide, now available on the DMsGuild.

18 1.Peoples
Character Options

2.Classes
2.Classes
T
his chapter provides a brief description of
how each character class might be portrayed
in Rashemen, including suggestions on
how to thematically integrate a given class into this
region.
Also included are new character archetypes and
a new character class, The Wychlaran, presented
as options for players to choose when making
characters for campaigns in Rashemen.
New Class Options
Class New Option

Daniel Comerci
Artificer Subclass - Vremyonni
Barbarian Subclass - Path of the Runescarred
Bard Subclass - College of Apparitions
Paladins Subclass - Oath of Nydeshka
Rangers Subclass - Pledge Bonded Conclave
Sorcerers Subclass - Raumanthari Battlemage
Subclass - Reborn
Warlock Invocation Options
Wizard Subclass - Paired Witch
Subclass - Telthor Companion
Wychlaran NEW CLASS
Subclass - Praxis of Tradition
Subclass - Praxis of Power

Rick Hershey/Fat Goblin Games

2.Classes 19
Character Options

Artificer
Many in the western portions of the realms view
Rashemen as a nation of backwards people,
shunning the trappings of civilization for berserkers
and witches. Many are unaware of the arcane artifice
long practiced in this region. The vremyonni, or Old
Ones, are arcane casters skilled at crafting magic
items for the Witches of Rashemen.
Additionally, the region is steeped in lore
of arcane spellcasters known to imbue their
creations with magical powers. The ancient
empire of Imaskari called their wizards
Artificers, for they worked might magics to create
gates and potent items of power. The Raumvirans
used long-lost Imaskari lore to craft spells and
magical constructs to battle their enemies.
Whatever the source of knowledge, artificer
characters seamlessly fit into adventures in
Rashemen.

Vremyonni
Lost family, like leaves carried on a distant wind. The
vremyonni use magic we dare not touch, and hopefully,
never need to use. But I know that should we call them,
they will willingly appear and bind themselves to our will.

Daniel Comerci
— Othlor Qualnetha, speaking to new hathrans.
Spellcasters who can’t join the hathran are often
exiled from their communities. The safety of their
community members largely depends on knowing
that spellcasters can be responsible for their actions, Vremyonni Features
that they understand the full weight of their powers.
While exiled, most spellcasting Rashemi fall Artificer Level Feature
into one of two groups: those who exile themselves, 3rd Tool Proficiency, Bonus Spells,
leaving Rashemen forever, or those who join the Battle Binding
vremyonni: an elite group of spellcasters who use 5th Battle Caster
their powers to enhance magic items for their allies.
9th Power Bound
The hathrans aren’t going to let such a powerful
resource go to waste either; in times of need, the 15th Potential Unbound
vremyonni are bound to the witches where their
powers can be more purposefully directed. Tool Proficiency
3rd-level Vremyonni feature
You gain proficiency with smith’s tools. If you already
have this proficiency, you gain proficiency with one
other type of artisan’s tools of your choice

20 2.Classes
Character Options

Bonus Spells Power Bound


3rd level Vremyonni feature 9th level Vremyonni feature
You always have specific spells prepared after you You can use your battle wrap to attach yourself to
reach certain levels in this class, as shown in the another willing creature who can cast spells. This
Vremyonni Spells table. These spells count as process takes 10 minutes and can only be ended as
artificer spells for you, but they don’t count against part of a short or long rest, or if either of you die.
the number of artificer spells you prepare. While bound in this way, either of you can use
your action to gain the following benefits:
Vremyonni Spells
Artificer Level Spells • If one of you moves (on their own volition or by
3rd bane, bless using magic), the other immediately teleports to
an open space within 5 feet of the bound partner.
5th magic weapon, nystul’s magic aura
If the creature is unwilling to teleport, the other
9th gylph of warding, magic circle has their speed reduced to 0 until the end of turn.
13th Modenkainen’s private sanctum, stoneskin • You both have resistance to all damage except
17th anti-life aura, creation psychic. Whenever one bound partner takes
damage, the other takes the same amount of
Battle Binding damage.
3rd level Vremyonni feature • You both have advantage on saving throws.
You craft a new tool known as a battle wrap using a These benefits last 10 minutes or until a creature
ritual known only to the vremyonni. This wrap can be no longer consents to the binding, ending the effect
placed around mundane items to grant them magical immediately.
fortifications or to bind to another spellcaster,
allowing you to fight as a pair. Potential Unbound
If the wrap is lost or destroyed, you can craft a 15th level Vremyonni feature
new one as part of a short rest with 100gp worth As an action, you cause your battle binding to flare
of materials, or as part of a long rest (requiring brightly with energy. For 10 minutes, the following
no gold). The wrap’s AC is equal to the AC of the changes apply to your binding and whatever it is
individual holding the bonded item or 10 if the item bound upon:
is not held. The wrap has hit points equal to 5 x your
artificer level and gains resistance to all damage • Weapons grant +3 to attack.
starting at 10th level. • Armor grants resistance to bludgeoning,
As part of a short rest, you can bind your battle piercing, and slashing damage, as well as
wrap around a single weapon or part of a suit of granting +2 to AC.
armor. Weapons wrapped in this way deal 1d6 extra • If you are bound to a willing spellcaster, if either
damage of the weapon’s damage type. Each time of you tries to cast a spell, they can use a spell
your proficiency modifier increases, the weapon slot from the other bound creature if the other
deals an extra die of damage (up to 5d6 with a creature consents.
proficiency modifier of +6). Armor wrapped in this After the 10 minutes elapses, the binding burns away
way provides resistance against your choice of the to ashes.
following: bludgeoning, piercing, or slashing damage.
You can create an additional wrap at levels 9 and 14.

Battle Caster
5th level Vremyonni feature
If you cast an artificer cantrip, you can use your bonus
action to cast a second artificer cantrip you know.

2.Classes 21
Character Options

Barbarian
Barbarians are a great fit for characters from
Rashemen and its surrounding regions.
The Rashemi. The people of Rashemen
are known for their berserker warriors
that have fought against the Red Wizards
of Thay for ages. They have a tradition of
drinking Jhuild to enhance their berserker rage
(see Chapter 9 – Items of Interest). A
typical Rashemi would take the Path of
the Berserker. However, because the
Rashemi have an affinity for the spirits of
the land, both Path of the Ancestral GuardianXGtE
and Path of the Totem Warrior are good thematic
choices as well. A new primal path practiced within
Rashemen, the Runescarred, is described below.
The Nar. The Nar are survivors of the ancient
Narfell Empire. They are fierce nomadic barbarians
who traverse the cold northern plains on their
hardy horses. A typical Nar barbarian would likely
be proficient in Animal Handling and Survival, and
choose the Path of the Berserker.

Path of the Runescarred

Petar Penev
Runescarred berserkers are a fearsome combatant
on the battlefield. Blessed with patronage from
the Wychlaran, their bodies are infused with
magic, ready to be unleashed: a living weapon, Runescars
with enhanced capabilities and potential. While 3rd-level Runescarred feature
sometimes actual scars are created during the Runescarred berserkers are infused with limited
runescarring ritual, the practice is not required to magical aptitude from their hathran patron. This
bond the magic to the body. All that is required is an magic takes the form of runescars, which are
indomitable will, an unwavering conviction, and the temporary magical sigils and glyphs on the host’s
constitution to hold raw magic back from its natural body, which tap into the bearer’s internal strength
urge to burst forth. to fuel the magic. You know a specific set of spells
Path of the Runescarred Features based on your barbarian level, as shown in the
Runescarred Spells table below. During a long rest,
Barbarian you inscribe a number of these spells that you know
Feature
Level onto your body in the form of magical runes, up to
3rd Runescars your proficiency bonus.
6th Runic Power You cast any spell you have inscribed at its lowest
10th Witch Strength level. You can cast and concentrate on these spells
while raging. Your rage doesn’t end early if you cast
14th Reckless Wards a spell on your turn. Spells you cast in this way have
a range of self if they didn’t already. You must finish a
short or long rest before using this feature again.

22 2.Classes
Character Options

At 6th level, you gain an additional use of this Reckless Wards


feature, and can replace two inscribed runescar 14th-level Runescarred feature
spells with two other spells of your choice during a When you are forced to make a saving throw
short rest. against a spell or magical effect and fail, you can use
Runescar Ability. Constitution is your spellcasting your reaction to choose to succeed instead. When
ability for spells you cast with your Runescars you do, roll on the Reckless Magic table to determine
feature. You use your Constitution whenever a spell a magical effect to be produced.
refers to your spellcasting ability. You can use this feature a number of times equal
to your proficiency bonus. You regain expended uses
Runescarred Spells after completing a long rest.
Barbarian
Level
Spells Reckless Magic
3rd absorb elementsXGE, cure wounds, divine favor 2d4 Magical Effect
7th darkvision, enhance ability, invisibility 2 The runes on your body sunder, causing you
13th crusader’s mantle, fly, protection from energy to lose one use of your Runescars feature.
If no uses are remaining, you take 2d10
19th death ward, freedom of movement, stoneskin
psychic damage.

Runic Power 3 Magical feedback from the runes on your


body causes you to become stunned until
6th-level Runescarred feature
the end of your next turn.
While benefiting from the effects of a spell cast with 4 You must succeed on a DC 15 Constitution
your Runescars feature, your weapon attacks are saving throw or your rage ends.
considered magical for the purposes of overcoming
5 You can speak only in animal noises until
resistances.
the end of your next turn, but this does not
affect any of your Runescarred features.
Witch Strength
10th-level Runescarred feature 6 You gain resistance to the damage dealt by
the originating effect, if any.
While raging, you can use your bonus action to make
7 Magical energy spewing from the runes
a melee spell attack against a creature you can see coalesces around the originating effect and
within 10 feet of you, as you allow raw magic to disperse it, turning the failed saving throw
lash out from your body. On a hit, the target takes into a success
1d12 + your Constitution modifier force damage. If
8 The runes on your body surge, allowing you
the target is Large or smaller, they are pulled to the
to regain an expended use of your Runescar
nearest unoccupied space within 5 feet of you. feature. If this would bring you above your
maximum number of uses, you instead gain
2d10 temporary hit points.
Rick Hershey/Fat Goblin Games

2.Classes 23
Character Options

Call the Spirits


Bard 3rd-level College of Apparitions feature
When you join the College of Apparitions at 3rd
The tough people of Rashemen work hard to survive level, you learn one additional cantrip chosen from
and revel with abandon when given the opportunity. dancing lights, mage hand, or minor illusion.
The arrival of a bard in a remote village is a great You also learn the spells find familiar and unseen
excuse to break out jhuild and cause enough to servant. These spells count as bard spells for you but
celebrate. don’t count against the number of bard spells you know.
The College of Valor is common for bards who
enjoy fighting alongside their berserker brethren.
Shielding Song
Many bards also follow the College of SpiritsVRGtR
3rd-level College of Apparitions feature
or the new College of ApparitionsNEW because
of the land’s strong ties to natural and ancestral Also at 3rd level, you can call upon the spirits to
spirits. Bards arriving from Thesk might follow distract your enemies. When a creature that you
the traditions of the College of SwordsXGtE , while can see within 60 feet of you makes an attack roll,
wood elves within the Circle of Leth might be of you can use your reaction to expend one of your
the College of Lore, using their magical secrets to uses of Bardic Inspiration to cause the attack to be
protect the lands of the Great Dale. The College of at disadvantage. You can choose to use this feature
GlamourXGtE is also a good fit given the fey’s influence after the creature makes its roll, but before the DM
on the land. determines whether the attack roll hits.

Voice of the Wind


College of Apparitions 6th-level College of Apparitions feature

When I sing, my ancestors heed my call. They fought and At 6th level, your affinity with the spirits allows
died for this land and they won’t abandon us in our time you to call them to invoke magical effects that defy
gravity. You learn the spells feather fall, levitate, and
of need.
fly. These spells count as bard spells for you but don’t
— Jaela, Spirit Singer of the Snow Tiger Lodge
count against the number of bard spells you know.
Bards who belong to the College of Apparitions Additionally, you may cast one of these spells without
invoke apparitions with the magic of their expending a spell slot, but you can’t use this feature
performance. The appearance of the phantoms again until you finish a long rest
answering the bard’s call reflect the performer’s
nature. Those with ties to the land might call forth
spirits of nature manifesting as ethereal animals
floating serenely nearby. Others summon ghostly
warrior ancestors ready for combat. Those who carry
a taint of darkness may sing haunting dirges invoking
the reluctant spirits of the damned.
College of Apparitions Features
Bard
Feature
Level
3rd Call the Spirits, Shielding Song
6th Voice of the Wind
14th Spiritual Wall
Petar Penev

24 2.Classes
Character Options

Spiritual Aura
14th-level College of Apparitions feature
Starting at 14th level, as a bonus action, you sing
Druid
Rashemen’s vast stretches of indomitable nature are a
a haunting melody calling forth spirits of the land beacon to those drawn to a druidic calling. Druids are
to create a swirling aura of spiritual protection that common throughout, catering to natural spirits, and are
lasts until the end of your next turn. On subsequent key members of the wychlaran. Local druids remain
turns, you can use a bonus action to continue your independent of the Circle of Leth, who dominate the
melody and extend its duration for an additional lands to the west. However, the Rashemen’s druids
turn. The spiritual aura extends out from you to a maintain a strong business-like relationship with
distance of 15 feet. their western cousins as they both contend with
While the aura exists, creatures you designate as similar threats from Thay and the fiendish entities still
allies have advantage on all saving throws, gain half haunting the lands of the ancient Narfell.
cover from attacks originating within the aura, and The most common druidic circles for characters
have three-quarters cover on attacks from outside from Rashemen are the Circle of the Land and the
the aura. Creatures within the aura not designated as Circle of the ShepherdXGtE. The land’s strong ties to
an ally have disadvantage on saving throws and must the feywild result in the Circle of DreamsXGtE being a
spend 3 feet of movement for every 1 foot they move. frequent calling. A small sect of wychlaran keep alive
You can use your action to command the spirits ancient Ruaumanthari secrets as members of the
to grab hold of one target within the aura. The target Circle of StarsTCoE. Druids visiting from the Great Dale
must succeed on a Strength saving throw against or Thesk are likely agents of the Circle of LethGD.
your spell save DC or become restrained until the
start of your next turn. Fighter
Cleric Skilled warriors are always welcome in Rashemen.
Though traditionally most Rashemi favor the wild
battle-lust of barbarians, some are more disciplined
The people of Rashemen are very spiritual,
in combat. All fighter archetypes are well suited to
reverently incorporating a respect for the spirits
campaigns in Rashemen.
of the land into their daily lives. Formal temples
For mercenaries protecting traders and travelers
are rare, and usually only found in the largest
following the Golden Way, Battlemaster and Champion
communities, such as Immilmar, Mulptan, and
archetypes are common. Some may become Rune
Mulsantir. Here are found temples dedicated to
KnightsTCoE by learning ancient Imaskari runic
“the Three”—Bhalla, the Hidden One, and Khelliara.
knowledge. Raumathari secrets could translate into the
These are the local names for Chauntea, Selûne, and
Eldritch Knight archetype. Travelers from Kara-tur could
Mielikki, respectively.
bring SamuraiXGtE traditions, while the elves of Lethyr
Selûne is a relatively new addition to having
may include Arcane ArchersXGtE among their number.
replaced Mystra after her death at the start of the
Spellplague. However, there is some contention
among the wychlaran of Immilmar’s Witches’ Hall
Monk
regarding this change, arguing that Mystara again Rashemen does not have a strong monastic tradition
answers calls for divine intervention. Perhaps both as their warriors typically favor wild battle lust over
gods influence actions under the guise of the Hidden the discipline and dedication commonly attributed to
One. monks. However, nearby lands do include cloisters
The Rashemi also venerate spirits of the land as where training and asceticism hold sway. Both
minor deities, including telthors and ancient heroes Rashemen and Thesk harbor populations of Tuigans
of Rashemen. Common divine domains used by and Shou for whom such customs are more common.
native Rashemi clerics include Arcana, Life, Nature, Any of the monk traditions would be a good thematic
Tempest, and War. fit, including the Shou DiscipleGD introduced in the
Great Dale Campaign Guide.

2.Classes 25
Character Options

Paladin
The wychlaran are always in need of stalwart,
oath-bound warriors. Although ardent divine
followers are not as common here as in
other Faerûn lands, many Sacred Oaths
nicely tie into Rashemen’s myth and lore.
Oath of Ancients is a natural choice for
characters leveraging the land’s strong ties to
nature and the reverence for ancestral spirits. An
Oath of Vengence is spoken by many against Thay’s
depredations. An Oath of GloryTCoE is a great fit for
characters relishing the glory of combat espoused
by Rashemen’s berserker culture, while Oath of the
WatchersTCoE call to those pledged directly to the
witches of Rashemen.
Also introduced below is the Oath of Nydeshaka.
This archetype highlights the benefits of harnessing
the boiling rage of berserkers into fighting prowess.

Oath of Nydeshka
We all lose control, the battleragers of Rashemen. Some
of us lose ourselves so deeply in this fire, that we see
everyone around us as a challenge to be beat: from evil
wizards to our own blood. So we are punished, turned
into blunt blades and put into the greatest dangers. But
this is no more than another challenge to be overcome:
the rage within. Conquer yourself, my brothers and

Petar Penev
sisters, and the strength you find will reforge you into a
great leader.
— Shee Nala, the sharpened blade.
Barbarians who are unable to control their rage Moment of Inspiration
are labeled nydeshka: powerful berserkers but Most nydeshka end up dead, as being placed in life-
dangerous to their allies. Hathran put these threatening situations tends to do. But for those who
dangerous combatants on the front lines with survive, there comes flashes of inspiration. These
blunted swords, all but guaranteeing their shards of hope help guide the wayward warrior
destruction. back onto a path of coexistence with the rest of their
However, there are some who pull themselves Rashemi brethren. This is the moment you stopped
back from the precipice and learn to hone their rage. being a berserker, and dedicated yourself to the
Surviving battle after battle, their blunted swords paladin oath presented here.
become a trophy, a mark of honor. Acting as a symbol Use the table below to determine what your
of rage, they’re able to inspire their comrades to moment of inspiration was by either choosing an
rage-like states themselves. option, rolling randomly, or using the table to inspire
a moment of your own design.

26 2.Classes
Character Options

d6 Moment of Inspiration Tenants of Nydeshka


1 You saw the fear in the eyes of a fellow warrior, A paladin who takes this oath has the tenets of the
knocked to the ground by your ferocity. You saw a nydeshka inscribed into their blunted blade.
vision of yourself in their position, and realized you
Define Yourself by Actions. Your rage is merely a
needed to control your rage before you end up being
your own demise. tool. How you choose to use it is what defines you.
2 The battlefield was empty, like a grave, when your You Are Not Alone. The warrior who rushes onto
rage wore off. Happily surveying the destruction as the field for personal glory is one who deserves to be
you counted the corpses of your foes, you spied the left behind. Glory is found shared by many hands.
body of a young Rashemi. At first, you cursed your Worthless Blades Aren’t Tempered. Practice control
foes, but you recognized the damage done as your
at all times, lest fissures form and your doom exposed.
own. This youth must have been sent to gather you
but only met your wrath. This can never happen Oath of Nydeshak Features
again.
Paladin
3 Blood-red fury was all you could see, as the Feature
Level
mountain of bodies grew ever higher. A never-ending
swath of useless combatants sent by your enemies. 3rd Oath Spells, Channel Divinity
As the pile expanded, you recognized that the 7th Aura of Battle
bodies were falling in the shape of a familiar sigil.
15th Raging Rebuke
Without warning, you blacked out and can remember
only a heavenly voice telling you that your path 20th Nydeshka Charge
diverged that day, that you were saved from your
own anger. When you woke, the battle was over and Oath Spells
you understood more about yourself than you ever 3rd level Oath of Nydeshka feature
imagined.
You gain oath spells at the paladin levels listed in the
4 Battles had been few and far between, so those Oath of Nydeshka Spells table. See the Sacred Oath
above your station would send you to handle
class feature for how oath spells work.
monstrosities in the wilds. Word of an undead spirit
harassing traders brought you to an Owl Telthor. Oath of Nydeshak Spells
You tried hard, but could not scratch the beast-lord.
However, as you laid with ragged breath, something Paladin
Feature
caused the great creature to take pity upon you. Level
Touching your forehead with a glowing claw, your 3rd bless, heroism
heart was made light; your unending rage began to
5th barkskin, pass without a trace
quench.
9th mantle of heroism, enemies abound
5 A djemma designed to take you as far from home
as possible: the perfect way to remove a dangerous 13th death ward, freedom of movement
element like yourself from everyday life. You spent 17th far step, destructive wave
weeks wandering the world, seeing cultures you
never imagined existed. Your rage, unfocused and
raw, existing only to destroy, was slowly given a new
purpose: protect the beauty and majesty of the world
you live in.
6 You failed, as many nydeshka do, and died on the
battlefield. A glorious end, for an inglorious warrior.
But when the end came, instead of darkness, you
came into a bright light. You aren’t sure which of
your ancestors came to meet you at the edge of
mortality, but a moment later you were once more
drawing breath. The experience changed you, and
you were left with a great calm within your soul.

2.Classes 27
Character Options

Channel Divinity Raging Rebuke


3rd level Oath of Nydeshka feature 15th level Oath of Nydeshka feature
When you take this oath at 3rd level, you gain the Creatures who enter into your reach provoke
following two Channel Divinity options. See the opportunity attacks.
Sacred Oath class feature for how Channel Divinity
works. Nydeshka Charge
Moment of Fury. Using your Channel Divinity, 20th level Oath of Nydeshka feature
you allow yourself a small burst of rage. Until the You allow your mind to slip into your battle rage. As a
start of your next turn, add +2 to damage rolls on bonus action, you gain the following benefits:
Strength-based attacks and you have resistance to
bludgeoning, piercing, and slashing damage. • You have advantage on Strength checks and
Moment of Calm. Using your Channel Divinity, Strength saving throws.
you quash aggressive actions in others. As an action, • You deal extra damage on melee weapon attacks
each creature of your choice within 30 feet must equal to your proficiency modifier.
succeed on a Wisdom saving throw. On a failed save, • You have resistance to all damage except psychic.
the creature has disadvantage on attack rolls. • You cannot cast spells or use divine smite but the
radius of your Aura of Battle extends to 60 feet.
Aura of Battle • Creatures of your choice within your Aura of
7th level Oath of Nydeshka feature Battle gain 10 temporary hit points whenever
Starting at 7th level, others pick up on your you reduce a creature to 0 hit points.
heightened awareness while you’re not incapacitated. These benefits last for 1 round. You can expend
The aura extends 10 feet from you in every direction, a spell slot at the start of your turn to extend the
but not through total cover. duration of this feature by a number of rounds equal
Creatures of your choice within this aura who to the level of the spell slot used.
miss a Strength-based attack still deal damage to
their targets equal to your proficiency modifier.
At 18th level, the range of this aura increases to
30 feet.

William McAusland

28 2.Classes
Character Options

Ranger
Of all the established classes, rangers may be best
suited for surviving the challenges of Rashemen.
The rugged wilderness hones the skills of those who
explore this dangerous land. Having a ranger at one’s
side in the unforgiving landscape is a boon to any
adventuring party.
Most ranger archetypes are well suited to
surviving in Rashemen’s wilds. Included below is a
new archetype, the Pledge Bonded Conclave. These
rangers are common partners to wychlaran casters
traveling the realms.

Pledge Bonded Conclave


Then say it louder! We must inspire fear in evil! Quiet
tales of hamsters are foolish, but a man and his hamster
that tear evil limb from limb? That’s scary!
— Minsc, Ranger of Rashemen
Pairing up with your brother or sister is a very
common sight in Rashemen. Still, there are some
who are selfless beyond all measure. They will go
to great lengths to protect each other, operating so
efficiently that one could mistake them as a single
mind bound to two bodies.

Petar Penev
Pledge Bonded Conclave Features
Ranger
Feature
Level
3rd Oath Spells, Channel Divinity
Pledge Bonded Spells
7th Aura of Battle 3rd level Pledge Bonded Conclave feature
15th Raging Rebuke You learn an additional spell when you reach certain
20th Nydeshka Charge levels in this class, as shown in the Pledge-Bonded
Spells table. Each spell counts as a ranger spell
Honor Pledge for you, but it doesn’t count against the number of
3rd level Pledge Bonded Conclave feature
ranger spells you know.
When you finish a long rest with a willing creature
who started that same long rest with you, you can Pledge Bonded Spells
pledge yourself to them. While you are within 5 feet Ranger
Feature
of your bond, they gain a +2 bonus to their Armor Level
Class. Additionally, you can cast spells with a range 3rd absorb elementsXGtE, shield
of self or touch on your bond as long as you’re on the 5th misty step, Nystul’s magic aura
same plane of existence.
9th aura of vitality, spirit guardians
This effect ends if you pledge yourself to another
creature, if either your or your bond dies, or your 13th death ward, freedom of movement
bond chooses to end the effect. 17th dispel evil and good, tree stride

2.Classes 29
Character Options

Heartshield Lend Power


3rd level Pledge Bonded Conclave feature 15th level Pledge Bonded Conclave feature
If you can see your bond and are within 120 feet of As an action, you grant most of your ranger features
them and they are targeted by a spell or attack you to your bond. For the next hour, they gain the
can see, you can use your reaction to move up to following benefits from your class:
your speed directly towards them. This movement
does not provoke opportunity attacks. If you end • Favored Enemy against each creature type you
within 5 feet of your bond, the spell or attack targets have selected.
you instead. • Natural Explorer with each type of favored
terrain you have selected.
Teamwork Attacks • One of your Fighting Styles.
7th level Pledge Bonded Conclave feature • Land’s Stride.
• Hide in Plain Sight.
You and your bond gain the following benefits as long • Vanish.
as you are within 30 feet of each other:
When this ability ends, your Honor Pledge ability
• When you both make initiative checks, you can ends as well.
swap your results.
• If you or your bond hits with an attack, the next
time either of you makes an attack roll and
Rogue
misses that target, the attack still deals damage Though Rashemen favors brash berserkers who
equal to the ability modifier used in the attack. fight with fury, those skilled in stealth and cunning
This lasts until you or your bond attacks a will always be found. It is considered wrong to steal
different target. from fellow Rashemaar and honourable outsiders,
the same does not hold for enemies of the nation.
Unparalleled Pair Rogues who are strong, resolute, and courageous are
11th level Pledge Bonded Conclave feature respected and work with the wychlaran to protect
Rashemen.
Your Teamwork Attacks feature improves as follows:
The most frequent rogue archetypes who work
• Teamwork Attacks’ range increases to 60 feet. with the witches of Rashemen are ScoutsXGtE and
• When you or your bond makes an attack against Assassin, each used to great effect to guard their
a creature, you or your bond can use a reaction lands.
to make a weapon attack or cast a cantrip against
the same target.
Additionally, your Honor Pledge improves as follows:

• You and your bond have advantage on saving


throws against spells and other magical effects
as long as you are within 5 feet of each other.
Rick Hershey/Fat Goblin Games

30 2.Classes
Character Options

Sorcerer
In lands that seem to vibrate with spirits and magic,
sorcerers are common. The most frequent origins
manifesting among Rashemen’s witches include
Divine Souls,XGtE Storm SorceryXGtE, and Wild Magic.
Surprisingly, also found with some regularity in these
lands are Aberrant MindsTCoE, possibly attributed to
ancient Imaskari bloodlines.
Two new sorcerer origins are presented below,
the Raumathari Battlemage and the Reborn.
Raumathari Battlemages have inherited the
mysteries of the weapon wielding spellcasters of that
ancient empire. Reborn are souls who can manifest
powers and abilities remembered from their past
lives in remarkable ways.

Raumathari Battlemage
The Raumathari battlemages of old were an order
of sorcerers who mastered an innate connection to
the principles of war and the art of combat. The very
heat of battle ran in their blood, and through intense
focus and constant practice they managed to become
some of the most fearsome warriors and spellcasters
in all of Faerûn. Their bloodlines still linger today.
Those that seek out the teachings of the Raumathari
battlemages can revive their legacy once more,
becoming the living embodiment of sword and spell.
Raumathari Features

Petar Penev
Sorcerer Level Feature
1st Sword Focus, Sorcerous
Combat
6th Extra Attack
14th Warrior’s Soul
18th Wardbreaker’s Strike
While bonded to this weapon, when you attack
with that weapon, you are proficient with it and you
Sword Focus can use it as a spellcasting focus. When you make an
1st level Raumathari Battlemage feature
attack using this weapon, you can use your Charisma
Starting at 1st level, you can create a magical bond modifier, instead of Strength or Dexterity, for the
between yourself and one melee weapon allowing attack and damage rolls, and the weapon counts
you to transform the weapon into an extension of as magical for the purpose of overcoming damage
yourself. During a long rest, you can spend 1 hour immunities and resistances.
performing this ritual. The weapon must be within You can only bond to one weapon at a time this
your reach throughout the ritual, at the conclusion of way. If you attempt bond yourself to a new weapon,
which you touch the weapon and forge the bond. you must end your bond with the previous one.

2.Classes 31
Character Options

Sorcerous Combat Reborn


1st level Raumathari Battlemage feature
By channeling your magical abilities through your The process of birth and death is a cycle. Nothing, and no
bonded weapon, you convert your innate magical one, lives forever, but the essence of who and what they
prowess into martial mastery. Starting at 1st level, were moves on to be born anew. When a boar dies, its
as long as you hold your bonded weapon, you gain a body becomes food for plants that are eaten again by a
bonus to your AC equal to your Charisma modifier as new boar. It’s all recycled, changed, and born anew. That
long as you aren’t wearing armor. is what I am. I’ve been reborn a dozen times, and I think
Once you reach 3rd level, you can spend 2 you’ll find I’m more than the sum of those experiences!
sorcery points to envelop your bonded weapon in — Dove Twohfe, wandering storyteller.
magical energy. Choose one damage type: acid, You were reincarnated. Either you were chosen
cold, fire, lightning, poison, or thunder. For the next by nature, by fate, or by the casting of magics, but
minute, your bonded weapon deals an additional 1d6 you’ve returned to the world in a new body. What
damage of the chosen type to any target you hit with new experiences will you try? What old memories
the weapon. As a bonus action, you can change the linger on? There is a bright world out there for you to
damage type, choosing from the options above. rediscover.

Extra Attack Reborn Features


6th level Raumathari Battlemage feature Sorcerer
Feature
Starting at 6th level, you can attack twice, instead of Level
once, whenever you take the Attack action on your 1st Past Life, Reborn Magic
turn.
6th Knowledge Reborn, Reborn Defense

Warrior’s Soul 14th Sorcerer’s Bloodline


14th level Raumathari Battlemage feature 18th Final Form
You have the heart of a warrior, and that dauntless
spirit spurs you to overcome any trial.
Past Life
1st level Reborn feature
Starting at 14th level, you can no longer be
You express a feature from one of your former
frightened. Additionally, when you roll a Strength,
lives. Select one NPC race from the NPC Features
Dexterity, or Constitution saving throw, you can
table in chapter 9 of the Dungeon Master’s Guide
spend 3 sorcery points to give yourself advantage on
(reprinted below). For the next 10 minutes, you gain
the saving throw.
the features listed for that race in addition to your
own. You do not gain the race’s ability modifiers. You
Wardbreaker’s Strike can use this feature a number of times equal to your
18th level Raumathari Battlemage feature
Charisma modifier, and regain all uses after finishing
You can sever your foe’s strength with a simple swing a long rest.
of your weapon. Starting at 18th level, when you hit
a creature with your bonded weapon, you can spend Reborn Magic
6 sorcery points to weaken the creature’s resistance 1st level Reborn feature
against your spells. If you do, the next time you You learn additional spells when you reach certain
damage that creature with a spell, the creature has levels in this class, as shown on the Reborn Spells
vulnerability to all of that spell’s damage. table. Each of these spells counts as a sorcerer spell
for you, but it doesn’t count against the number of
sorcerer spells you know.
Whenever you gain a sorcerer level, you can
replace one spell you gained from this feature with
another spell of the same level. The new spell must
be a spell not on the sorcerer spell list

32 2.Classes
Character Options

Reborn Spells Sorcerer’s Bloodline


Sorcerer Level Feature 14th level Reborn feature
1st animal friendship, dissonant whipsers You can use 3 sorcery points to regain a use of your
3rd barkskin, silence Past Lives feature. You can expend a use of your Past
Lives feature to gain 2 sorcery points.
5th elemental weapon, speak with plants
7th grasping vine, death ward Final Form
9th commune with nature, legend lore 18th level Reborn feature
You can cast polymorph on yourself without
Knowledge Reborn requiring any components or using a spell slot. You
6th level Reborn feature
can use this form to take actions which require
Whenever you use your Past Life feature, you select hands or speech, allowing you to talk and cast spells
one of the following features which also manifests while polymorphed in this way.
for the duration of the feature. Once you manifest a Once you use this feature, you can’t do so again
class feature, you cannot choose that class again for until you finish a long rest, unless you spend 5
this feature until you finish a long rest. sorcery points to use it again.

Reborn Defense
6th level Reborn feature
You can expend a use of your Past Lives feature
to become proficient in saving throws and ability
checks in an ability of your choice for 10 minutes.

Knowledge Reborn Abilities


Class Ability
Artificer You gain proficiency with a single set of tools of your choice. They are also a spellcasting focus for you.
Barbarian You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Bard You can add half your proficiency bonus, rounded down, to any ability check in which you are not proficient.
Cleric Exchange up to 2 of your cantrips for cleric cantrips.
Druid Exchange up to 2 of your cantrips for druid cantrips.
Fighter On your turn, you can use a bonus action to regain hit points equal to 1d10 + your sorcerer level. Once you
use this feature, Knowledge Reborn ends.
Monk Your movement increases by 5 feet and your unarmed attacks deal 1d4 damage.
Paladin You become immune to disease.
Ranger You ignore difficult terrain from natural sources, such as overgrown underbrush, but not from spells, such
as entangle.
Rogue Choose one of the following skills. Your proficiency bonus is doubled for ability checks made with that skill:
Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion,
Sleight of Hand, and Stealth.
Warlock When you cast a spell, you can cast it as though you used a spell slot 1 level higher. If you do, Knowledge
Reborn ends.
Wizard When Knowledge Reborn ends, you regain a 1st- or 2nd-level spell slot.
Wychlaran You can cast any ritual from the Wychlaran spell list as long as you are in Rashemen. If you do, Knowledge
Reborn ends.

2.Classes 33
Character Options

NPC Features
Race Feature
Aarakocra Dive Attack; talon attack action (Strength based attack, 1d6 slashing damage); speed 20 ft., fly 50 ft.;
speaks Auran
Bullywug Amphibious, Speak with Frogs and Toads, Swamp Camouflage, Standing Leap; speed 20 ft., swim 40 ft.;
speaks Bullywug
Dragonborn Breath Weapon, Damage Resistance, Draconic Ancestry; speaks Common and Draconic
Drow Fey Ancestry, Innate Spellcasting feature of the drow, Sunlight Sensitivity; darkvision 120 ft.; speaks
Elvish and Undercommon
Dwarf Dwarven Resilience, Stonecunning; speed 25 ft.; darkvision 60 ft.; speaks Common and Dwarvish
Elf Fey Ancestry, Trance; darkvision 60 ft.; proficiency in the Perception skill; speaks Common and Elvish
Gnoll Rampage; darkvision 60 ft.
Gnome Cunning; Small size; speed 25 ft.; darkvision 60 ft.; speaks Common and Gnomish
Gnome, Gnome Cunning, Innate Spellcasting, Stone Camouflage; Small size; speed 20 ft.; darkvision 120 ft.;
deep speaks Gnomish, Terran, and Undercommon
Goblin Nimble Escape; Small size; darkvision 60 ft.; speaks Common and Goblin
Grimlock Blind Senses, Keen Hearing and Smell, Stone Camouflage; can’t be blinded; blindsight 30 ft., or 10 ft.
while deafened (blind beyond this radius); speaks Undercommon
Half-elf Fey Ancestry; darkvision 60 ft.; proficiency in two skills; speaks Common and Elvish
Half-ork Relentless Endurance; darkvision 60 ft.; proficiency in the Intimidation skill; speaks Common and Orc
Halfling Brave, Halfling Nimbleness, Lucky; Small size; speed 25 ft.; speaks Common and Halfling
Hobgoblin Martial Advantage; darkvision 60 ft.; speaks Common and Goblin
Kenku Ambusher, Mimicry; understands Auran and Common but speaks only through the use of its Mimicry
trait
Kobold Pack Tactics, Sunlight Sensitivity; Small size; darkvision 60 ft.; speaks Common and Draconic
Kuo-toa Amphibious, Otherworldly Perception, Slippery, Sunlight Sensitivity; speed 30 ft., swim 30 ft.; darkvision
120 ft.; speaks Undercommon
Lizardfolk Hold Breath (15 min.); +3 natural armor bonus to AC; speed 30 ft., swim 30 ft.; speaks Draconic
Merfolk Amphibious; speed 10 ft., swim 40 ft.; speaks Aquan and Common
Orc Aggressive; darkvision 60 ft.; speaks Common and Orc
Skeleton Vulnerable to bludgeoning damage; immune to poison damage and exhaustion; can’t be poisoned;
darkvision 60 ft.; can’t speak but understands the languages it knew in life
Tiefling Infernal Legacy, resistance to fire damage; darkvision 60 ft.; speaks Common and Infernal
Troglodyte Chameleon Skin, Stench, Sunlight Sensitivity; +1 natural armor bonus to AC; darkvision 60 ft.; speaks
Troglodyte
Zombie Undead Fortitude; immune to poison damage; can’t be poisoned; darkvision 60 ft.; can’t speak but
understands the languages it knew in life

34 2.Classes
Character Options

Warlock
We are those who society cannot accept, the dangerous
or unusual. We’ve sought high and low through the
low valleys and mountainous ridges of our homelands,
uncovering secrets from long ago, from those defeated in
our lands, or from within ourselves. We bind ourselves
to history, and with the power unveiled, we protect those
who find difficulty in accepting us.
— Narlhan Oak

Colin C. Throm / Fat Goblin Games


Battlemage, Warlock, and Araunt Expert
Rashemen is an ancient land where powerful beings
have long battled. Echoes of their presence can
still be found within, waiting to tempt mortals with
visions of power in return for their patronage.

Warlock Patrons in
Rashemen
The GenieTCoE. Ancient Raumanthar unleashed
Players can easily choose any of the published elemental powers in their destructive end against the
warlock patrons for thier characters playing in this Empire of Narfell. Some genies may recall the mortal
region. A few ideas for each patron are described meddling that brought their kind to the region and
herein: seek retribution for real or imagined disrespect, or
The Archfey. Spirits of nature and the fey watch they may seek a means to extend their reach into the
over the land, filling it with their presence. After the realms.
Spellplague, the land’s ties to the Feywild grew even The Great Old One. Ages ago, the Imaskari
stronger and have not diminished after the effects of ruled a great empire covering nearby lands. Powerful
the Second Sundering. artificers opened extraplanar gateways in their pursuit
The CelestialXGtE. Rashemen pays reverence to of power. Perhaps a portal to a mysterious realm still
three gods who collectively keep watch over the lands exists, allowing mysterious entities to touch the minds
and its people. “The Three” are gods who collectively of those seeking knowledge and forgotten power.
keep watch over the land of Rashemen. It’s quite likely The HexbladeXGtE. Raumathari battlemages
one of their lieutenants in the outer planes may seek married potent spellcasting with martial prowess.
assistance in protecting the lands. Their techniques, however, were not lost to time.
The FathomlessTCoE. Lake Ashane’s cold waters Some souls have uncovered the secrets behind their
plunged deep below the surface and are believed to power and pledged themselves to the ghosts of the
feed The Cold Sea, a great lake in the Underdark. past.
Strange and terrible beings may hide deep within the The UndeadVGtR. Szass Tam remains a powerful
dark waters reaching out to those seeking their power. lich in control of Thay and has been known to trade
The Fiend. Narfell’s demonbinders were famous with Larloch, another ancient undead being. Both may
for their dealings with all manner of fiends when seek mortals to further their mysterious plans.
that ancient empire battled with Raumanthar. These The UndyingSCAG. The Eminence of Araunt used
evil outsiders have long memories. In particular, the Rashemen to wage its battles against the undead of
powerful demon lord Eltab has an interest in the Thay as recently as a decade ago. Perhaps remnants
region. He may look to engage mortals to advance his of this secretive undead organization from Abeir
plans of revenge upon the wychlaran who bound him remain and seek mortal agents to advance their
centuries ago. deathly agenda.

2.Classes 35
Character Options

Eldritch Invocation Options Fey Companion


When you choose eldritch invocations, you have Prerequisite: Pact of the Chain feature
access to these additional options Add the following as creatures you can summon
using find familiar: blink dog, satyr, sprite.
Ancestral Blessing
Prerequisite: 7th-level warlock, Pact of the Talisman Forbidden Magic
During a long rest, you can cast death ward once, Prerequisite: Pact of the Tome feature
without expending a spell slot. Using the secrets left behind by the Eminence
of Araunt, necromantic energy empowers you.
Ancestral Magic Whenever you cast a spell of 1st level or higher from
Prerequisite: Pact of the Talisman feature the necromancy school, your next saving throw made
Your ancestors can empower your spells, making before the start of your next turn has advantage.
them more difficult to resist. When you cast a
spell, you can expend a use of your talisman. If you Helpful Spirits
do, choose one creature affected by the spell and Prerequisite: 7th-level warlock, Pact of the Talisman
subtract 1d4 from their saving throw for that spell. As part of completing a long rest, you can cast
Mordenkainen’s faithful hound without requiring
Aspect of Hadryllis material components or expending a spell slot.
Prerequisite: 5th-level warlock, Pact of the Blade feature
If you summon a greatsword with your pact of the Passage of Death
blade feature, it deals an additional 1d8 psychic Prerequisite: Pact of the Tome feature
damage to fey and fiends. While wielding your You can perform a 1-hour ritual in any catacomb,
summoned greatsword, you also can use your action burial chamber, or other location where bodies
to cast enhance ability at will, but you can only use are ceremonially stored. Afterwards, while in one
the bull’s strength option. of these marked locations, you can use a spell slot
while walking through a door to arrive at any other
Courtly Revelry location you have marked.
Prerequisite: 6th-level warlock, Pact of the Chain feature
If you finish a long rest outdoors, you produce food Raumathari Magic
and drink for up to 6 creatures that disappears after Prerequisite: Pact of the Hexblade feature
an hour. Your spells cast on a cursed target can be made
harder to resist. If a creature under your Hexblade’s
Death Mask curse succeeds on a saving throw against one of
Prerequisite: Pact of the Tome feature your spells, you can use your reaction to force them
Undead of CR 1 or lower ignore you until you make to make the save again. The creature must use the
an attack or cast a spell. new result.

Echoes of Hadryllis Silver Magic


Prerequisite: 5th-level warlock, Pact of the Blade feature Prerequisite: Pact of the Chain feature
If you summon a greatsword with your pact of the With effort, your enchantment and illusion spells
blade feature, it deals an additional 1d8 radiant can be made harder to resist. If a creature succeeds
damage to fey and fiends. While wielding the on a saving throw against one of your enchantment
greatsword, you are constantly under the effect of or illusion spells, you can use your reaction to force
detect magic, and if you’re forced to make a saving them to make the save again. The creature must use
throw, you can use your reaction to unsummon your the new result.
pact of the blade to add 1d8 to your saving throw.

36 2.Classes
Character Options

Wizard
The greatest arcane order within Rashemen is Wychlaran wizards can follow any arcane
surely the wychlaran. This organization of female tradition, however, two new options used by the
spellcasters secretly formed to protect the arcane order are presented below. The first, “Paired Witch”
knowledge of Raumathar during that nation’s final works closely with an agent assigned by their
days. They carefully steward mystical knowledge, Wyclaran elders. The second, Telthor Bonded, forge
training young witches in the handling of magic. powerful connections to nature spirits, helping
Though the wychlaran can, and do, use independent augment their already formidable arcane abilities.
wizards as agents in Rashemen, these agents are
typically closely watched. Paired Witch
Any protection would be courtesy, not necessity. My
power is no less than thine!”
— Dynaheir, Rashemi Mage
Rashemi culture recognizes that one individual’s
strength can balance another’s weakness. It is not
uncommon for witches to travel with a trusted
companion. Witches of importance, or those charged
with urgent tasks, may have companions thrust
upon them by elders concerned for their safety. The
wychlaran wizards recognize the benefits of such
pairings and often forge long lasting relationships
with those charged with their care.
Paired Witch Features
Wizard Level Feature
2nd Cohort
6th The Land Provides
10th Born Leader
14th Intimidating Aura

Cohort
2nd level Paired Witch feature
Starting when you adopt this tradition at 2nd
level, you are assigned a cohort by the elders of
the wychlaran. As you grow in power, so will your
cohort, so that they might serve you as long as they
can. When you gain this feature, choose one of the
following types: arcanist, martialist, or sneak. The
type you choose determines the stat blocks your
cohort will use as you gain more levels in this class,
as shown on the table below.
Petar Penev

2.Classes 37
Character Options

Cohort Table throw, ending the effect on themselves on a success.


On each of your turns for the duration, you
Wizard can issue a new command that must be able to be
Arcanist Martial Sneak
Level
performed in one round. For the following round,
2nd SageCKM ThugMM ScoutMM targeted creatures will instead perform the new
6th BardVGtM BerserkerMM SpyMM command on their turn.
10th IllusionistVGtM KnightMM SwashbucklerVGtM Once you’ve used this feature, you must
14th Enchanter or
VGtM
Gladiator MM
Master ThiefVGtM
finish a long rest before doing so again.
TransmuterVGtM
Intimidating Aura
Your cohort must be a humanoid native of Rashemen 10th level Paired Witch feature
and share at least one language with you, but you can
choose or randomly select specific details such as By 14th level, you exude an aura of power and
their race or gender. Your cohort would risk their life importance that inspires fear and awe in those
to protect you, and follows your orders to the best of around you. As long as you aren’t incapacitated,
their ability. In combat, they roll their own initiative hostile creatures who enter or begin their turn in a
and act on their own turn. Out of combat they may space within 10 feet of you must make a Wisdom
run small errands or scout out an area, but they will saving throw or become frightened of you until the
not willingly travel more than a few miles away from beginning of your next turn.
the one they are sworn to protect.
If your cohort dies and is not revived, you must Telthor Companion
return to a populated area (such as a city or village)
and spend 2d6 days searching for another suitable The aged Othor’s are blind, foolish, and weak. We must
cohort. use all the powers at our disposal to strike against our
Cohort stat blocks can be found in Appendix A — enemies before they do the same to us.
Published Stat Blocks (page 164). — Angyelheir, secretive Durthan
The Land Provides Rashemen is a land filled with nature spirits. Some,
6th level Paired Witch feature known as telthors, are sacred guardian spirits
protecting locations, berserker lodges, and in some
By the time you reach 6th level, your spiritual cases, individuals. A few rare witches can form
connection to the land has granted you and your a connection with these spirits who become the
cohort protection against those who would use caster’s bonded protector.
its power against you. You both gain resistance to Interestingly, many durthans who worked
poison damage, and are immune to the poisoned secretly against wychlaran rule followed this
condition. tradition, binding darker spirits of the country to
their will.
Born Leader
10th level Paired Witch feature Spiritual Companion Features
With your title comes authority, and at 10th level you Sorcerer Level Feature
learn a new way to wield it. As an action, you can 2nd Spiritual Companion
issue a simple command (such as those detailed in 6th Heart of Ice
the command spell) to a number of creatures equal 10th Irresistible
to double your Charisma modifier. Each target must
14th Telthor Coordination
make a Wisdom saving throw against your spell
save DC, or be magically compelled to carry out
the command for a number of rounds equal to your
Charisma modifier.
At the end of each of their turns for the duration,
targeted creatures can repeat the Wisdom saving

38 2.Classes
Character Options

Spiritual Companion Heart of Ice


2nd level Rashemi Cohort feature 6th level Rashemi Cohort feature
When you adopt this tradition at 2nd level, you By the time you reach 6th level, your connection
gain a spiritual companion called a telthor. Your to the magic you wield grants you and your telthor
telthor can take the form of any beast (not including resistance to cold damage. Additionally, spells you
swarms) with a CR of 1/2 or less. The companion cast that deal cold damage ignore resistances.
uses the stats of your chosen beast with the following
changes; Irresistible
• Your telthor’s type is fey, instead of beast. 10th level Rashemi Cohort feature
• Your telthor has a number of hit dice equal As your knowledge of the arcane grows, your magic
to your own, and gains an additional hit die becomes harder for others to resist. Starting at 10th
whenever you gain a level in this class. level, whenever you cast a wizard spell that requires
• You and your telthor can communicate targets to make a saving throw, you can choose
telepathically, as long as you are within 100 feet. to force all targets to make the saving throw with
After choosing the form your telthor takes, you disadvantage. Once you’ve used this feature, you can’t
cannot change it. Your telthor acts independently of do so again until you finish a long rest.
you, but it always obeys your commands. In combat,
it makes its own initiative checks and acts on its own Telthor Coordination
turn. As long as you and your telthor are within 30 14th level Rashemi Cohort feature
feet of each other, you can make any spell you cast By 14th level, your telthor have become an
that targets only you also target your telthor. If it is of irreplaceable part of your combat tactics. Whenever
a suitable size, your telthor can also serve you as a you cast a spell or make a weapon attack, one of your
mount both in and out of combat. telthor can use their reaction to move up to 10 feet
As an action, as long as you are within 100 feet and make an attack against a creature within range.
of your telthor, you can see and hear through its eyes
and ears until the start of your next turn. During this
time, you are deaf and blind with regard to your own
senses, but gain the benefits of any special senses
your telthor has.
When your telthor drops to 0 hit points, it
disappears, leaving behind no physical form. You can
also dismiss it at any time as an action, causing it to
disappear. In either case, it can be resummoned by
performing a ritual during a long rest, at the end of
which your telthor reappears, restored to its hit point
maximum.
At 6th level, you gain a second telthor
companion, which can take the form of any beast
(not including swarms) with a CR of 1 or less.
Rick Hershey/Fat Goblin Games

2.Classes 39
Character Options

Wychlaran
Caretakers of ancient arcane knowledge, the
wychlaran use wisdom and magic to protect
Rashemen and guide its people.

Spiritual Community Leaders


The wychlaran, or witches as most call them, are
the spiritual leaders of Rashemen. They fulfil many
of the roles that clerics and druids occupy in other
lands, communing with the deities and spirits on the
behalf of common folk. Their words are heeded by
all, and to disobey one is unthinkable.

Knowledge Tempered by Wisdom


The wychlaran are sworn caretakers of ancient
Raumathar’s arcane knowledge. The empire was
known for its battle-wizards, capable of unleashing
powerful spells and binding elemental magic into
arcane constructs to create great weapons of war.
The wychlaran judiciously protect this lore, carefully
using these magical secrets in defense of the land.

Tradition, Progress, & Heresy


As caretakers of rare magical knowledge, the
wychlaran have learned drawing upon divine,
natural, and arcane energy in their spellcasting. A
secretive few disagree with the conservative use of
magic. These “durthans” would use the full extent
of knowledge available, including forbidden dark
magic, to protect and preemptively strike
against the nation’s enemies. Wychlaran
leaders remain vigilant against such
heresy, believing such thinking leads to
the same self-destructive path taken by
their Raumathari ancestors.
Petar Penev

40 2.Classes
Character Options

Wychlaran Class Table Spell Slots per Spell Level


Proficiency Communal Cantrips
Level Bonus Binding Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 Communal Binding, 2 2 — — — — — — — —
Spellcasting
2nd +2 2 Bonded Spellcasting, 2 2+1 — — — — — — — —
Communal Channeling
3rd +2 2 Wychlaran Praxis 2 2+1 1 — — — — — — —
4th +2 2 Ability Score Improvement 3 2+1 1+1 — — — — — — —
5th +3 3 Place Magic 3 2+1 1+1 1 — — — — — —
6th +3 3 Unweave (1 use) 3 2+1 1+1 1+1 — — — — — —
7th +3 3 Wychlaran Praxis Feature 3 2+1 1+1 1+1 1 — — — — —
8th +3 3 Ability Score Improvement 3 2+1 1+1 1+1 1+1 — — — — —
9th +4 4 Unweave (2 uses) 3 2+1 1+1 1+1 1+1 1 — — — —
10th +4 4 Repurpose Construct 4 2+1 1+1 1+1 1+1 1+1 — — — —
11th +4 4 — 4 2+1 1+1 1+1 1+1 1+1 1 — — —
12th +4 4 Ability Score Improvement 4 2+1 1+1 1+1 1+1 1+1 1 — — —
13th +5 5 Unweave (3 uses) 4 2+1 1+1 1+1 1+1 1+1 1+1 1 — —
14th +5 5 Wychlaran Praxis Feature 4 2+1 1+1 1+1 1+1 1+1 1+1 1 — —
15th +5 5 — 4 2+1 1+1 1+1 1+1 1+1 1+1 1 1 —
16th +5 5 Ability Score Improvement 4 2+1 1+1 1+1 1+1 1+1 1+1 1 1 —
17th +6 6 — 4 2+1 1+1 1+1 1+1 1+1 1+1 1 1 1
18th +6 6 Wychlaran Praxis Feature 4 2+1 1+1 1+1 1+1 1+1 1+1 1 1 1
19th +6 6 Ability Score Improvement 4 2+1 1+1 1+1 1+1 1+1 1+1 1 1 1
20th +6 6 Coven 4 2+1 1+1 1+1 1+1 1+1 1+1 1 1 1
*The Spell Slots Per Level columns indicate the number of spell slots available to cast per long rest, along with any bonded
spell slots you may have available. The “+1” on this list represents the number of bonded spell slots available to you.
Quick Build Proficiencies
You can make a wychlaran quickly by following these Armor: Light Armor
suggestions. First, put your highest ability score in Weapons: Simple weapons, all swords
Wisdom, followed by Constitution or Intelligence. Tools: Herbalism kit
Second, choose the new wychlaran background (page Saving Throws: Wisdom, Charisma
53). Skills: Choose two from Arcana, Insight, Medicine,
Perception, Persuasion, Survival
Hit Points
Hit Dice: 1d6 per wychlaran level Starting Equipment
Hit Points at 1st Level: 6 + your Constitution You start with the following equipment, in addition to
modifier. the equipment granted by your background.
Hit Points at Higher Levels: 1d6 (or 4) + your • (a) any sword or (b) any simple weapon
Constitution modifier per wychlaran level • (a) any simple weapon or (b) a component pouch
after 1st. • Leather armor, an explorer’s pack, and a
wychlaran mask
If you forgo this starting equipment, as well as the
items offered by your background, you start with 4d4
× 10 gp to buy your equipment.

2.Classes 41
Character Options

Class Features Other Ways To Play A Wychlaran


As a wychlaran, you gain the following class features Players interested in playing a Rashemi witch
which are summarized in teh Wychlaran table. character can do so without choosing this
new character class. Nearly any class with
spellcasting as a focus would work well to
Wychlaran Spellcasting represent one of the wychlaran. Bards, Clerics,
Druids, Sorcerers, Warlocks, and Wizards are all
Wychlaran spellcasting is a combination of learned
great character choices.
knowledge and deep connection with spirits and
the land itself. The origin of wychlaran arcane Even combat oriented classes with spellcasting
capabilities lies in learned magics such as those capabilities could be a fun way to represent a
practiced by wizards but has evolved over time, witch - Eldritch Knight (fighter), Way of the Four
and has been tempered with wisdom and passed Elements (Monk), Arcane Trickster (Rogue),
down in oral traditions and complex rituals. While and many Ranger or Paladins archetypes could
wychalaren have access to a wide breadth of spells, be interesting interpretations.
individuals specialize their knowledge and the rituals Other options included in this volume for
needed to form a spiritual connection and change customizing your PC as one of the Witches of
their daily spells are more demanding and therefore Rashemen include:
more limited on a day-to-day basis. See Spells
Backgrounds. Wychlaran background (page 53)
Rules for the general rules of spellcasting and the
Wychlaran Spells Listing for your spell list. Feats. Magic Initiate (Wychlaran) and Rashemi
Elemental Summoning (page 61)
Cantrips
At 1st level, you know two cantrips of your choice
from the wychlaran spell list, as well as the guidance long rest, Preparing a new list of wychlaran spells
and resistance cantrips. You learn additional requires time spent in ritual connection with the
wychlaran cantrips of your choice at higher levels, spirits or with the land: at least 1 minute per spell
as shown in the Cantrips Known column of the level for each spell on your list.
Wychlaran Class Table. For example, if you are a 3rd-level wychlaran,
you have two 1st-level and one 2nd-level spell slots.
Preparing and Casting Spells With a Wisdom of 16, your list of prepared spells
The Wychlaran Class Table shows how many spell can include six spells of 1st or 2nd level, in any
slots you have to cast your wychlaran spells of 1st combination. If you prepare the 1st-level spell cure
level and higher. To cast one of these spells, you must wounds, you can cast it using a 1st-level or 2nd-level
expend a slot of the spell’s level or higher. You regain slot. Casting the spell doesn’t remove it from your list
all expended spell slots when you finish a long rest. of prepared spells. With a Wisdom modifier of +3,
You prepare the list of wychlaran spells that you can change 3 of the prepared spells on the list
are available for you to cast, choosing from the whenever you finish a long rest, they need not be the
wychlaran spell list. The first time you do so, same spells you changed the previous day. The first
choose a number of wychlaran spells equal to your time you prepare spells after leveling up to 4th level,
wychlaran level + your Wisdom modifier (minimum you prepare one additional spell of your choice from
of one spell). Subsequently, this total increases the wychalaran spell list.
as your Wychlaran level or your Wisdom modifier Ritual Casting
increase, but you can only change a limited number You can cast a wychlaran spell as a ritual if that spell
of spells on the list per day as described below. Your has the ritual tag and you have it prepared.
prepared spells must be of a level for which you have
spell slots. Spellcasting Focus
You can change a number of prepared spells You can use a sword, quarterstaff, or a wychlaran mask
equal to your Wisdom modifier when you finish a as a spellcasting focus for your wychlaran spells.

42 2.Classes
Character Options

while performing it. A wychlaran can’t perform the


Communal Binding ritual more than once every 24
hours.
When the Communal Binding ritual is
completed, each bonded creature, including the
wychlaran, contributes a number of d3s equal
to their proficiency bonus to a communal pool.
These dice are used when invoking the communal
bindings’ effects (see below) and tracked by the
wychlaran who performed the ritual. The pool
replenishes fully once all bonded creatures have
completed a short rest.
The Communal Binding is a spiritual event and
Dean Spencer

not considered magical, and is not affected by dispel


magic or similar effects. The communal pool is
destroyed if the lead wychlaran dies or participates
in a new Communal Binding.

Communal Pool Uses


Spellcasting Ability • As a bonus action on their turn, any of the
Wisdom is your spellcasting ability for your bonded creatures can remove one die from the
wychlaran spells. You use your Wisdom whenever communal pool and add it to their next attack
a wychlaran spell refers to your spellcasting ability. roll, damage roll, or ability check. They must
In addition, you use your Wisdom modifier when choose the die’s use when it is taken from the
setting the saving throw DC for a wychlaran spell you pool, and before rolling the pool die.
cast and when making an attack roll with one. • As a reaction when one of the bonded creatures
makes a saving throw, that creature and/or the
Spell save DC = 8 + your proficiency bonus lead wychlaran who can see them can remove
+ your Wisdom modifier one die (each) from the pool and add it to the
Spell attack modifier = your proficiency bonus saving throw. They must do so after the saving
+ your Wisdom modifier throw has been rolled, but before determining
the result.
Communal Binding • As long as there is at least one die in the
communal pool, a wychlaran can add that
A wychlaran can perform a 1-hour ritual to create die to any saving throws made to maintain
a bond between themself and a number of willing concentration without expending the die.
creatures. Excluding the wychlaran performing the
ritual, the maximum number of creatures that can Multiple Wychlaran
be included in the ritual is listed in the Communal No creature, including a wychlaran, can be part
Binding column in the Wychlaran Class Table. The of multiple bindings. A wychlaran can be part of a
Communal Binding number increases only with binding performed by another wychlaran; in this
levels in the wychlaran class. case, only one communal pool is formed, and it is
The communal bond lasts until the lead controlled by the wychlaran leading the ritual. The
wychlaran performs a new binding ritual or through binding of a second wychlaran increases the pool
death. The communal bond is severed for all die size from d3 to d4, and the binding of a third
bonded creatures if the wychlaran dies, and for wychlaran to a d6. Additionally, multiple wychlaran
each individual bonded creature if they die. The can never have the same Communal Channeling
ritual can be performed as part of a short or long option active simultaneously within the same
rest, so long as the wychlaran does not cast spells Communal Binding.

2.Classes 43
Character Options

Severed Bonds specific spells and separate spell slots can be used
When a communal binding is severed as a result of for Bonded Casting.
the lead wychlaran’s death, all participants suffer a When you use Bonded Casting on your turn, you
1d3 penalty to their attack rolls, ability checks, and can take no other actions, bonus actions, or reactions
saving throws, and cannot participate in another during that turn.
Communal Binding until they finish a long rest. The When you use Bonded Casting to cast a
communal pool is also destroyed. spell targeting a creature with whom you share a
When a communal binding is severed as a result Communal Binding, you may choose for that spell to
of a bonded creature’s death, only the lead wychlaran affect any number of other creatures that are part of
and that creature suffer the 1d3 penalty, but neither that Communal Binding.
party suffers any Communal Binding restrictions.
Bonded Spell Slots
The Wychlaran Class Table shows how many bonded
Multiclassing and the spell slots you have to cast your wychlaran spells
Wychlaran of 1st level or higher. These spell slots can also be
used for regular casting, but your regular spell slots
If your group uses the optional rule on multiclassing cannot be used for Bonded Casting.
in the Player’s Handbook, here’s what you need to You regain all expended bonded spell slots when
know if you choose wychlaran as one of your classes. you finish a long rest. You can never gain more
Ability Score Minimum. As a multiclass character, bonded spell slots than is listed on the Wychlaran
you must have at least a Wisdom score of 13 to take Class Table, and items or features which add or
a level in this class, or to take a level in another class restore spell slots do not add or restore bonded spell
if you are already a wychlaran. slots unless specified.

Proficiencies Gained. If wychlaran isn’t your initial Bonded Spells


class, here are the proficiencies you gain when you The Bonded Casting Spells table shows spells that
take your first level as a wychlaran: all swords, light can be used for bonded casting. You always have
armor. these spells prepared and they do not count against
Spell Slots. You refer to the standard multiclassing the number of spells you can prepare.
rules for the Spellcasting Feature for the purposes of
Bonded Casting Spells
calculating your total spell slots, with the following
adjustments: Wychlaran
Level Spells
• In addition to the listed classes, add all your 2nd guidance, cure wounds, healing word,
levels in the wychlaran class for the purposes of shield of faith
calculating your total level. 4th spider climb
• Instead of using the Multiclass Spellcaster table,
6th spirit shroudTCoE
you use the Wychlaran Class Table and cannot
gain Spellcasting spell slots beyond those listed. 8th freedom of movement
This can result in the loss of spell slots from 10th restore spiritNEW, Tasha’s otherworldly guiseTCoE
another class with the Spellcasting feature.
• You do not gain any additional bonded spell slots Bonded Recovery
as a result of multiclassing. Once per day, when you finish a short rest, you can
choose expended bonded spell slots to recover. The
spell slots can have a combined level that is equal to
Bonded Casting or less than half your wychlaran level (rounded up).
For example, if you’re a 4th-level wychlaran, you
Starting at 2nd level, you can extend the benefits
can recover up to two levels worth of spell slots.
of certain spells to those you share a Communal
You can recover either a 2nd-level spell slot or two
Binding with. Casting in this manner is more
1st-level spell slots.
strenuous than working normal spells, and only

44 2.Classes
Character Options

Communal Channeling Wychlaran Praxis


Starting at 2nd level, you can use your action to
channel energies among those who are part of At 3rd level, you choose the set of teachings
your Communal Binding, and are within 30 feet of and customs you practice in your daily life as a
you when the channeling begins. The channeling wychlaran. The choice of praxis informs all aspects
lasts for 1 minute. It ends early if you are knocked of your powers, from additional spells you learn from
unconscious or you use an action on your turn to end spirits, to how you lead your communal binding, to
it. When you begin channeling, you choose one of the way you use constructs. The Praxis of Tradition
these options: is the time-honored path for most hathrans, while the
Praxis of Power is the nonconformist path typically
• Commanding Channeling. You take tighter taken by durthans.
control of the Communal Binding. For the
duration of the channeling, only you can use
dice from the Communal Pool. Once on each Place Magic
of their turns, other creatures within the Starting at 5th level, you are able to draw on the
Communal Binding can deal additional damage magic of the land itself to help you cast your magics.
equal to your Charisma modifier to a creature While you are located in Rashemen, you can cast any
or creatures damaged by one of the bonded wychlaran ritual spell without having it prepared.
creature’s spells or attacks. Additionally, once per short rest, you can cast
• Protective Channeling. You raise the defenses one wychlaran spell you don’t have prepared using an
of the bonded creatures. When you begin appropriate spell slot.
channeling and at the start of each of their turns,
this feature grants temporary hit points to all
other creatures that are part of your Communal
Unweave
Binding. The number of temporary hit points The years of resistance and opposition to the Thayan
is equal to your Communal Binding number. wizards have taught the wychlaran to combat magic.
When a creature loses these temporary hit Starting at 6th level, you can use your action to
points, you take psychic damage equal to half cast dispel magic at its lowest level, or your reaction
your Communal Binding number, rounded to cast counterspell at its lowest level, without using
down. If multiple creatures lose these hit points a spell slot, any components, or having the spell
simultaneously, the total damage you take is prepared.
capped at your Communal Binding number for Additionally, if the spell or effect you are
that instance. Damage you take from Protective attempting to unweave is of the necromancy or
Channeling ignores resistance and immunity, enchantment schools and requires you to make
but does not cause you to make saving throws to an ability check as part of casting dispel magic or
maintain concentration. counterspell, you can add your proficiency bonus to
• Psychic Channeling. You form a strong the ability check.
telepathic connection with the bonded creatures. You may use this feature once and regain any
For the duration of the channeling, all creatures expended uses when you finish a short rest. You gain
within your Communal Bond can communicate additional uses of Unweave at 9th and 13th levels in
telepathically, regardless of distance. The this class.
connection formed enables the affected creatures
to perform more complex maneuvers by giving Re-Purpose Construct
them awareness of what their comrades are
about to do. Additionally, as a bonus action on Starting at 14th level, ancient Raumatharian
their turn, a bonded creature can use the senses knowledge of constructs allows you to make use of
of another bonded creature instead of their own existing constructs. When you defeat a construct
until the end of their own turn. For example, a and it is not entirely destroyed, you can attempt
human can gain a dwarf’s darkvision. to magically re-purpose it to serve you. You can’t

2.Classes 45
Character Options

attempt to repurpose a construct with a Challenge


Rating greater than half your wychlaran level
Praxis of Tradition (hathran)
(rounded up). The Praxis of Tradition focuses on the protection
The repurposing attempt takes 1 minute, during and leadership of your people.
which you must remain within 5 feet of the construct
and can’t cast any spells. At the end of the minute, Fortitude
make a Wisdom (Arcana) check with a DC equal to When you adopt the Praxis of Tradition at 3rd level,
10 plus the construct’s Challenge Rating. On failure, you learn traditional meditation techniques that
the construct is not re-animated and can’t be targeted fortify the body and spirit. Your hit point maximum
by this feature again. increases by 3, and increases by 1 again whenever
On a success, you gain control of the construct, you gain a level in this class.
with the following changes: the construct no longer
has its knowledge or personality, it has only half of Praxis Spells
its average hit points and can never regain hit points You gain praxis spells at the wychlaran levels listed
by any means short of a wish spell. It has an Armor in the Praxis of Tradition Spells table. You gain
Class 2 points lower than listed in its stat block. The both standard and Bonded Casting spells from your
construct acts immediately after you in initiative, and praxis. Once you gain a praxis spell, you always have
can move, dodge, and use any reactions on its own, it prepared, and it doesn’t count against the number
but taking other actions requires you take a bonus of spells you can prepare each day.
action to command it to do so on its turn. If you have a praxis spell that doesn’t appear on
The construct is held together by magic and the wychlaran spell list, the spell is nonetheless a
falls apart after 8 hours or earlier if you repurpose a wychlaran spell for you.
different construct. Additionally, it can be destroyed
by the dispel magic spell or similar effects as a spell Praxis of Tradition Spells
equal to its Challenge Rating. Wychlaran
Once you’ve successfully repurposed a construct, Level Spells
you can’t do so again until you finish a short rest. 3rd animal friendship, beast bond, calm, emotions,
sanctuary, spike growth, summon beastTCoE
Coven 5th beacon of hope, call lightning,
life transferenceXGtE
At 20th level, your Communal Binding can empower 7th dominate beast, guardian of natureXGtE,
whole communities. stoneshape
• There is no longer a limit to the number of 9th reincarnate, wrath of natureXGtE
creatures that can be part of your Communal 11th bones of the earthXGtE, wind walk
Binding.
• When at least 6 other creatures are part of your Praxis of Bonded Casting Spells
Communal Binding, the Communal Pool has Wychlaran
unlimited dice. Level Spells
• When at least 6 other creatures are part of your 3rd resistance, protection from evil and good
Communal Binding, other wychlaran within the
4th enhance ability
binding can also use the pool as though they
were the binding’s leads. 6th protection from energy
8th deathward
Having a 4th, 5th, or 6th individual as part of your
Communal Binding can now increase the Communal
Pool die to a d8, d10, and d12 respectively.

46 2.Classes
Character Options

Communal Channeling Protective Construct


Enhancements Starting at 14th level, you are able to use a construct
You learn to improve your communal channeling in under your control to protect your allies. As a
subtle ways. An enhancement to each channelling reaction when a creature you can see is hit by an
option is available for you starting when you adopt attack, you command your construct to intercept the
this Praxis at 3rd level. You choose one of these attack. The construct must use its reaction to do so.
options when you gain this feature, a second at 9th, If the construct is within 5 feet of the target, it takes
and the third at 11th level. twice the attack’s damage. If the construct is more
than 5 feet away, it may move up to its speed as part
Voice of Reason of its reaction.
Commanding Channeling Enhancement.

Rick Hershey/Fat Goblin Games


While your Commanding Channeling is active, and Place Wisdom
you use a communal pool die on another creature, Starting at 18th level, when you finish a long rest
instead of using one die, you can use a number of in Rashemen, you can commune with the Rashemi
dice equal to half your Communal Binding number spirits to begin the day with the shapechange and
(rounded up). true resurrection spells prepared. These spells
Soothing Presence count as wychlaran spells for you, and don’t
Protective Channelling Enhancement count against the number of spells you can
While your Protective Channeling is active, the prepare.
number of temporary hit points granted increases Alternatively, or if you are
by your communal pool die. Additionally, you are not in Rashemen, when you
resistant to psychic damage, including that dealt by finish your long rest, you can
your communal channeling. commune with the local
Burden of Leadership spirits. The DM chooses one
Psychic Channelling Enhancement spell of 7th or 8th level from
While your Psychic Channeling is active, as reaction any spell list that is relevant
at the start of your turn, you can choose to switch to either the theme or the former
places in initiative with one bonded creature that has inhabitants of the region and
a lower initiative than you. The change in initiative you begin the day with this
lasts until the end of the combat. Once used, this spell prepared; it counts
feature can’t be used again until the next time you a wychlaran spell for you,
roll initiative. and does not count against the
number of spells known. For
Declare Presence example, communing with the
Starting at 7th level, the weight of your presence is spirits of the Plane of Fire may
felt not only by the people of Rashemen, but by any result in preparing the fire storm
intelligent creature. As an action, you speak your spell, while communing
name and title (as appropriate) outloud. Your voice with the spirits of a storm
can be heard up to 60 feet away, including through giant kingdom might
nonmagical barriers such as stone up to 5 feet thick. result in control
For the next 10 minutes, you have advantage on weather. In the
Charisma checks made to interact with any creature unlikely event
that heard your declaration that has an Intelligence that the location
of 4 higher and speaks at least one language. you’re in has
Additionally, if you are surprised during this period, never been
you do not lose the ability to use your reaction as a inhabited—such
result of being surprised. as a demiplane—
this ability may
yield no additional spells.

2.Classes 47
Character Options

Praxis of Power (durthan) Communal Channeling


Enhancements
The Praxis of Power lets you forge an independent Your Praxis of Power leads you to focus on
path, seeking out hidden or forbidden knowledge to harnessing personal power from your channeling.
achieve your goals. You learn to improve your communal channeling in
subtle ways. An enhancement to each channeling
Secret Ways option is available for you starting when you adopt
When you adopt the Praxis of Power at 3rd level, this Praxis at 3rd level. You choose one of these
you become proficient in the Deception and Stealth options when you gain this feature, a second at 9th
skills. level, and the third at 11th level.

Praxis Spells Draw Power


You gain praxis spells at the wychlaran levels listed Commanding Channeling Enhancement.
in the Praxis of Power Spells table. You gain both While your Commanding Channeling is active, as
standard and Bonded Casting spells from your a reaction when you deal damage, you can add the
praxis. Once you gain a praxis spell, you always have number of communal pool dice up to your communal
it prepared, and it doesn’t count against the number binding number to the damage dealt by one of your
of spells you can prepare each day. attacks or wychlaran spells.
If you have a praxis spell that doesn’t appear on
the wychlaran spell list, the spell is nonetheless a Draw Protection
wychlaran spell for you. Protective Channelling Enhancement
While your Protective Channeling is active, as a
Praxis of Power Spells reaction when you take damage from an enemy, you
Wychlaran can reduce the temporary hit points on any number
Level Spells of willing creatures in your Communal Binding to 0,
3rd bane, dissonant whispers, inflict wounds, heat and then reduce the damage you take by the same
metal, pass without trace, phantasmal force amount. The affected bonded creatures can’t gain
5th elemental weapon, summon lesser demons, temporary hit points by any means until the start of
summon shadowspawn your next turn.
7th compulsion, summon aberration, summon
Masterplan
greater demon
Psychic Channelling Enhancement
9th enervation, infernal calling
When you roll initiative and you are not surprised,
11th blade barrier, soul cage you can use your reaction to immediately begin your
Praxis of Power Casting Spells Psychic Channeling. Additionally, you may switch
Wychlaran the initiatives of willing bonded creatures, including
Level Spells yourself, in any way you see fit.
3rd shashkah, longstrider
4th dragon’s breath
6th haste
8th fire shield

48 2.Classes
Character Options

Demonstrate Power Place Power


Starting at 7th level, you can use the power you exude Starting at 18th level, when you finish a long rest
to dissuade others from hostile action. As an action, in Rashemen, you can commune with the Rashemi
you can expend a spell slot of any level and attempt to spirits to begin the day with the gate and meteor
threaten a creature with your arcane power. swarm spells prepared. These spells count as
If the creature’s Challenge Rating is equal to wychlaran spells for you, and don’t count against the
or less than the level of slot expended, the creature number of spells you can prepare
refuses to take any action harmful to you and your Alternatively, or if you are not in Rashemen,
allies for 24 hours and leaves the area unless it is in when you finish your long rest, you can commune
its lair or residence. with the local spirits. The DM chooses one spell of
If however, the creature’s Challenge Rating is 7th or 8th level from any spell list that is relevant
higher than the level of the expended spell slot, for to either the theme or the former inhabitants of
the next minute, you can use your reaction to the first the region and you begin the day with this spell
hostile action by the creature against you or your allies prepared; it counts a wychlaran spell for you, and
to cast a spell with the previously expended spell slot; does not count against the number of spells known.
the spell must have a regular casting time of 1 action, For example, communing with the spirits of the
be of the same or lower level as the expended slot, and Plane of Fire may result in preparing the fire storm
target only that creature. spell, while communing with the spirits of a storm
giant kingdom might result in control weather. In the
Personal Guardian unlikely event that the location you’re in has never
Starting at 14th level, when you successfully been inhabited—such as a demiplane—this ability
repurpose a construct with a Challenge Rating of 7 may yield no additional spells.
or higher, you can repurpose it as a shield guardian
for yourself. The repurposed construct is subject to
all penalties of the Repurpose Construct feature,
including inability to regain hit points, but uses the
shield guardian statistics instead of the original
construct’s. The shield guardian is bound to you and
does not require a control amulet. Unlike a standard
repurposed construct, the shield guardian lasts
until it is reduced to 0 hit points, is dispelled, or you
repurpose a different construct.

Dean Spencer

2.Classes 49
Character Options

3.Backgrounds
3.Backgrounds
R
ashemen is a vast land filled with a multitude
of people. Almost any background can find
a place in this wild country. This chapter
introduces two new backgrounds: the
lodge berserker and the wychlaran. In addition, ideas
for integrating the backgrounds found in the Player’s
Handbook are also provided.

New
Backgrounds
Two new backgrounds are presented here; the lodge
berserker and the wychlaran.

Lodge Berserker
You joined one of Rashemen’s many berserker lodges
and are indoctrinated as one of its valued members.
Members consider one another part of an extended
family, happily helping their fellows whenever
possible. While traditionally, foreigners refer to all

Brian Patterson
Rashemaar warriors as “berserkers,” only members
of berserker lodges are considered so within
Rashemen.
Each lodge has its own personality, expressed
by their fighting styles and appearance. Lodge are
protected by their own telthor, usually of a creature Skill Proficiencies: Choose two from among Athletics,
related to the lodge’s name. The members of each Intimidation, and Survival
lodge are grouped into “Fangs,” elite fighting forces Tool Proficiencies: one type of gaming set
ready to answer the Iron Lord’s call to defend the Languages: one of your choice
nation. Initiation rites vary by lodge but invariably Equipment: A symbol of your berserker lodge (examples
require a demonstration of fighting prowess and include a stag horn for the Great Stag Lodge, a web
completion of various tests such as all-night drinking embroidered cloth for the Ettercap Lodge, or a claw
contests or single handed battle against every necklace for the Snow Tiger Lodge), a gaming set you
member of the lodge. are proficient in, a set of common clothes, and a belt
Have you joined one of the large, well-known pouch containing 10 gp.
lodges or are you a member of a small lodge few
have heard of? Whatever the case, most Rashemaar
look to you with respect and admiration.

50 3.Backgrounds
Character Options

Lodge
While there are many berserker lodges throughout
Rashemen, some only numbering a handful of
warriors, these are some of the largest and most The Old Lodge
well known. You can roll on the table below, choose a One of the greatest honors for a
lodge from the list, or create your own. Rashemi berserker is to be invited to
Common Berserker Lodges join the Old Lodge. Only the wisest and
most experienced warriors from other
d8 Lodge
lodges are considered for membership.
1 Ettercap. This lodge is popular around the Running
Typically to be considered, a berserker
Rocks and the High Country where climbing skills
are useful. As part of their initiations, they are known must have mastered the battle
to subject members to poisons of various creatures. techniques of at least three different
Members often wear cloth embroidered with spider or lodges before they are deemed worthy.
web motifs. The Iron Lord has left the governing
2 Goblin. Popular among the more populated regions of Thasunata, a key strategic settlement
of Rashemen, this lodge is known for their guerrilla in Rashemen, to the leaders of the Old
fighting tactics. When going into battle, Goblin Lodge Lodge.
berserkers frequently wear cowls made of leather or fur.
3 Great Stag. One of the largest lodges, Great Stag
members are often the first to charge into battle,
forcing their way past their allies to strike at the largest
foes. Lodge members commonly carry items carved Feature: Recognized Member
from deer antlers. As a member of a berserker lodge, most common
4 Ice Troll. This lodge is considered one of the toughest, folks of Rashemen look upon you with reverence.
and its members take great pride in their ability to Your presence assures a limited acceptance by the
withstand enemy attacks. They toughen their skins Rashemaar of any foreign companions you travel
using strange elixers crafted by the Old Ones. When with. If you come to a community with a hall for
entering battle, Ice Troll Lodge members often paint your berserker lodge, you and your adventuring
their faces in shades of blue. companions can expect to receive free food and
5 Owlbear. This lodge is famous for their love of lodging of a modest standard within the hall.
firewine, feasting, and brawling. Their halls include
sturdy-built furniture that can withstand their
frequently violent celebrations. Often, its members
wear spike studded armor to augment their grappling
assaults. Their greatest warriors array themselves in
cloaks festooned with owlbear feathers.
6 Snow Tiger. This small but fearsome lodge is known
for their powerful charging attack. Many use claw Rick Hershey/Fat Goblin Games
bracers to great effect while fighting. Their members
commonly wear necklaces, bracelets, and charms
crafted from the teeth and claws of predators.
7 White Dragon. One the oldest and largest lodges are
famous for their ability to survive the harsh winters of
Rashemen. Weapons and armor made from dragon
scales, teeth, and claws are carried with reverence by
the most veteran members.
8 Wolf. The members of this popular lodge are skilled Claw Bracers favored by the
at throwing their enemies to the ground. This lodge Snow Tiger lodge (page 122)
commonly wears cloaks made of wolf fur.

3.Backgrounds 51
Character Options

Suggested Characteristics

Dean Spencer
Members of berserker lodges revel in its warrior
culture. Competition with members and other
berserker lodges is seen as a way to define status
and honor. Though the Rashemi would never
support a gladiatorial arena, it is not uncommon for
settlements to host regular athletic competitions and
brawling matches where participants pummel each
other for increased respect and recognition.

Personality Traits Bonds


d6 Personality Trait d6 Bond
1 I loudly express my opinions for all to hear. 1 My lodge is my family. Nothing is more important
2 Talking is a waste of time. It is only actions that get than the people of my lodge.
things done. 2 I will be the greatest berserker in all of Rashemen.
3 If I am idle for too long, I must find a way to release 3 The Red Wizards killed someone I hold dear. I will
my aggression. make them pay.
4 I can control my anger even under the most difficult 4 The spirits of the land will be here when we are
circumstances. gone. We must pay them respect
5 I am utterly confident in everything I say and do. 5 The Witches of Rashemen saved my family. I owe
6 I am fascinated by the customs of people from other them my life.
lands and pester them to tell me about where they 6 A mysterious voice on the wind calls me to a greater
come from. purpose. I will make a difference in the lives of all I
7 Feasting. Drinking. Fighting. There are no better meet.
things in life. Flaws
8 I love my weapons. There, I said it. d6 Flaw
Ideals 1 I love to drink, feast, and fight, but I don’t know
d6 Ideal when to stop.
1 Honor. Without honor we are nothing (Lawful). 2 If you are not from Rashemen, you cannot be
trusted.
2 Power. The strongest make the rules. It is known.
(Evil) 3 I am willing to take risks, even if it puts others in
danger.
3 Freedom. We must be free to pursue our own paths.
(Chaotic) 4 I cannot forgive any slight and look to punish those
who have done so.
4 Greater Good. Our lodge becomes greater when we
help those in need. (Good) 5 The weak are not worth of my time or effort.
5 People. Ideals are meaningless words. The people I 6 I don’t need to make a plan, only the weak do.
care about are all that matter. (Neutral)
6 Glory. Through battle I will earn glory for my lodge
and myself. (Any)

52 3.Backgrounds
Character Options

Wychlaran
Your arcane or divine prowess marked you as
different from those around you. The powerful wise
women of your land sought you out to bring you into
the fold. You’ve either spent your years practicing
your magical abilities on your own as an Unproven
or willingly joined the witches to train and be
numbered among their ranks.
When you choose this background, work
with your DM to determine whether you’re a true
wychlaran or a durthan, how far through the ranks
you progressed, and what kind of experiences you
have had.
Skill Proficiencies: History, plus your choice of two
from among Arcana, Insight, Medicine, Nature, and
Religion.
Tool Proficiencies: Herbalism kit
Languages: one of your choice
Equipment: Herbalism Kit, set of common and fine
clothes, a mask, a stone, twig or leaf from a place you
consider sacred, and a pouch containing 15 gold pieces.

Rank
In the Sisterhood there are different ranks of
varying power and responsibility. You had specific

Daniel Comerci
responsibilities and experiences based on which
rank you are.
Wychlaran Rank
d6 Rank
1 Unproven. Those who choose not to become ethrans,
or perhaps did not have the inclination or aptitude for Spell List
further study. Prerequisite: Spellcasting or Pact Magic class feature
2 Ethran. A low-ranking initiate, but still bearing the full
responsibility and authority of being a witch.
As a member of the wychlaran, the following spells
are added to the spell list of your spellcasting class.
3 Hathran. Leaders of the sisterhood. They can doo now
wrong and their word is law. Spell Level Spells
4 Othlor. The wisest and most experienced. Perhaps only cantrip guidance, shashkaNEW
a dozen or so individuals exist. 1st cure wounds, shield
5 Durthan. A forbidden splinter group who believe in 2nd gust of wind, lesser restoration
using any means necessary to defeat Rashemen’s
3rd spirit shroudTCoE, wind wall
enemies, including the use of forbidden dark magic.
4th fire shield, moon bladeNEW
6 Former Member. You have left the order either
voluntarily or were asked to leave. 5th restore spiritNEW

3.Backgrounds 53
Character Options

Feature: Position of Power Ideals


Your association with the Wise Women of Rashemen d6 Ideal
gives you a certain degree of power outside of your 1 Tradition. The ancient traditions of worship and
lands. Powerful arcane and divine practitioners will sacrifice must be preserved and upheld. (Lawful)
grant you audiences and occasionally some form of
2 Power. Solitude and contemplation are paths toward
aid in exchange for favors in return.
mystical or magical power. (Evil

Suggested Characteristics 3 People. I’m committed to the people I care about,


not to ideals. (Neutral)
The magic you wield, the stories the wychlaran
raised you on, and the work you did among the 4 Destiny. Nothing and no one can steer me away
people of Rashemen have shaped you into who you from my higher calling. (Any)
are today. 5 Charity. I always try to help those in need, no matter
what the personal cost. (Good)
Personality Traits
6 Freedom. Tyrants must not be allowed to oppress
d6 Personality Trait the people. (Chaotic)
1 I see omens in every event and action. The gods try
to speak to us, we just need to listen. Bonds
2 I blow up at the slightest insult. d6 Bond
3 I believe that everything worth doing is worth doing 1 I will someday get revenge on the corrupt hierarchy
right. I can’t help it--I’m a perfectionist. who branded me a heretic.
4 I feel tremendous empathy for all who suffer. 2 Everything I do is for the common people.
5 I'm convinced that people are always trying to steal 3 I will do anything to prove myself superior to my
my secrets. hated rival.
6 I ask a lot of questions. 4 I protect those who cannot protect themselves.
7 I bluntly say what other people are hinting or hiding. 5 Those who stand beside me are those worth dying
8 I'm willing to listen to every side of an argument for.
before I make my own judgment. 6 I fight for those who cannot fight for themselves.

Flaws
d6 Flaw
1 Secretly, I believe that things would be better if I
were a tyrant lording over the land.
2 I am dogmatic in my thoughts and philosophy.
3 I’d risk too much to uncover a lost bit of knowledge.
4 I have little respect for anyone who is not a proven
warrior.
5 I’m horribly jealous of anyone who outshines my
Michael Rayback Design / Design Cuts

handiwork. Everywhere I go, I’m surrounded by


rivals.
6 Once someone questions my courage, I never back
down no matter how dangerous the situation.

54 3.Backgrounds
Character Options

For The DM:


Advancing in the Sisterhood
Characters who take this background have the
chance to advance through the ranks. The table
below explains the requirements for each rank.
Wychlaran Advancement
Title Advancement Suggestion

Rick Hershey/Fat Goblin Games


Unproven Must have arcane or divine spellcasting
abilities.
Ethran Level Suggestion: 2
Characters can become ethran in their
backstory or during gameplay. To rise from
the rank of unproven to ethran, characters
must demonstrate their divine or arcane
capabilities and perform a service for the
people of Rashemen.
This service does not need to be inside of
Rashemen.
Hathran Level Suggestion: 8
Characters should become hathran during
gameplay. To rise from the rank of ethran
to hathran characters must not only
demonstrate greater arcane prowess than
any ethran, they must also prove themselves
by going on a mission for the other hathran
while leading a group of ethran to show they
can lead others.
Othlor Level Suggestion: 13
Characters should become othlor during
gameplay. To rise from the rank of hathran
to othlor characters have to show their
abilities are comparable to other othlor. This
is often proven in ritualized combat.
Durthan Level Suggestion: 3
The durthan are outside the normal
hierarchy of the wychlaran. Characters can
become durthan in their backstory or during
gameplay. The durthan believe in trafficking
in darker magics that the other wychlaran
have forbidden. Durthan can rise through
the hierarchy and hold simultaneous ranks.
Durthan must show they have abilities with
darker forms of magic and are willing to use
them.

3.Backgrounds 55
Character Options

Charlatan
Standard
Backgrounds As the Golden Way winds its way through
Rashemen, the large numbers of foreign merchants
provide great opportunities for grifters to con the
unsuspecting before disappearing somewhere along
Acoylte the road. You’ve likely traveled the roads From Thesk
to Rashemen and back preying on the weak minded
The people of Rashemen are very spiritual. and the foolish, or fooling gullible locals of things of
Reverence for spirits and the divine is ingrained value.
in everyday life. Here, hathrans, learned sisters of What towns have you been to? What was your
the wychlaran, are the accepted emissaries to the best scam and who is your favored mark? Are there
divine, but to the deities and spirits of the land. As any towns you avoid because someone figured out
an acolyte, you are likely one of the hathrans, trusted your charade a little too quickly?
to intercede on behalf of the Rashemaar when faced
with issues dealing with spirits or faith. Criminal
You could have come from a small village where
you were responsible for making offerings to the local The Rashemaar have a strong code of honor to
nature spirits. Maybe you come from a large town with never steal from fellow Rashemi or from honorable
an entire temple dedicated to “the Three”, or perhaps outsiders. To do so would be to soil one’s own honor.
you are from one of the large cities where you served in For the more larcenous leaning, this provides plenty
a temple dedicated to just one, like The House of Bhalla of wiggle room to steal from outsiders if they have no
in Immilmar. Whatever the case, you likely garner the honor, and its easy to assume that nearly everyone
respect of the common folk across Rashemen once from outside of Rashemen falls into this category.
they recognize from whence you’ve come. Over the past century, foreign criminal
If you do not revere “the Three” or the spirits organizations have injected themselves into
of the land, are you native to Rashemen, or did you the towns and cities along the Golden Way.
come from somewhere else? What inspired you to The Shadowmasters of Telflamm have set up
follow your calling? operations that somehow have managed to avoid the
wychalren’s persistent attempts to route them out.
Rashemen Acolyte Backgrounds In some cases gang wars have broken out between
d4 Formative Experience the Shadowmasters and one of the rival criminal
1 Village. You interceded on the village’s behalf in matters groups from Thesk, such as the Black Dragons or
related to spirits of the land, leaving offerings in the the Bloody Claws.
woods, beside streams, or on the graves of ancestors. Are you an independent criminal with a
Do you use local customs for honoring the spirits that clear idea of right and wrong? Are you part of an
people outside your village find endearing, quaint, or organization looking to grow?
strange?
2 Town. You belong to a temple dedicated to “the Three”. Criminal Outlook
How do you venerate Bhalla, Kheillara, and the Hidden d4 Criminal Outlook
One? 1 I don’t belong to any organization. I’m an honorable
3 City. You served as one of the Hathrans in a temple Rashemi. I only steal from outsiders who deserve it.?
dedicated to Bhalla, Khelliara, or the Hidden One. What 2 I don’t belong to any criminal organizations, but I’ve
is your personal relationship to the other two gods? thought about it. The Rashemen code of honor is an
4 Outside of Rashemen. You served a large city temple ancient artifact that should have been burned with the
dedicated to one of the three - Bhalla (Chantea), fall of Raumanthar.
Khelliara(Mielikki), or the Hidden One (Mystra). You 3 I was forced to join a criminal organization; I had no
were likely sent there to ensure the “locals” worship choice.
didn’t deviate far from what your original home’s
accepted cannon. How has this experience affected 4 I willingly joined up with a criminal organization. Doing
your relationship with your deity? so has opened many doors.

56 3.Backgrounds
Character Options

Entertainer Guild Artisan


During the cold winter months, nothing warms a A great deal of trade goods flow along the Golden
Rashemi’s heart more than a stirring tale or rousing Way through Rashemen. As such, it’s not unusual for
chorus of Rashemen’s heroes. Entertainers are Guild Artisan’s from across Fearûn and lands beyond
welcome across Rashemen, from the tiniest villages to travel through these lands. Rashemen boasts its
to the most cosmopolitan cities. Many entertainers own skilled artisans and are famous for brewing
like to play at feasts at the local berserker lodge, as jhuild (firewine) and a pungent smokey cheese called
purse springs grow loose when the firewine flows. sjorl. Are you a local craftsman skilled at turning the
Do you have a favorite place you like to perform? region’s natural resources into viable goods or have
Is it a small rural village or a busy tavern in the you come here from abroad looking to capitalize on
middle of the city? What famous Rashemi heroes of your skills in this remote region?
old do your tales or songs speak of?

Folk Hero
Rashemen is a tough land providing countless
opportunities for the commoner to become a hero.
From the persistent dangers of predators lurking in
the wild, to the harsh cold of North Country winters,
or the nefarious schemes of the Red Wizards of Thay,
a nearly countless array of threats endanger the
people of Rashemen. What was it that transformed
you into a folk hero?
Defining Event
d6 Event
1 Winter Cold. You saved a person, a family, or a village
from succumbing to the irrepressible cold that
plagues Rashemen every Winter. How did you do this?
2 Dangerous Beast. You single-handedly drove off or
defeated a terrible creature before it killed innocents.
What was the beast?
3 Evil Spirit or Fey. Rashemen is known as a land
filled with spirits, but not all of them are good. You
protected someone from a wicked spirit. What was it
and who did they threaten?
4 Red Wizards. For centuries, the Red Wizards have
attempted to conquer Rashemen but have been
rebuffed by berserkers and witches alike. Somehow
you too managed to defeat a threat posed by Thay.
What sinister plot did you foil?
5 Voice From Afar. “The Three” are gods who most
Rashemi revere. Have they called you to glorious
purpose? What is it the divine have called you to do?
Daniel Comerci

6 Leader’s Call. A person who holds great power in


Rashemen senses you hold greatness within you. Is it
the head of your village, a great berserker, a powerful
othlor, or the Iron Lord himself who has pushed you
on your destined path?

3.Backgrounds 57
Character Options

Noble
Despite its reputation for berserkers, Rashemen
has a long history and well-defined culture. Children
born to powerful and influential berserkers form the
Rick Hershey/Fat Goblin Games

bulk of nobles in the largest Rashemi settlements.


Most Rashemi youth undertake the dajemma, a
journey of self discovery that all are expected to
undertake before being considered adults. Even after
these journeys, some nobles undertake dangerous
quests, often into the wild North Country to prove
their fitness and courage. Many commoners jokingly
suggest encouraging nobles to become adventurers
is a great way to get rid of the surplus noble
population.
Are you a bored noble seeking adventure, or has
a greater calling pulled you from your life of relative
comfort to become an adventurer?

Outlander
You’ve arrived in Rashemen from another land. The
Rashemi culture is unfamiliar to you. Perhaps you’ve
never lived in such a cold environment, or been
forced to survive in such a wild country. Whatever
Hermit the case, the land is strange and unfamiliar as you
adventure across this spirit-laden land.
Rashemen is a sprawling land providing ample
remote locations where you can ponder life’s secrets Arrival in Rashemen
in solitude. What drove your character from their life d4 What Brought You Here
of contemplation into one of adventure? 1 Restless Wanderer. You have always been a nomad,
eager to follow whatever trail your feet fell upon.
Call to Adventure
Somehow your path has led you to Rashemen, and
d4 Event you are intrigued to explore this strange land.
1 Your remote home was near an ancient Raumathar 2 Personal Quest. You have undertaken a journey to
ruin that the hathrans would occasionally inspect. Rashemen to fulfill a promise to yourself or someone
Recently, one of the witches passed by on their way you respect. What was it that brought you here?
to the site, but never returned.
3 Accidental Arrival. You did not intend to arrive
2 After a walk in the nearby countryside, you returned in Rashemen but found yourself here after an
home to find it burning and you caught sight of a unexpected event. Perhaps you were left behind by
man dressed like a Red Wizard of Thay riding away on the merchant caravan you traveled with, or maybe
a spectral horse. you were transported here via a magical gate from a
3 While visiting a small nearby village, you heard faraway land.
residents fearfully describing fiendish creatures in a 4 Escape. Something or someone took you from your
nearby wood. home. Eventually you escaped, but you now find
4 You overheard a pair of Nar hunters speak of yourself in unfamiliar lands. Was it the Red Wizards,
a mustering led by a demon binder beant on the Grey Dwarves, or some other group who tried to
recreating the ancient empire of Narfell. enslave you, or did you escape from something even
worse?

58 3.Backgrounds
Character Options

Sage Sailor
You’ve studied lore for countless years, considering Rashemen is surrounded by lakes that are large
secrets bound in books, scrolls and inscriptions from enough to be considered inland seas. The people
long ago. You’ve become a master in your subject of of Rashemen are known for using the lakes and
study, and Rashemen is a perfect place to pursue waterways of this land to shuttle people and goods
your research. What is it that you’re an expert in? to where they need to go. What was your sailing
experience?
Sage Expertise
d6 Area of Knowledge Sailing Experience
1 Ancient Raumanthar. Rashemen was formed from d4 Experience
the survivors of this ancient fallen empire. Ruins 1 Working on barges ferrying people and goods across
abound and the Witches of Rashemen carefully River Mulsantir from Thesk to Rashemen
curate the magical knowledge they contained. 2 A fisherman working the waters of Lake Ashane.
2 Ancient Narfell. The ancient empire of demon binders 3 Navigating Riverboats down the that descend from
was Rumanthar’s ancient enemy. Vestiges of that the High Country all the way to lake Ashane
corrupt nation may still wait to be found in remote
locations of Rashemen 4 A corsair harrying Thayan vessels on Lake Mulsantir

3 Fiends Rashemen was ruled for decades by the


demon lord Eltab, summoned during the final Soldier
Conflagration between the Narfell and Raumanthar.
What secrets remain to be found that point to this Rashemen’s culture reveres those with strength,
fiendish history? endurance and skill, and berserkers are held in
4 Spirits. The lands of Rashemen are saturated with the highest regard for these. The country’s military
spirits, from creatures to elementals to the land’s units are known as fangs, whose members normally
ancestral warriors. Rashemen may be the best place belong to the same berserker lodge. Although many
to study these things. of these warriors are barbarians, more disciplined
5 Fey. There has always been a strong tie to the fey fighters can be found within their ranks as well.
in this land, which grew even stronger after the Perhaps you have come to Rashemen from
Spellplague when the walls between this world and farther afield. Were you a soldier from Implitur or
the Feywild grew thin. a mercenary employed by a rich merchant house in
6 Red Wizards. The most persistent enemy that has Thesk?
threatened Rashemen’s continued freedom are their Whatever your background, the people of
southern neighbors in Thay. Rashemen respect and admire those who know how
to swing a sword and defend the land and its people.

Urchin
In a land as harsh and unforgiving as Rashemen, it’s
Maciej Zagorski / The Forge Studios

not uncommon for one to lose their family. Though


most small villages take care of their own, this isn’t
always the case in the larger cities. Or perhaps you
came to Rashemen hoping for a better life after
tragedy in the lands where you were born? What was
it that forced you to survive poor and alone, and how
did you finally transform yourself into an adventurer?

3.Backgrounds 59
Character Options

Inspired Protector

4.Feats
4.Feats Once per long rest, you can spend 10 minutes
working on defensive maneuvers with one ally you’ve
chosen to protect. At the end of the 10 minutes, you
gain a limited ability to use a fighter’s Protection and

R
InterceptionTCoE fighting styles to protect that ally.
ashemen hides secrets known only to those You may use each of these fighting styles twice, plus
who live within its boundaries. Many of the an additional number of times equal to the chosen
abilities described within are closely guarded ally’s Charisma modifier (minimum 1).
secrets held by the wychlaran. Only This ability to protect your ally lasts until the
those favored by this secretive group are likely to chosen ally is reduced to zero hit points or until you
learn these abilities. finish a long rest.
New feats are presented here in alphabetical
order for groups that use them.
Lodge Berserker
Prerequisite: Rage class feature
You met the strict requirements of one of
Rashemen’s Berserker Lodges. The intense training
has improved your abilities in combat.

• Increase your Strength or Constitution by 1, to a


maximum of 20.
• Select one of the Berserker Lodges below and
gain that lodge’s benefit.
○ Ettercap Lodge. You have advantage on all
climbing ability checks. When raging, you have
advantage on saving throws against poison, and
you have resistance against poison damage.
○ Goblin Lodge. When raging, if you hit a creature
with a melee attack, you can take the Disengage
action as a bonus action.
○ Great Stag Lodge. When raging, if you move at
least 10 feet in a straight line before making a
melee attack, you have advantage on the attack.
○ Ice Troll Lodge. When raging, your AC increases
by 1.
○ Owlbear Lodge. When raging and grappling a
creature, you automatically deal bludgeoning
damage equal to your proficiency bonus at the
start of your turn to the grappled creature.
Dean Spencer

60 4.Feats
Character Options

○ Snow Tiger Lodge. When raging, if you move at


least 10 feet in a straight line before hitting a
Rashemi Elemental
target with a melee attack, you deal extra damage Summoning
equal to three times your proficiency bonus. You
must finish a short or long rest before using this Prerequisite: The ability to summon elementals
feature again. The berserkers of this lodge are Your connections to the elemental spirits of
known for using claw bracers (page 122) in Rashemen allows you to summon them in your time
combat. of need.
○ White Dragon Lodge. You have advantage on When you cast a spell that allows you to summon
all ability checks to move across snow and icy air or earth elementals, you can choose to summon
surfaces. When raging, you have advantage an orglash (page 150) or thomil (page 169)
on saving throws against cold, and you have instead.
resistance against cold damage. Any spells, magical effects, or other features that
allow you to transform into an elemental can now
○ Wolf Lodge. When raging, if you hit a target with
turn you into an orglash or thomil.
a melee attack, the target must make a Strength
saving throw or be knocked prone. The DC of
your saving throw is equal to 8 + your proficiency Runescarring
bonus + your Strength modifier. You may use
this feature a number of times equal to your Prerequisite: The ability to cast at least one spell
proficiency bonus. You regain all uses of this You have learned an ancient technique which
feature after finishing a short or long rest. involves burning down spell scrolls and preparing
the ashes into a poultice. The magical ashes are
• When you level up, you may join a new Berserker applied to a needle or blade used to tattoo or scar
Lodge. If you do, replace the feature granted by a creature, imbuing them with the ability to cast
your old lodge with one from the new lodge. spells. To do so, you must successfully cast a spell
from a spell scroll. Instead of the spell taking effect,
Magic Initiate (Wychlaran) you spend the next hour reducing the scroll to ashes
and preparing the mixture. You must then spend one
You’ve learned some of a wychlaran’s magic; this hour per spell level applying it to the creature. This
magic is heightened while in Rashemen. process can be considered light activity during a long
rest, and you can stop and start as many times as
• You learn one cantrip and one 1st-level spell
needed to complete it.
of your choice from the wychlaran spell list.
Once the tattoo is complete, the bearer can cast
Wisdom is your spellcasting ability for these
the spell once using Constitution as their spellcasting
spells.
modifier, after which the magic fades.
• You can cast this feat’s 1st-level spell without a
A complete scar or tattoo that has not been
spell slot. You must finish a long rest before you
activated can be detected as magical through the
can cast it in this way again. You can also cast
detect magic spell and similar means, giving off an
the spell using any spell slots you have.
aura based on the spell’s school of magic. In addition,
• Once per long rest, while in Rashemen, you can
it can be removed with the dispel magic spell and
cast any 1st-level spell from the wychlaran spell
similar effects.
list. Wisdom is your spellcasting ability for this
spell. If you are part of a wychlaran’s communal
binding when you cast this spell, the spell can be
cast at 2nd level instead.
Design Cuts

4.Feats 61
Character Options

5.Spells
5.Spells
T
he Wychlaran of Rashemen are
caretakers of ancient magics
dating to the fallen empire of
Raumathar. Their arcane might has
thrown back numerous invasions by
those who have foolishly underestimated
the witches’ powers.
The extent of this lore is known only
to the most powerful Hathrans, who
guard it closely, rarely sharing its secrets
even with their most trusted allies.
They closely watch any who use this
knowledge and may act swiftly to ensure
these mysteries never leave the lands of
Rashemen.

Joyce Maureira /Fat Goblin Games


Spell Lists
New Spell Summary

New Spells
Level Spell School Conc. Ritual Class
0 Shashka Transmutation No No Wychlaran
1 Scatterspray Transmutation No No Sorcerer, Wizard, Wychlaran
1 Vulnerability Enchantment Yes No Cleric, Druid, Wychlaran
2 Enrage Transmutation Yes No Bard, Sorcerer, Wizard, Wychlaran
3 Cohort Abjuration No Yes Bard, Wizard, Wychlaran
3 Flashburst Evocation No No Sorcerer, Wizard, Wychlaran
3 Moon Blade Evocation Yes No Sorcerer Warlock, Wizard, Wychlaran
3 Turn Fiend Abjuration No No Cleric, Druid, Wychlaran
3 Waterspout Transmutation Yes No Cleric, Druid, Wychlaran
5 Placebind Divination No No Ranger, Wychlaran
6 Restore Spirit Abjuration No No Wychlaran

62 5.Spells
Character Options

Wychlaran Spells 1st Level 2nd Level


Absorb Elements XGtE (abjuration) Aganazzar’s Scorcher XGtE (evocation)
Bless PHB (enchantment) Alter Self PHB (transmutation)
Burning Hands PHB (enchantment) Arcane Lock PHB (abjuration)
Cantrips Catapult XGtE (transmutation) Augury PHB (divination)
Blade WardPHB (abjuration)
Cause Fear XGtE (necromancy) Barkskin PHB (transmutation)
Booming BladeTCoE (evocation)
Ceremony XGtE (abjuration) Blindness/Deafness PHB (necromancy)
Control Flames XGtE (transmutation)
Chaos Bolt XGtE (evocation) Blur PHB (illusion)
Create Bonfire XGtE (conjuration)
Charm Person PHB (enchantment) Cloud of Daggers PHB (conjuration)
Dancing Lights PHB (evocation)
Chromatic Orb PHB (evocation) CohortNEW (abjuration)
Friends PHB (enchantment)
Color Spray PHB (illusion) Continual Flame PHB (evocation)
Green-Flame Blade TCoE (evocation)
Command PHB (enchantment) Crown of Madness PHB (enchantment)
Guidance PHB (divination)
Comprehend Languages PHB (divination) Darkness PHB (evocation)
Gust XGtE (transmutation)
Create or Destroy Water PHB Darkvision PHB (transmutation)
Infestation XGtE (conjuration)
(transmutation) Detect Thoughts PHB (divination)
Light PHB (evocation)
Cure Wounds PHB (evocation) Dragon’s Breath XGtE (transmutation)
Lightning Lure TCoE (evocation)
Detect Evil and good PHB (divination) Dust Devil XGtE (conjuration)
Mage Hand PHB (conjuration)
Detect Magic PHB (divination) Earthbind XGtE (transmutation)
Mending PHB (transmutation)
Detect Poison and Disease PHB Enhance Ability PHB (transmutation)
Message PHB (transmutation)
(divination) Enlarge/Reduce PHB (transmutation)
Mind Sliver TCoE (enchantment)
Earth Tremor XGtE (evocation) EnrageNEW (transmutation)
Minor Illusion PHB (illusion)
Ensnaring Strike PHB (conjuration) Entrall PHB (enchantment)
Mold Earth XGtE (transmutation)
Entangle PHB (conjuration) Find Traps PHB (divination)
Poison Spray PHB (conjuration)
Expeditious Retreat PHB (transmutation) Flame Blade PHB (evocation)
Prestidigitation PHB (transmutation)
Faerie Fire PHB (evocation) Flaming Sphere PHB (conjuration)
Primal Savagery XGtE (transmutation)
Feather Fall PHB (transmutation) Gentle Repose PHB (necromancy)
Produce Flame PHB (conjuration)
Find Familiar PHB (conjuration) Gust of Wind PHB (evocation)
Ray of Frost PHB (evocation)
Fog Cloud PHB (conjuration) Healing Spirit XGtE (conjuration)
Resistance PHB (abjuration)
Healing Word PHB (evocation) Hold Person PHB (enchantment)
Shape Water XGtE (transmutation)
Hex PHB (enchantment) Invisibility PHB (illusion)
Shashkah NEW (transmutation)
Ice Knife XGtE (conjuration) Knock PHB (transmutation)
Shocking Grasp PHB (evocation)
Identify PHB (divination) Lesser Restoration PHB (abjuration)
Sword Burst XGtE (conjuration)
Longstrider PHB (transmutation) Levitate PHB (transmutation)
Thaumaturgy PHB (transmutation)
Protection from Evil and Good PHB Locate Animals or Plants PHB (divination)
Thunderclap XGtE (evocation)
(abjuration) Locate Object PHB (divination)
True Strike PHB (divination)
Purify Food and Drink PHB (transmutation) Magic Weapon PHB (transmutation)
ScattersprayNEW (transmutation) Maximillian’s Earthen Grasp XGtE
Shield PHB (abjuration) (transmutation)
Shield of Faith PHB (abjuration) Mind Spike TCoE (divination)
Sleep PHB (enchantment) Mirror Image PHB (illusion)
Snare XGtE (abjuration) Misty Step PHB (conjuration)
Speak with Animals PHB (divination) Protection from Poison PHB (abjuration)
Tasha’s Hideous Laughter PHB Rope Trick PHB (transmutation)
(enchantment) Scorching Ray PHB (evocation)
Tasha’s Caustic Brew TCoE (evocation) See Invisibility PHB (divination)
Tenser’s Floating Disk PHB (conjuration) Shadow Blade XGtE (illusion)
Thunderwave PHB (evocation) Shatter PHB (evocation)
Unseen Servant PHB (conjuration) Silence PHB (illusion)
VulnerabilityNEW (enchantment) Skywriter XGtE (transmutation)
Witch Bolt PHB (evocation) Snilloc’s Snowball Swarm XGtE (evocation)
Spider Climb PHB (transmutation)
Spiritiual Weapon PHB (evocation)
Tasha’s Mind Whip TCoE (enchantment)
Warding Wind XGtE (evocation)
Web PHB (conjuration)
Zone of Truth PHB (enchantment)

5.Spells 63
Character Options

3rd Level 4th Level 5th Level


Bestow Curse PHB (necromancy) Arcane Eye PHB (divination) Animate Objects PHB (transmutation)
Blink PHB (transmutation) Banishment PHB (abjuration) Bigby’s Hand PHB (evocation)
Catnap XGtE (enchantment) Blight PHB (necromancy) Cloudkill PHB (conjuration)
Clairvoyance PHB (divination) Charm Monster XGtE (enchantment) Commune PHB (divination)
CohortNEW (abjuration) Confusion PHB (enchantment) Commune with Nature PHB (divination)
Counterspell PHB (abjuration) Control Water PHB (transmutation) Cone of Cold PHB (evocation)
Create Food and Water PHB (conjuration) Death Ward PHB (abjuration) Contact Other Plane PHB (divination)
Daylight PHB (evocation) Dimension Door PHB (conjuration) Control Winds XGtE (transmutation)
Dispel Magic PHB (abjuration) Divination PHB (divination) Dawn XGtE (evocation)
Enemies Abound XGtE (enchantment) Fire Shield PHB (evocation) Dispel Evil and Good PHB (abjuration)
Erupting Earth XGtE (transmutation) Freedom of Movement PHB (abjuration) Dominate Person PHB (enchantment)
Fear PHB (illusion) Greater Invisibility PHB (illusion) Dream PHB (illusion)
Fireball PHB (evocation) Hallucinatory Terrain PHB (illusion) Far Step XGtE (conjuration)
FlashburstNEW (evocation) Ice Storm PHB (evocation) Geas PHB (enchantment)
Fly PHB (transmutation) Locate Creature PHB (divination) Greater Restoration PHB (abjuration)
Glyph of Warding PHB (abjuration) Mordekainen’s Faithful Hound PHB Hallow PHB (evocation)
Haste PHB (transmutation) (conjuration) Hold Monster PHB (enchantment)
Hypnotic Patter PHB (illusion) Otiluke’s Resilient Sphere PHB (evocation) Immolation XGtE (evocation)
Intellect Fortress TCoE (abjuration) Phantasmal Killer PHB (illusion) Legend Lore PHB (divination)
Leomund’s Tiny Hut PHB (evocation) Polymorph PHB (transmutation) Mislead PHB (divination)
Lightning Bolt PHB (evocation) Sickening Radiance XGtE (evocation) Modify Memory PHB (enchantment)
Magic Circle PHB (abjuration) Stoneskin PHB (transmutation) Passwall PHB (transmutation)
Moon BladeNEW (evocation) Storm Sphere XGtE (evocation) Placebind NEW (divination)
Nondetection PHB (abjuration) Summon Construct TCoE (conjuration) Planar Binding PHB (abjuration)
Phantom Steed PHB (illusion) Summon Elemental TCoE (conjuration) Raise Dead PHB (necromancy)
Protection from Energy PHB (abjuration) Virtriolic Sphere XGtE (evocation) Rary’s Telepathic Bond PHB (divination)
Remove Curse PHB (abjuration) Wall of Fire PHB (evocation) Scryng PHB (divination)
Revivify PHB (necromancy) Watery Sphere XGtE (conjuration) Seeming PHB (illusion)
Sending PHB (evocation) Skill Empowerment XGtE (transmutation)
Sleet Storm PHB (conjuration) Steel Wind Strike XGtE (conjuration)
Slow PHB (transmutation) Synaptic Static XGtE (enchantment)
Speak with Dead PHB (necromancy) Telportation Circle PHB (conjuration)
Speak with Plants PHB (transmutation) Transmute Rock XGtE (transmutation)
Spirit Guardians PHB (conjuration) Wall of Force PHB (evocation)
Spirit Shroud TCoE (necromancy) Wall of Light XGtE (evocation)
Stinking Cloud PHB (conjuration) Wall of Stone PHB (evocation)
Summon Fey TCoE (conjuration)
Thunder Step XGtE (conjuration)
Tidal Wave XGtE (conjuration)
Tiny Servant XGtE (transmutation)
Tongues PHB (divination)
Turn FiendNEW (abjuration)
Wall of Sand XGtE (evocation)
Wall of Water XGtE (evocation)
Water Breathing PHB (transmutation)
WaterspoutNEW (transmutation)
Water Walk PHB (transmutation
Wind Wall PHB (evocation)

64 5.Spells
Character Options

6th Level 8th Level


Arcane Gate PHB (conjuration) Abi-Dalzim’s Horrid Wilting XGtE
Chain Lightning PHB (evocation) (necromancy)
Contingency PHB (evocation) Animal Shapes PHB (transmutation)
Create Homunculus XGtE (transmutation) Antimagic Field PHB (abjuration)
Disintegrate PHB (transmutation) Antipathy/Sympathy PHB (enchantment)
Eyebite PHB (necromancy) Control Weather PHB (transmutation)
Find the Path PHB (divination) Dominate Monster PHB (enchantment)
Flesh to Stone PHB (transmutation) Earthquake PHB (evocation)
Forbiddance PHB (abjuration) Feeblemind PHB (enchantment)
Freezing Sphere PHB (evocation) Glibness PHB (transmutation)
Globe of Invulnerability PHB (abjuration) Illusory Dragon XGtE (illusion)
Guards and Wards PHB (abjuration) Incendiary Cloud PHB (conjuration)
Heal PHB (evocation) Maddening Darkness XGtE (evocation)
Investiture of Flame XGtE (transmutation) Mind Blank PHB (abjuration)
Investiture of Ice XGtE (transmutation) Power Word Stun PHB (enchantment)
Investiture of Stone XGtE (transmutation)
Investigture of Wind XGtE (transmutation)
Mass Suggestion PHB (enchantment) 9th Level
Mental Prison XGtE (illusion) Blade of Disaster TCoE (conjuration)
Move Earth PHB (transmutation) Foresight PHB (divination)
Otiluke’s Freezing Sphere PHB (evocation) Imprisonment PHB (abjuration)
Restore Spirit NEW (abjuration) Invulnerability PHB (abjuration)
Scatter XGtE (conjuration) True Polymorph PHB (transmutation)
Sunbeam PHB (evocation) Weird PHB (illusion)
Tasha’s Otherwordly Guise TCoE Wish PHB (conjuration)
(transmutation)
True Seeing PHB (divination)
Wall of Ice PHB (evocation)

7th Level
Crown of Stars XGtE (evocation)
Delayed Blast Fireball PHB (evocation)
Dream of the Blue Veil TCoE (conjuration)
Etherealness PHB (transmutation)
Finger of Death PHB (necromancy)
Firestorm PHB (evocation)
Forcecage PHB (evocation
Mirage Arcane PHB (illusion)
Mordekainen’s Sword PHB (conjuration)
Plane Shift PHB (conjuration)
Resurrection PHB (necromancy)
Sequester PHB (transmutation)
Symbol PHB (abjuration)
Maciej Zagorski / The Forge Studios

Teleport PHB (conjuration)


Whirlwind XGtE (evocation)

5.Spells 65
Character Options

Enrage
Spell 2nd-level abjuration

Descriptions Casting Time: 1 action


Range: Touch
Components: S
The spells are presented in alphabetical order.
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Wizard, Wychlaran
Cohort
3rd-level abjuration (ritual) You touch a target, bestowing them with a fit of rage.
An unwilling creature can make a Wisdom saving
Casting Time: 1 hour
throw to resist this effect. When successful, the
Range: Touch
target becomes enraged, giving them advantage on
Components: V, S, M (two pints of jhuild worth 1 gp
any melee attack roll using Strength. Attacks made
each, which the spell consumes)
against the target by other creatures within 5 feet
Duration: 24 hours
have advantage.
Classes: Bard, Wizard, Wychlaran
This effect ends early at the end of the enraged
You perform a ritual of bonding with another willing creature’s turn if they have not dealt damage with
creature, tethering them to you and your magic. a Strength-based attack since the start of their last
When you cast this spell, you and the target gain the turn, or if they are reduced to 0 hit points. The target
benefits listed below: can also attempt to end the effect early by making
a Wisdom saving throw at the end of their turn (no
• When you and the target are forced to make a
action required).
saving throw against the same spell, use either
your or the target’s result, whichever is higher.
• When taking damage, either you or the target
Flashburst
3rd-level evocation
can use your reaction to gain resistance to that
damage type if the other has resistance to that Casting Time: 1 action
damage. Range: 150 feet
• Spells and features that either you or the target Components: V, S, M (a pinch of sulfur or
use with a range of touch can target the other, as phosphorus)
long as you are within 30 feet of each other and Duration: instantaneous
can see the target. Classes: Sorcerer, Wizard, Wychlaran
This bonding ends early if either you or the target are You cause a blinding flash of light to erupt around
reduced to 0 hit points, are ever on a different plane one target creature within range. The target
of existence for more than 1 hour, or if you cast this is blinded for the duration and must make a
spell again and bond to a different creature. Constitution saving throw or be stunned for 1 round.
At Higher Levels. You can create a permanent Additionally, each creature within a 10-foot radius
bond by casting this spell using a spell slot of 6th of the target must succeed on a Wisdom saving
level or higher, targeting the same creature every day throw or be blinded for the duration. At the end of
for one year. After doing so, this effect only ends if each of its turns, an affected creature can make
you or the bonded creature die. a Constitution saving throw, ending the effect on
themselves on a success.

66 5.Spells
Character Options

Moon Blade
3rd-level evocation
Casting Time: 1 bonus action
Range: self
Components: V, S, F (a small candy made with
wintergreen oil)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock, Wizard, Wychlaran
You evoke a blazing sword of moonlight into your
hand. The moon blade is a simple weapon with
which you are proficient. It deals 3d8 radiant
damage on a hit and has the finesse and light
properties. The blade deals an additional 2d8
radiant damage to undead on a hit.
Targets struck by the moon blade have difficulty
maintaining or casting spells. Creatures have
disadvantage on concentration checks
made against damage from the moon blade.
Additionally, until the end of the target’s next
turn, targets must succeed on a saving throw
using their spellcasting ability to cast a spell,
or their spell fails and has no effect.

Brian Patterson
Placebind
5th-level divination
Casting time: 8 hours
Range: 100 feet
Components: V, S, M (a drop of water, a plant seed,
Favored Terrain or the wychlaran’s Place Magic,
and an area at least 100 feet in diameter)
on the terrain in a 50-mile radius from the spell’s
Duration: Instantaneous
casting. The spell’s effect encompasses areas above
Classes: Ranger, Wychlaran
and below ground, but does not extend to other
Over the course of 8 hours, you guide any number planes of existence.
of willing creatures in a ceremony that gives them This spell does not alter the terrain, only the
familiarity with the local area. Participants are targets’ familiarity with it. For example, a ranger
able to rest or perform other activities during with the Favored Terrain of tundra doesn’t suddenly
the ceremony, so long as they do not leave the find snow in the desert, they simply treat the terrain
ceremonial circle and as long as you are able to in the spell’s area of effect as favored, regardless of
complete a walk along the circle’s edge at least once its type. Abilities requiring the presence of specific
every 2 hours. physical components such as plants or a storm still
Once cast, the effects of the spell allow the require those elements.
participants to use any of their class features or traits The familiarity gained through this spell fades
that require a specific terrain type, such as a ranger’s when a creature finishes a long rest.

5.Spells 67
Character Options

Restore Spirit Shashkah


6th-level abjuration Transmutation cantrip
Casting time: 1 hour Casting Time: 1 bonus action
Range: 15 feet Range: Self
Components: V, S, M (firewood, and rare herbs Components: V, S, M (a tuft of black wool, a human
worth at least 500 gp, which the spell consumes) hair, and a sword)
Duration: Instantaneous Duration: 1 minute
Classes: Wychlaran Classes: Wychlaran
You perform a ceremony that cleanses and restores A sword you are holding is imbued with the power
the target creature’s’’ spirit. The ceremony removes of ancient spirits, guiding you in its use. For the
the following harmful effects: duration, you can use your spellcasting ability
instead of Strength or Dexterity for the attack and
• Any effect causing the target to be blinded, damage rolls of melee attacks using that weapon.
charmed, deafened, exhausted, frightened, The spell ends if you cast it again or if you are not
paralyzed, petrified, poisoned, or stunned holding the weapon at the end of your turn.
• Any curses
• Possession Turn Fiend
• Any reductions to the target’s ability scores 3rd-level abjuration
• Any effect reducing the target’s maximum hit points
• Any negative effects suffered as a result of Casting Time: 1 action
casting or being subjected to a raise dead or Range: Self (30-foot radius)
resurrection spells. Components: V, S, M (a witch bottle containing salt,
• Any effects suffered as a result of Wychlaran an ounce of holy water, and chalk worth 50 gp)
Communal Bonding (page 43) being broken Duration: Instantaneous
Classes: Cleric, Druid, Wychlaran
Scatterspray You unseal the bottle, and a gaseous mixture fills
1st-level transmutation the air around you. Each fiend of Challenge Rating 1
Casting Time: 1 action or lower within range must make a Wisdom saving
Range: 30 feet throw. If the creature fails its saving throw, they are
Components: V, S turned for 1 minute or until they take any damage.
Duration: Instantaneous A turned creature must spend their turns trying
Classes: Sorcerer, Wizard, Wychlaran to move as far away from you as they can, and they
can’t willingly move to a space within 30 feet of you.
You target a collection of at least six small unsecured They also can’t take reactions. For their action, they
objects located within one foot of each other. The can use only the Dash action or try to escape from
objects can be no larger an apple and collectively an effect that prevents them from moving. If there’s
weigh less than 25 pounds. You cause these objects nowhere to move, the creature uses the Dodge
to fly off in all directions. Creatures within 10 feet action.
of the objects must succeed on a Dexterity saving At the end of its turn, a turned creature can
throw or they are struck by the flying items. If the repeat this saving throw, ending the effect on itself on
items are hard or sharp, such as stones, sling bullets, a success.
coins, or similar, struct creatures take 2d8 points of At Higher Levels. If you cast this spell using a
bludgeoning damage. If the targeted objects are softer, spell slot of 5th or 6th level, the Challenge Rating
such as eggs or berries, the spell deals half damage of fiends it can affect increases to 2 or lower. If you
and creatures who fall to 0 hit points from the attack cast this spell using a spell slot of 7th or 8th level, the
are not killed, but are unconscious and stable instead. Challenge Rating increases to 4 or lower. If you cast
At Higher Levels. When you cast this spell this spell using a spell slot of 9th level, the Challenge
using a spell slot of 2nd level or higher, the damage Rating increases to 7 or lower.
increases by 1d8 for each slot level above 1st.

68 5.Spells
Character Options

Vulnerability
1st-level enchantment
Casting Time: 1 action

Dean Spencer
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid, Wychlaran
You touch a creature and mark it with a curse
of vulnerability. The target must succeed on a
Charisma saving throw or become cursed. While
cursed in this way, the target has disadvantage
on saving throws they make to resist your spells.

Waterspout
3rd-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a piece of grass or seaweed
twisted into a coil)
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid, Wychlaran
You conjure a whirling, cylindrical column of water
10 feet in diameter and 60 feet tall rising up from
the ground or a body of water. Creatures within 10
feet of the waterspout must succeed on a Strength
saving throw or be sucked into the spout. Creatures
in water have disadvantage on the saving throw. Any
creature that starts its turn inside the spout takes
2d6 bludgeoning damage and is grappled by the
spout (escape DC equal to your spellcasting DC).
Targets are restrained while grappled in this way.
As a bonus action on your turn, you can move the
spout up to 30 feet in any direction, provided it stays
in contact with the ground or a body of water.

5.Spells 69
Felipe Gaona/Fat Goblin Games

PART TWO

&Lore
Legends
6.The
6.The Lands
R
ashemen stoically stands at the northeastern The people across this heartless land are
edge of Faerûn. This cold, mystical country predominately human. Most are Rashemaar, or
is bounded by the frigid peaks of the Icerim Rashemi as they are commonly called in foreign
Mountains in the north, Lake Mulsantir to the south, lands. Their ancestors created the Raumanthar
the Sunrise Mountains to the east, and Lake Ashane Empire, whose power rivaled that of Mulhorand
to the west. The region is cold and unforgiving, with and Unther, but which ultimately fell in a mutually
brief cool summers and dangerously bitter winters. destructive war with Narfell some 1,600 years ago.
The land can be roughly divided into two A scattering of other peoples also live here,
portions: two large forests and the Sunrise including communities of spirit folk, taer, orcs, and
Mountains’ foothills separating the lower third from goblinoids. Because the Golden Way—the east–west
the vast and far more desolate northeastern section trade route that connects Faerûn with Kara-Tur—
of Rashemen. passes through Rashemen, travelers of nearly every
The southern portion is where most of the race are found passing through the country.
nation’s citizens live. It’s a land of rolling pine-
covered hills and abundant cold streams descending
from the rugged mountainous east. The rivers slide
Chapter Outline
through valleys, filling and draining a horde of small
The content of this chapter is organized as follows:
chilly lakes fashioned from the detritus of ancient
receding glacial ice. Rashemen. The central portion of the country,
The northerly two-thirds of Rashemen where the majority of its population resides.
transitions from sharp rocky ridges cut through by The High Country. The northern end of the Sunrise
deep ravines in the south to increasingly flat steppes, Mountains and nearby territory.
where only the most stalwart grasses and scrub
The North Country. The sparsly populated and
survive. Eventually, at its most northern extent, the
desolate northern region.
Icerim Mountains rise sharply from the crisp grassy
plain, beyond which are the lands of Sossal and the Western Shore. The wild lands on the western side
Great Glacier. of Lake Ashane.
Neighboring Regions. A brief overview of the
nations surrounding Rashemen.

71
Legends &Lore
Map of Central Rashemen

Compass—Dyson Logos
Cartography—Joe Raso

72 6.The Lands
Legends &Lore

Some make more specific sacrifices


Rashemen to one of the great and cunning beasts
to appease them and the creatures,
Frigid Rashemen is home to the Rashemaar. They spirits, and hags they’re allied
are led by the Huhrong, or Iron Lord, who directs with, guaranteeing safe passage.
the nation’s famous berserker warriors. However, the Bristlebeard, an awakened dire
Huhron is selected by the wychlaran, more commonly boar, usually favors red berries,
referred to as the Witches of Rashemen. The witches as they match his bright red
truly govern the nation, for the Iron Lord serves at bristles. A tuft of feathers, twigs
their pleasure. The wychlaran are wardens of the land and moss for Hornclaw the Gray,
and its people, and they take great care to respect the an owlbear more massive
nature spirits that are ubiquitously found throughout than giants, so he can add to
Rashemen. The veil separating this world from the his gargantuan nest. Animal
Feywild is thin in many regions; fey are commonly trimmings for Dar-Guran,
sighted in the less-populated places. a fell troll that can take off
Some travelers may be surprised to discover the a man’s head in one bite, that
Rashemi less welcoming to visitors than other folk. has a seemingly never-ending
Foreigners are expected to stick close to the Golden appetite. A seed planted
Way—traveling beyond that trade route without a at the outskirts of Ashenwood for
hathran or respected berserker lodge member garners Stormwind, an ancient treant, that only wakes, when
suspicion, particularly in the smaller settlements the Wychalaran require his help, so his domain grows.
where strangers are respectfully recommended to If an animal is killed, usually as part of a hunt,
seek accommodations elsewhere. Spellcasters in another offering must be made to the spirit of the slain
particular are viewed warily and vocally reprimanded animal, allowing it to become a benevolent telthor.
for using magic for fear of angering the land’s spirits
or its Rashemi witches.
A majority of the Rashemi live outside of the
Dernovia
larger cities, preferring smaller villages and hamlets. Fortified Village – population 180 (90% human, 5%
Many of their traditional homes are made of stone, spirit folk, 5% other)
with roofs of earth and grass or structures built Government – Fyrra advised by local Wychlaran council.
into hillsides. Those who do live in cities are often Current fyrra is Vladislak (NG male human gladiator)
derided as weak by their rural cousins. Yet even urban Defense – stone-walled village. Local berserker lodge of
Rashemi live similar lives within wood and stone 25 berserkers
buildings topped with sod and grass. Commerce – grain, beef, lumber
Organizations – Wychlaran, nine members led by
Ashenwood othlor Aelona Giraldis (LG female human wychlaran
Just a stone’s throw south of Immilmar, Ashenwood traditionalist elderNEW)
is an ancient forest, home to many spirits, from tiny This small village stands at the north end of the
chwingasToA to the mightiest spirit beastsNEW. A place Running Rocks, a good twenty miles east of the Immil
that is by ancient tradition unsettled, as a way to not Vale. They are well regarded for a local cattle herd
anger the spirits within, but also to preserve this and a good supply of grain which matures quickly
pristine part of Rashemen. under wychlaran oversight despite the region’s
Though it is not uncommon to see Rashemi within meager summer. The village boasts an ivy-covered
the forest, be they on a hunt or pursuing a quest that witches’ lodge, which houses a steam spirit in the bath
leads them to the Ashenwood. Before entering though, house. The elusive spirit is known to offer prophecies
they offer a gift to the spirits residing here to ward off to those who show appropriate deference. Recently,
their vengeful nature. Those offerings can take many members of the village’s berserker lodge claim its
shapes: a cup of clean water, fertile soil from a farm, or telthor has become increasingly aggressive, lashing
a burnt meal, whose scent will reach the spirits. out at anyone coming near the lodge.

6.The Lands 73
Legends &Lore

Immil Vale visions of the future while they sleep. The spirit of
Hulmarra Murnyetha (N female human telthorNEW) is
Immil Vale consists of a canyon cut into the earth also bound to the boulder. This was her favorite spot
along the northern border of the Running Rocks. in life, and returned here after dying from the assault
Rashemaar legends claim the Hidden One (Mystra) of a Red Wizard hundreds of years ago. Rumors
permanently pushed away Auril’s influence keeping persist that men have disappeared here, returning
the crevice permanently warm and green regardless years later physically unaged, apparently stolen away
of the season above. Bountiful vegetation—lush by Hulmarra because they resembled her long-dead
grasses, vibrant flowers, and towering trees—flourish husband.
within, supporting a wide variety of animals in this Red Tree. This tree is an ancient aspen growing
wondrous space. The streams running through the in a sheltered cleft of the canyon wall. Half of its
vale are crystal clear and remain ice-free throughout leaves permanently carry the deep red color of
the year. autumn. A pair of witch spirits, Imsha and Tamlith
The vale remains warm thanks to numerous hot (both LN female human telthorNEW), are connected
springs heated by volcanic activity beneath the earth. to the tree. Imsha and Tamlith provide guidance to
Remarkably, these hot springs lack the sulphureous any wychlaran who visit, though they despise gossip,
taint common to most others in the realms. The only pressing matters that relate to the survival of
prevalence of these springs, their warmth, and the cold Rashemen.
temperatures often result in the vale being cloaked in Feywild Gates. Since the events of the
mist, adding to the region’s enchanted reputation. Spellplague, fey creatures have been sighted in
The vale is home to a large number of spirits the vale with increasing frequency. The wychlaran
(telthorNEW and thomilsNEW) who are exceptionally suspect a rift to the Feywild exists here, though
protective of the land. Wychlaran sometimes beseech they have been unable to locate it. Some suggest
these spirits to journey outside the vale and assist this planar gate may be transitory, appearing at
them with small tasks. unexpected times and locations. Some of the
Moss-stone. Moss-stone is a massive lichen- hathrans have begun whispering the gate may be a
covered boulder found in the center of the vale. living thing that moves throughout the vale. Witches
Those who camp nearby are sometimes granted have been assigned to investigate the phenomenon.
Maciej Zagorski / The Forge Studios

74 6.The Lands
Legends &Lore

Immilmar Trade
Immilmar is the trading hub of Rashemen.
Large City, Rashemen Capital – population 24,500 (92% Merchants and traders from different lands,
human, 5% spirit folk, 3% other) typically Thesk and the Cold Lands, regularly travel
Government – Rashemi Capital, Iron Lord or Rashemen throughout the city selling their wares. Due to
Mangan Uruk (male human warlord* VGtM); Othlor this trade, the city is one of the few places where
Sharru Hovidu, advisor to the Iron Lord (human foreigners are tolerated. A huge selection of foreign
female wychlaran traditionalist elderNEW) and domestic goods can be found in Immilmar, and
Defense – Iron Lord’s Citadel protected by The Iron the city is known for skilled leatherworks fashioned
Lord’s Guard; Various Berserker Lodges the largest in tanneries just outside the city. The city also has
being Great Stag and Owlbear; Witches’ Hall. an excellent supply of skilled woodcarvers and
Commerce – Foreign and domestic goods readily stoneworkers.
available. Renowned for local leather goods, wood
carving, and ironworks. Numerous taverns and inns of Notable Locations
varying quality. Blackstone House. One of several inns that
* see page 169 for a full description of Mangan Uruk cater to any visitor seeking an audience with the
Home to the Iron Lord’s citadel and the Rashemi Iron Lord, it is widely considered the best of them.
capital, Immilmar overlooks the icy water of Lake The inn serves a variety of ales, wines, and food
Ashane. The citadel stands towering above all from different lands, allowing almost any patron to
other structures in the city. Built atop the ruined feel at home in this foreign land.
foundations of an ancient Nar keep, the mighty After returning from a meeting with the Iron
fortress of stone and iron is impressive to behold. Lord, a diplomat from Waterdeep who was staying
Half a millennia ago, the Witches of Rashemen at the Blackstone disappeared. His attaché wants
imbued the stone and iron with wards that repelled him found and for the whole matter to be kept under
magical attacks and blocked hostile teleportation. wraps
The citadel, in all its glory, could withstand almost The Smith’s Quarter. This workshop once
any assault. A number of stone buildings sit at the belonged to the famous armorer Tholi Ironweaver.
base of the keep but as one moves further into the Now it’s the well-worn workshop of his descendants
city, the architecture resembles Rashemen design who struggle in his shadow. Armor, weapons, ore,
with fieldstone and rough-hewn timber replacing and metal ingots have been going missing with no
stone and smooth-sawn lumber. trace of who could have taken them. The current
owners, Rashemi brother and sister Eymik and
Government Ayaz, are desperate to recover their stolen goods.
Mangan Uruk is the current Iron Lord. He rules as House of Bhalla. This is the largest temple of
justly as possible with the resident wychlaran. Othlor worship inside Immilmar. Dedicated to Chauntea,
Sharru Hovidu, the leader of the Immilmar’s witches also known as Bhalla to the Rashemi, it’s one of the
and overseer of the wychlaran that advises the Iron buildings situated around the Iron Lord’s Citadel.
Lord, is one of his chief advisors. The temple is run by Brother Tharnus Burrowbelt, a
Consuls from the lands of Aglarond, Impiltur, mountain dwarf who wandered into Rashemen and
and Damara are maintained in the city while other never left. A tenday ago, “Bhalla’s Stone”, a treasured
representatives are expected to come and leave artifact of the temple, was stolen. Since then, two
once their business has concluded with the Iron priests have fallen ill and are not responding to even
Lord. Lord Berold of Uthmere is attempting to set Brother Tharnus’s most powerful healing spells.
up a new consulate, but has encountered resistance The Witches Hall. This building is a
rumored to have been initiated by Impiltur’s whitewashed longhouse with crossbeams carved in
representatives. Additionally, Hathran Rerle the shape of dragons, hounds, and unicorns. While
Vramethi is convinced Nithri Dug, the delegate from the longhouse is not a temple, it is still one of the
Damara, is now spying for Thay. He’s been acting most sacred sites within the city. The hathran of
odd but the Iron Lord doesn’t want to ruin relations the city conduct their business inside, and because
over a hunch with no proof. of this it is forbidden to all but their order. Othlor

6.The Lands 75
Legends &Lore

Sharru Hovidu (LN female human wychlaran drink exclusively from Rashemen in an attempt to
traditionalist elderNEW), guards the hall from any give the anglers some much-needed respite after
desecration. Over the past month, a number of hauling in their catch. Secretly, Zion Huang, the
wychlaran have overdosed on Haunspeir, a mental tavern owner (CN human spy), is selling dreammist1
stimulant popular among spellcasters. Though out of the tavern.
strongly denied by Othlor Sharru, whispers continue Berserker Lodges. Many Immilmar berserkers
to circulate that Thayan agents are to blame. belong to either the Goblin lodge, the Great Stag
Carver’s Hall. This structure is the guild house lodge, or the Owlbear lodge. The lodge-houses are
for the city’s most skilled artisans. Although other in the typical Rashemi style and act as taverns,
guild houses are scattered across the expansive city, boarding houses, and meeting places for members.
none can boast the exquisite talent found among the These halls are never empty as many berserkers
members of Carver’s Hall. To the dismay of many permanently live within them and oftentimes others
prominent guild members, exact replicas of their visit to drink with their friends, and still others
work have appeared for sale around the city and return when there is trouble brewing. Each lodge is
across Rashemen. watched over by a telthor, a guardian spirit that is
The Guardian Witch. This inn stands in typically the creature the lodge is named after and
complete opposition to the Blackstone House in warns the members of any trouble.
both size and atmosphere. A small cozy inn near the
docks, it caters to the fishers who have come into Personalities.
the city to sell their wares. This inn serves food and Othlor Sharru Hovidu. This Rashemi woman
has been the Othlor in charge of the Witches’
Hall for the past 53 years. She’s a stern but fair
woman and always seems to have advice one
needs but might not want to hear. She maintains a
sometimes-tense relationship with the Iron Lord,
who sometimes pushes against her advice he deems
over cautious or too bloodthirsty. Othlor Sharru is
currently advocating an offensive against a Thayan
encampment discovered just outside their borders,
but thus far the Iron Lord has stubbornly refused.
Brother Tharnus Burrowbelt of Chauntea.
This mountain dwarf (NG mountain dwarf priest) is
the leader of House Bhalla. He spends most of his
days in contemplation and worship of Chauntea and
leading others onto the path of her worship. Brother
Tharnus was recently attacked by an assassin
because of a shadowy past he has kept secret.
Zavelre Trikuki. Zavelre (CG female half-elf
indomitable berserkerNEW) is a half-elf Rashemi
woman who has led the Goblin berserker lodge
for thirty years. When murderous Thayan gangs
Rick Hershey / Fat Goblin Games

teleported into the city, she was responsible for


killing their leader using quick guerilla-like tactics. A
strange sickness now grips Zavelre. She is hiding it
from everyone at the lodge until she can find a cure.

Brother Tharnus Burrowbelt 1 Dreammist (or mordayn vapor) is a hallucinogenic drug


inhaled as a vapor derived from the rare modayn herb. It is highly
addictive and can easily lead to fatal overdoses.

76 6.The Lands
Legends &Lore

Yadrir Nomyadi. This Rashemi man (NG


male human indomitable berserkerNEW) became

Rick Hershey / Fat Goblin Games


head of the Great Stag lodge after the previous
leader died of a terrible wound. Yadrir is so well
known for his fighting progress and leadership
that none challenged him for the position and was
unanimously declared the new leader. Yadrir recently
lost all of the Great Stag lodge’s coffers during a
game of cards at the Guardian Witch.
Evla Ruvelmo. This half-orc (N nonbinary half-
orc indomitable berserkerNEW) became the head of
the Owlbear lodge after defeating their predecessor
Shelme Vyadzyame in ritual combat. Evla’s pet
owlbear cub has recently gone missing—no one is
sure if Tsua escaped or was kidnapped.
Sirvot Zomani. This Rashemi is the head of
the Iron Lord’s Guard (LG male human champion).
He continues in the footsteps of his mother, father,
brother, and grandfather by serving in the Guard.
Sirvot is gravely concerned that one or more
doppelgangers have infiltrated the Guard, no one can
be trusted.
Tholli Ironweaver the IV. Tholli the IV (N male
human veteran) is the great great grandson of the
legendary armorsmith Tholli Ironweaver, once
renowned for his masterwork blades and armor.
The tradition in his family is that the first-born boy is
named after Tholli Senior until they bring more fame
and prestige to the name. Tholli the IV is determined Tholli Ironweaver the IV
to be the last first son named Tholli and is tired of
being in his great great grandfather’s shadow. He known as River Mulsantir, but no overland outflow
recently acquired a map indicating the location of a exists. Most scholars believe the lake drains via a
legendary dwarven forge hidden deep beneath the vast subterranean lake known as the Cold Sea.
Sunrise Mountains. The shores of Lake Ashane have been the site
of many great battles, having many refer to it as
Lake Ashane the Lake of Tears. Famed skirmishes include the
Deep, blue, and frigid, Lake Ashane is a freshwater great conflagration between Narfell and Ramauthar,
lake sitting on the border of western Rashemen. numerous assaults of Rashemen by the Red Wizards
Spanning eighty miles at its widest, the eastern of Thay, and the invasions by the Tuigan Horde
shores are lined with picturesque fir and pine trees, around 1360 DR.
hiding predators such as owlbears and water trolls. Many believe the lake is ruled by a mysterious
The city of Immilmar rises on its eastern shore, water spirit, a fey known only to the Witches of
while Kront and Two Stars are near its western side, Rashemen. Her entourage includes nereids and
with numerous small fishing settlements scattered nymphs (naiadMOoT), and water weirds. They attend
around the lake. Fisherfolk ply the waters for hake, to the waters to do the bidding of their mercurial
trout, and salmon using two-masted watercraft queen.
known as felucca (page 122). Strange practices and superstitions surround
The lake was fed by glacial runoffs from the the lake, many with the intent of appeasing these fey.
Icerim and Sunrise Mountains. The lake connects The one most widely known is that no mortal is to
with Lake Mulsantir to the south via a channel enter the lake while clothed. Those who fail to meet

6.The Lands 77
Legends &Lore

these strange requirements bring the wrath of the fey


upon themselves, while those that go out of their way
Lake Tirulag
to appease are given blessings and gifts. The cold, freshwater depths of Lake Tirulag
Witchships, pilotless vessels sent out by the provides fishing, boatmaking, and other maritime
Witches of Rashemen, are also frequently sighted on industries for the locals of Rashemen’s most
the lake. The witches have used these ships to thwart populous region, Yet, an ominous dread hovers
Thayan invasions, carrying Rashemaar berserkers over its surface like a cold winter fog. Legends of a
into battle. treasure horde beneath the waves are whispered of
in local taverns. Some say it’s the wealth of a mad
Lake Mulsantir wizard, others claim it is a gift from the spirits of the
land for any bold enough to claim it.
This large lake separates Rashemen from Thay Each tale agrees on one thing: the treasure is
to the south. Three great southern rivers pour their guarded by a legendary ice dragon. For generations
silty waters into it, obscuring the lake’s murky depths the ice dragon left the surface dwellers alone but
with its dangerously turbulent waters. recently it has begun to stir. During the early winter,
The lake is filled with aberrant monsters crafted red-blooded youths engage in rites of passage,
by Thay in hopes of disrupting the witchboats stripping to their skins and wading into the waters to
regularly patrolling its waters. Unfortunately for the see whom among them perseveres longest. When a
Thayan’s, the lakes cold and turbulent waters forced victor is declared, everyone turns to drinking games
the strange creatures to stay near the lake’s southern in the fire-filled lodges. Recently, these contents
shore where they continue to prey on Thayan ships have been tinged with danger. Sometimes ice
rather than the intended Rashemi targets. sheets emerge from beneath the surface, chilling
East of the city of Mulsantir lies Loune, or the Rashmeni to their bones. One contestant who
“Drowned Bay,” where there are several ancient dared plunge too deeply rose to the surface covered
drowned villages just beneath the waves. Their in a one-inch layer of ice. Locals say the ice dragon
hills now serve as extensive clam beds for local has awoken, reminding them they may ply the lake’s
Rashemaar fisherfolk. The lost village of Amaurr, surface but its depths belong to him.
westernmost and largest of these, is said to be the The hathrans have not expressed concerns about
lair of aquatic monsters, but tales differ sharply on this territorial beast since their witchboats cross the
what these beasts are. lake uncontested. Local Rashmeni always thought
the creature was under the hathrans’ control, or at
least acknowledged their power, but recent
events have eroded their faith, making
them wonder if they are truly safe on
those misty shores.
Wizards of the Coast

78 6.The Lands
Legends &Lore

Mulptan the Kibatuul dragonborn have been invited to these


competitions despite loud grumblings by some.
The city has always had a labyrinth of linked-
Large Trade City – population 12,500 (84% human, 7%
underground cellars underlying the oldest and most
spirit folk, 4% dwarven, 5% other)
central streets, that provided granaries year-round
Government –Multrong Lahztloh Ghall (male human
and shelter during the harshest winter weather.
indomitable berserkerNEW); Othlor Baerdhal
Known as “Stonestairs,” this lower level provides a
Kohshue, Ranking Witch of Mulptan (human female
public thoroughfare and meeting-place at all hours,
wychlaran traditionalist elderNEW).
and is a law-free zone, but ruthlessly policed by some
Defense – Stone walls. Eastlord’s Guard; Various
of the cellar owners to keep gangs from ever gaining
Berserker Lodges the largest being Great Stag and
a hold. Rashemaar carters serve food and drink from
Wolf; Witches’ Hall.
their carts; the Nathall family has spent lifetimes
Commerce – The Great Field Market makes foreign and
doing so.
domestic goods readily available. Numerous taverns
and inns of varying quality.
Mulptan lies where a branch of the Golden Way
Mulsantir
meets the Huhrong Road from Immilmar. It is
built on foundations dating back to the Narfell– Small Port City – population 8,100 (90% human, 5%
Raumathari conflict. Its ancient spell-hardened stone spirit folk, 5% other)
walls still protectively encircle it. Government – Urphong Ghabrak Freidvass (male
The city is known as a major mercantile center. human indomitable berserkerNEW); Othlor Yamava
People from across eastern Faerûn’s northern Faerrank, Ranking Witch of Mulsantir (human female
realms come here to trade on the Great Field Market wychlaran traditionalist elderNEW).
outside the city’s walls. Merchants from as far away Defense – Extensive Stone Walls and Fortifications
as Damara and eastern Yaimunnahar come here to guarded by Urphong’s Host; various berserker lodges
barter and trade their wares. including Ice Troll; Witches’ Hall
This influx of traders makes Mulptan one of the Commerce – Significant support for caravans. Fishing.
more cosmopolitan centers in Rashemen. It is far Numerous Inns and Taverns.
more welcoming to outsiders than other settlements This coastal Rashemen port is nearly always busy
in the region, with portions of the city comprised supporting caravans passing along the Golden Way,
of settlers from outside of Rashemen, including ferrying travelers across Lake Ashane to where the
districts predominately filled with people from trade route continues to Thesk in the west.
Thesk, Damara, and as far away as Shou. In winter, the waters freeze solid, allowing
The soil and climate make growing food difficult. merchant travel to continue unabated. Traffic only
Residents subsist on nearby herds of rothé, reindeer, halts during the few tendays in fall and spring when
and long-haired goats, as well as hardy onions, the ice is too soft and dangerous to cross. During
cabbages, and root vegetables. A visitor arriving those times, the taverns and inns of the city swell
with exotic food from Rashemen is always warmly with merchants waiting for traffic to resume. Good
received. quantities of sturgeon caught by the town’s fishers
Since the Spellplague, a large dragonborn keep most well fed, while farmers from the nearby
community has developed, most being descendants countryside make a good living selling to caravan
of Balasar Kimbatuul, a Tymantherian merchant folk.
who stayed after enduring a particularly challenging The city has been a frequent target of Thay
winter. The dragonborn are now well integrated because of its strategic location. However, the
and gaining some influence, though nowhere as settlement’s extensive magically-fashioned walls have
dominating as the Ydrass and Vrul clans, traditional yet to be breached thanks to the fierce berserkers
Rashemi families who have for centuries have and Rashemi witches who’ve met each assault.
shaped events in the city. These clans are fierce but A few crews of Rashemi privateers sail out from
friendly rivals, regularly competing in good-natured Mulsantir’s port preying on Thayan ships in the
contests of skill and strength. Remarkably, some of surrounding waters. At least one is known to use a

6.The Lands 79
Legends &Lore

powerful witchboat in its maritime pursuits. slice through the sharp mountains. Its few mines and
Several of the tallest private homes in the quarries are found within the lower elevations along
city, standing near the walls, have steeply-pitched its southern edge.
roofs that slide open to reveal catapults that hurl Rumored to be rife with magic and paths to
incendiary sacks of stones (rocks coated with oil and the Underdark, the Running Rocks are home to
wrapped in multiple old fishing-nets, set alight and numerous threats and dangers. Buehr hags, trolls,
immediately hurled) against approaching invaders. and violent nature spirits await those who traverse
Their deadly volleys have sunk many Thayan galleys. the winding paths unprepared.
The large merchant traffic and proximity This seemingly inhospitable rocky terrain is so
to Thesk has allowed the Shadowmasters of populated because it has many narrow, steep-sided
Telflamm to garner a foothold in the city. Though ravines with springs at the bottoms of them, that
the wychlaran are ever vigilant of foreign influence, teem with life. The rocks of their sides are warmed
this thieves’ guild has a finger in most transactions. by the sun, and no winds scour them, so ample food
The hathrans are growing concerned that a growing grows wild, and can be a boon to a lost and hungry
burst of violence among visiting merchants may be a traveler—though few ravines stay unclaimed by
result of gang conflicts imported from Thesk. someone sentient and resentful of intruders.
The Running Rocks harbor a secret unknown to
all but the witches: the Rocks are home to the Old
The Running Rocks Ones, vremyonni, male Rashemi wizards. In their
For a region of untold dangers, east of the hidden lairs, they craft magic items for the witches
Ashenwood lies a location most Rashemi avoid. while training new recruits in the arcane arts. These
These low-lying granite peaks are an extension of lairs are guarded by spells, constructs, and sealed
the High Country’s mountains. A tangle of ravines stone doors requiring the proper passwords.
Eugene von Guérard / Wikipedia

80 6.The Lands
Legends &Lore

Shevel Taporan
Trade City – population 9,000 (80% human, 5% spirit Small Town – population 1,200 (91% human, 5% spirit
folk, 5% dwarves, 10% other) folk, 4% other)
Government – Urphong Atal Hegadu (CG male human Government – Urphong Karch Petaff (CN male human
indomitable berserkerNEW); Othlor Borka Gyuru, Unyielding BerserkerNEW); Othlor Jundi Torma, Ranking
Ranking Witch of Shevel (LN human female wychlaran Witch of Taporan (NG human female wychlaran
traditionalist elderNEW). traditionalist adeptNEW).
Defense – Stone walls and fortifications secured by the Defense – Various berserker lodges including Wolf and
Urphong’s Host. Various berserker lodges including White Dragon; Witches' Hall
Snow Tiger; Witches’ Hall Commerce – Boat traffic along the River Tir. Limited
Commerce – Mercantile trade. Wide variety of inns and selection of taverns and inns.
taverns catering to traders from across the realms. This small town is spread along the banks of the
This bustling trade center is home to numerous River Tir. Cobblestone streets, rarely seen elsewhere
folk from outside of Rashemen. It’s one of the few in Rashemen, weave among a jumble of stone
locations where the wychlaran allow outsiders to buildings hugging the town’s extensive waterfront.
settle without permission from Rashemi witches. Riverfolk ply the waters, transporting people and
The large foreign population has resulted goods along its length, all the way to Lake Ashane.
in architecture significantly different than seen The River Tir’s waters are fast and grow increasingly
elsewhere within Rashemen. Although most wild as one approaches the High Country. However,
buildings in Shevel have stout stone ground floors, the waters becomes broad and easily navigable
thanks to local dwarf masons, above that level downstream of Taporan. Together with River Rasha,
they exhibit a wide variety of architecture, typical the waterways provide a major east–west route
of buildings from all over Faerûn—thanks to their through Rashemen.
owners wanting to live in what they are used to. This Taporan is a bustling bargemaking center; for
results in a cityscape of far more turrets, balconies, decades, the builders haven’t been able to keep up
and spires than most wayfarers expect. with the demand, so there’s always a waiting list,
The city boasts communities from all over the not to mention a side-industry of rebuilders who
realms, including Mulhorand, Impiltur, and Kara-Tur. refurbish old barges, sometimes with more haste
Shield dwarves, descendants of Earthfast troops who than competence.
survived during the Tuigan invasions of the 1300’s The town’s residents are known for being wild
settled here and are famous for forging iron great and brave, even among the berserkers of Rashemen,
axes, which are popular with many of the country’s and comprise a much larger portion of the populace
berserkers. than other parts of Rashemen. Most folk are fond
of drinking and singing and visiting bards usually
receive an exceedingly warm reception.

6.The Lands 81
Legends &Lore

Thasunta Tinnir
Large Town – population 2,400 (88% human, 6% spirit Village – population 525 (90% human, 6% spirit folk,
folk, 4% dwarves, 2% other) 4% other)
Government – The Old Lodge currently lead by Azetch Government – Urphong Nahz Breshk (CG male human
Speareater (N male human warlordMToF) gladiator), Hathran Shaella Bluehand (NG female
Defense –Over a dozen major berserker lodges and human Wychlaran Traditionalist AdeptNEW)
numerous small ones; Witches' Hall Defense – All villagers are expected to raise arms in
Commerce – Modest merchant support services. defense of the village; Ettercap berserker lodge.
Mercantile center for local ranchers and farmers. Commerce – Fishing.
Within Rashemen, this town is referred to as the City This small village lies a few hours walk north of the
of Warriors. Rural folk provide a grudging respect for Golden Way, hidden in a wooded vale on the shores
anyone from this town, assuming that all inhabitants of Lake Tirulag. In addition to typical Rashemen
are berserkers. Despite this not being true, the style homes, the village boasts several wooden
town’s reputation is well earned. It lies on the path structures more commonly seen in the distant lands
used in many of Thay’s invasion attempts. Thasunta’s of the Sword Coast. The village is home to fisherfolk
berserkers were instrumental in stopping the Tuigan who work the lake’s cold waters.
invasions of the 1300’s, as a great force held the Travelers on the lake sometimes frequent the
horde in check at the Battle of Ashane, allowing town staying at the Lakeside Inn should the need
allies to decimate the foe from the rear. arise. This pleasant two story building is rumored to
Nearly every berserker lodge in Rashemen has a be blessed by Bhalla (Chauntea). The goddess is said
lodge represented in the City of Warriors. However, to grant wondrous dreams and good fortune. Which
the Old Lodge is the most respected, reserved for rooms are blessed is said to change from night to
the most experienced warriors who’ve mastered night. The owner of the inn, Shaella Bluehand,
the fighting techniques of at least three lodges. The laughs off such stories, but she rarely sleeps
hundreds of berserker warriors in the same room on consecutive nights. The
stand ready for the Iron inn is haunted by Nyella, a telthor dog, who is
Lord’s call to defend the land. extremely protective of the
This walled town has building and its owner
one distinctive local defense: Shaella.
across all roads that run through A seldom
the five gates in the city wall, and repeated story is
several other major thoroughfares that Malar also
near the three “marketmoot” squares cursed the area,
where roads meet and widen to host daily and perhaps some
market stalls and carts, the Blade Sentinels of the rooms of the
await. These are broad bands of cobbles Lakeside Inn itself,
underfoot that can suddenly (when wheel- bringing bad luck
cranks in nearby buildings are turned, to drive and nightmares to some
chains in the walls) sprout rusty but stout old who stay in the town. A few
giant swordblades, half as high as a tall man, that of the oldest residents also claim that
jut up from the street in a thick forest that can lycanthropic blood runs within the town,
break mass charges, disrupt mobs and organized with some calling it a curse from Malar
soldiery alike, and block carts and wagons. and others a blessing from Selûne.
Daniel Comerci

82 6.The Lands
Legends &Lore

Tir Wood
North of Taporan and spreading throughout the
Running Rocks is Tir Wood, or what the local World Builder’s Notes
Rashemaar refer to as Tirrenduar. The wood is
dangerous, filled with the same creatures that On my original overall Realms map, the
infest the surrounding granite peaks. Even typically southern forest wasn’t named, and the
reclusive chwingasTOA have been known to accost wood covering the eastern half of the
those who travel too far into the woods. Running Rocks was the southern (main)
A branch of the Golden Way cuts through the part of Urlingwood, with the road east
forest heading to Mulptan. Experienced caravans from Immilmar cutting through the forest,
using this route employ highly visible guards to and Mulptan on the eastern verges of the
dissuade goblin ambushes that are not uncommon forest.
as one approaches High Country. The Nanraak
goblin tribe responsible for most of these attacks is
After play in the original Realms campaign
careful to avoid targeting local travelers for fear of
ventured into Rashemen, and I did a
drawing the witches’ attention.
Local tales speak of a large grey-hued dragon
close-up map of the land, the southern
inhabiting the northern forested peaks. Hathrans forest was indeed named “Tirulag Forest,”
refuse to comment on these rumors, the local and Immil Vale became a swath of rolling
Rashemaar report seeing pairs of witches travel to hills with woodlots rather than thickly
and from that area on a regular basis. forested, so Urlingwood was separated
There’s an abandoned (due to persistent monster into two parts; the larger southern end
attacks claiming the woodcutters), overgrown of the Urlingwood on that 1982 close-up
woodcutter’s hamlet, Tirdarrinh, on the banks of the map of mine was “Tirrenduar,” Tirren
River Tir just inside the southern edge of this forest, being the long-vanished local king or
that could now serve as a monster’s lair. lord or chieftain or regional ruler that
the River Tir is named for, and “duar”
Tirulag Forest being local dialect for “forest” (to the
folk of Rashemen, “Erech Forest” is
This large wood is bounded by the Golden Way to “Erechduar,” “Urlingwood” is “Urlingduar,”
the south, the River Rasha in the north, Lake Tirulag “Ashanwood” is “Ashanduar,” and what
in the east and the Semred Hills in the west. The traveling merchants call “the Tir Wood” is
woods are generally more settled than others in “Tirrenduar.”
Rashemen, though the Rashemaar still take great

Daniel Comerci
care to placate the natural spirits when hunting or — Ed Greenwood
harvesting lumber.
The densest heart of the forest is said to hide
a stable fey crossing guarded by ancient dryad
sorcerer. Wychlaran kept watch over the region,
forcefully turning away anyone seeking the location.

6.The Lands 83
Legends &Lore

Urling Red Wizards. Even among the aged vremyonni,


Selov’s longevity is remarkable.
Hamlet – population 400 (85% human, 5% half-elf, The two heads of the hamlet are Lady Fuhe,
4% spirit folk, 6% other races) the most powerful hathran in Rashemen and Nerva
Government – Council of Hathrans, lead by Lady (LN human female Wychlaran Traditionalist AdeptNEW),
Fuhe (LG human female Wychlaran Traditionalist her spokeswoman. Lady Fuhe doesn’t deal with
ElderNEW ) any of the day to day issues but simply deals with
Defense – Dozens of Hathrans (Wychlaran dangerous intruders. Nerva on the other hand is
Traditionalist AdeptNEW and Wychlaran Traditionalist very engaged in the day to day of Urling and willingly
ApprenticesNEW speaks with any foreigners that have business that
Commerce farming, brewing jhuild, and woodwork brings them to Urling.
The hathrans of the village all know an unusual
At first glance, this hamlet is easily overlooked by
defense available to them due to an exceedingly old
those who don’t know what they are looking for. It
persistent ward whose invocation is passed along
appears as a grove of trees growing around grassy
by the elder hathrans. While in the village, a trained
mounds. The mounds, built in the traditional
hathran can summon a huge, upright menhir-sized
Rashemen fashion and covered in soil and plants,
rock, “as tall as three warriors” above the head of a
are the homes of the Witches of Rashemen.
foe, or between themselves and a foe. After an hour,
Most of the people who reside in Urling are
the summoned boulder returns to a nearby cavern
hathrans, their spouses and servants. Ethrans can
from which it was summoned. This allowed lone
also live here but mostly live among the common
hathrans to deal with many marauding outlanders,
folk and visit here to commune with their superiors.
hobgoblins, and other raiders.
Unlike the Urlingwood, anyone is allowed in the
hamlet. However if they aren’t an ethran, hathran, or
family, they are instructed to leave within a day or two. Urlingwood
The Green Chapel occupies one of the largest
mounds in the Urling. Those that seek an audience Located northwest of the Sunrise Mountains, the
with the hathran can spend their time in this quiet Urlingwood is a wild untamed forest in the northern
inn. Any who stay are warned against entering region of Rashemen. It is considered the mystical
the Urlingwood or suffer the consequences. The heart of Rashemen due to it being known as a sacred
inn is run by a former Old One named Selov, who gathering place for the wychlaran and vremyonni.
accidentally stripped himself of his magical abilities Because of this the forest was forbidden to all others
while trying to make a weapon to use against the under pain of death.
To prevent others unintentionally wandering
into the forest the Iron Lord has set warriors and
berserkers to patrol the forest to turn away those
for which it is forbidden. Any that manage to get by
these warriors soon find themselves face to face
with the witches and put to death. After questioning
the intruder their deaths are swift and humane. The
intruder’s property is taken by the witches and the
bodies are left on the outside of the forest for the
Rick Hershey / Fat Goblin Games

patrol to dispose of.


Oftentimes the witches aren’t needed to slay
any intruders. Powerful nature spirits and fey guard
the inside of the woods and typically are the ones
that put intruders to death. In colder months these
defenders are joined by orglashes to aid them in
defending the woods from intruders.
Wychlaran and vremyonnin that visit the
Urlingwood do so for a number of different reasons;

84 6.The Lands
Legends &Lore

having private councils, communing with the


guardians of the land, making offerings to appease
the spirit, and creating Jhuild, the famous Rashemi
firewine.
Young ethrans are brought here to be ordained
into the sisterhood and young men who are to join
the Old Ones are brought here to receive spiritual
blessings before being sequestered.

White Rusalka Vale


This mystical vale hides a slow-moving stream that
empties into Lake Ashane. It lies roughly halfway
between the Rivers Ashan and Rasha. Most Rashemi
stay clear of the area for it is rumored to be haunted
by a number of rusalkaNEW, who the locals claim are
the spirit maidens who died within those waters. In
truth, these fey were bound to sections of the vale,
and used their enchanting voices to lure mortals to
ease their desolate existence. The wychlaran keep
secret the location of dead magic zones within the
vale. However, the Othlors closely guard the means
by which they can still wield arcane magic in these
zones and have used this to great effect on more than

Public Domain/ Fantasy Collection / Fat Goblin Games


one occasion.

6.The Lands 85
Legends &Lore

Beacon Cairn
Village – population 450 (95% human, 5% other)
Government –Hathran Nezshara (LN Female Human
Wychlaran Traditionalist AdeptNEW) oversees village
activities
Defense – Local villagers raise arms in defense of the
village. Animated Rauthmari constructs
Public Domain/ Fantasy Collection / Fat Goblin Games

Commerce – Limited trade goods. Single inn —


Ko’ocbez Rest.
Marking the far-eastern border of Rashemen, the
ancient town of Beacon Cairn takes its name from
the towering five-hundred-foot-tall stone formation
that has stood in its center since the time of
Raumathar. Extensive ancient ruins tell of a once
sizable trade town, though today it is little more than
a forgotten farming village.
The titular cairn itself looks to be made of
natural rock, although the eternal flickering blue-
green light atop it is of long-forgotten Raumathari
magic. An ancient prophecy associated with the
cairn reads “Light a flame from the misty shore
to the peaks of Graunthil or Narfell shall reign
o’er all.” With Raumathar and Narfell long fallen,
the prophecy is now little more than a historical
curiosity.
Home mainly to farmers, the village over the
last fifty years has often been raided or used as
a stopover by raiders from the Endless Wastes.
This all changed several years ago when the young

The High Country Wychlaran Nezshara set out to restore the area
and took up residence in the ruins of an ancient
tower. Since moving to the village, she has acted
Most Rashemaar refer to Sunrise Mountains and the as its protector both with her own magics, and in
rising foothills surrounding it as the High Country. being able to animate some Raumathari artifacts in
Less settled than the lower lands of Rashemen, defense when required.
it nonetheless supports scattered communities Under Nezshara’s guidance, the village has
throughout. The increasing cold from rising elevation begun to trade peacefully with Citadel Rashemar,
and dangerous lurking monsters ensure only those and can now count on its protection as well.
well suited to surviving in the wilderness make their Adventurers traveling to Beacon Cairn are most
homes here. likely seeking the cairn itself, the Raumathari ruins,
or a base for exploring the Endless Wastes and other
lands to the east.

86 6.The Lands
Legends &Lore

Citadel Rashemar
Occupied Fortress
Situated on the eastern slope of the Sunrise
Mountains, this grand fortress housed as many as
2,000 troops of the Rashemaar army. The citadel fell

Rick Hershey / Fat Goblin Games


to ruin in a massive battle against the Grand Army
of the Tuigan more than a hundred years ago. The
thick stone walls and guard towers that once ran all
around its thousand-foot diameter can still be seen
in places—some in ruins, others rebuilt haphazardly
with less sturdy stone and wood.
Left in ruins after the battle, the citadel was
claimed first by roving bands of goblinoids, but
later by the annis durthan Chaul, who rules it still,
although Chaul and how she became the citadel’s
ruler are much more complicated.

Spirits of Rashemen
Even when it was actively used by the Rashemaar
Army, the citadel was already ancient, its foundations
having been laid by the Raumathar long ago. It is a
place as old as Rashemen, and home to the spirits preferring to let skilled lieutenants lead individual
of countless generations. It is due to this spirit-rich troops. The most famous of these is the half-orc
history that powerful durthan and hathran alike tend Dukrah Thaan, a worshipper of Luthic and a
to be drawn to the citadel. great spellcaster in her own right. It is under her
When the annis hag Chaul first chose to make leadership that the warband won many of its greatest
her lair in the labyrinthine ruins below the fortress, victories in the wastes. Today, Dukrah acts as the
she began to commune with these spirits. Chaul citadel’s civil commander, leading the construction
drew on the spirits to increase her magical powers, and day-to-day life, while her twin daughters Emen
but as the years went on, the spirits too began to Thaan and Maev Thaan lead the troops.
change Chaul, pushing her to do their bidding. Aside from raiding and defending Rashemen’s
The most prominent spirits that Chaul border, the warband’s purpose is not building. Under
communed with were the vengeful echoes of the Chaul’s instruction and Dukrah Thaan’s supervision,
Rashemaari who had been killed during the Tuigan they are rebuilding the citadel both above and
siege. Eager were these to share their power in below ground. What their work lacks in masonry
exchange for vengeance visited upon the Tuigan skill, it makes up in volume, and dozens of wooden
descendants in the bordering Endless Wastes. structures now interlink with the ruin’s original
stone.
The Warband of the Citadel
Chaul’s power—even before her arrival at the Chaul and the Unseen War
citadel—was great enough to swiftly conquer the For several decades, Chaul has used her warband
goblinoids and ogres that had been making their to wage a brutal unseen war on the descendants of
home in the ruins, thus she had not only a fortress, the Tuigans in the Endless Wastes. With the spirits
but also an army. This army came to be called the hungry for vengeance, it mattered not that as many
Warband of the Citadel. Over the years the warband of the leftover Tuigans were farmers who had long
has consisted of goblins, hobgoblins, ogres, orcs, and resigned themselves to a peaceful existence, as were
even trolls. raiders who hoped to revive their grand army’s glory
Chaul herself rarely, if ever, leads the warband, and once again conquer the western lands.

6.The Lands 87
Legends &Lore

With Rashemen and the wychlaran having magics to breach Chaul’s inner sanctum and slay the
largely turned their attention to the greater threat hag, who had by this time waned in strength in her
of Thay, the Warband’s forays into the Endless old age.
Wastes or defenses of the border have gone largely Eager to claim the spirits’ might, the mysterious
unnoticed. durthan gave herself over to them, only to find herself
For all her power, the Chaul was not immortal possessed of the same desires that had come to
and many a wychlaran or adventurer have come rule Chaul—vengeance against the Tuigans, and
to the Citadel to seek out either the hag herself, protection of “true Rashemen”. Possessed of these
the power of the spirits beneath, and the ancient new powers and desires, the durthan crafted a mask
treasures rumored to lie in the ruins. out of Chaul’s skin and bones, and in doing so gained
One such visitor was another powerful durthan, an army and a fortress already loyal to her. Thus, the
who came to the citadel seeking the power of the one who set out to destroy Chaul has become Chaul.
spirits. Already a master of her art, the durthan— The secret of the current Chaul’s true identity is not
whose true name remains a mystery—used her own known to any of her followers.

The Citadel’s Relations


During its first and bloodiest decades under the
rule of the original Chaul, the citadel made itself a
threat and enemy to most of Rashemen, maintaining
relations only with other hag covens and enclaves,
whether be the annis hags of Ashenwood, bheur hags
of Running Rocks, or even the shrieking hags of the
Endless Wastes.
Since taking over for the hag, the new Chaul
has been more hesitant to maintain active relations
with other hags, for fear of being found out herself.
Tenuous relationships still exist, but are far
diminished. There are now rumors of a newly-
formed coven of shrieking hags unifying bedraggled
remains of Tuigan raider hordes to strike at
Rashemen.
One the other hand, with Chaul’s long-term goal
now firmly set on one day ruling all of Rashemen,
she has become more politically moderate in relation
to its other inhabitants. There are now fewer raids
on human settlements, and both adventurers and
leaders are granted audiences at the citadel.
Wishing to be seen as a legitimate power, Chaul
has also begun making agreements for the
citadel’s protection of nearby settlements, with
those such as Beacon Cairn, which face raids
from the Endless Wastes and now view the
warband as protectors.
Rumors say that on at least one occasion,
Chaul has granted passage into one of sealed
ancient catacombs beneath the citadel to a
group of adventurers seeking lost knowledge.
Bryan Syme

The manner of their deal or the fate of the


adventurers is not known.

88 6.The Lands
Legends &Lore

The Children of Chaul Despite the dangers, the Rashemi miners still
The annis hag that was Chaul had the same prefer staying and protecting the mines rather than
appetites as all of her kind, and several times a traveling to and from the surrounding towns every
year her minions would bring her human children tenday. To stay in shape, boxing and wrestling are
abducted from nearby villages. Appalled by the favorite pastimes in Tethkel. Those that don’t fight
practice, the human durthan who has become bet a day’s wage or a bottle of firewine on their
Chaul was faced with a complicated choice, given champion.
that devouring children was expected among her Shaped by the land, the miners scorn anyone
followers. Thus the “children of Chaul” came to exist. they perceive as weak, and the quickest way to gain
Unwilling to deviate from the fear that the their trust is a few bouts with the local champion.
devouring of children instilled in both her followers Though those that can’t take a punch, or two, can
and enemies, Chaul tasked her minions to bring her try them in a friendly drinking contest. Though
an orphan, and only once or twice a year. Within her strangers often wake up with a splitting headache,
lair, she had cleared out an area known only to her, greeted with raucous laughter from the miners, as
and it was here that she took the children. Each child the claims that they consume an immense amount of
was given a room, food, and taught by Chaul herself firewine are probably true.
in the ways of magic. As the child grew, they were
given a choice: remain and to learn the ways of the Mulsanyaar Plateau
durthan or leave. Those who left were given an elixir
that blurred their memories and stumbled one day North of the Gorge of Gauros, the Mulsanyaar
into some nearby village. Many chose to remain, for Plateau is the northernmost arm of the Thayan
they had been abandoned, and Chaul offered them Plateau. Rocky and rugged, the wildland features
true power. dusty barren mesas and sparse pine forests that
The so-called children of Chaul were eventually group thicker closer to the Sunrise Mountains.
sent into the world, some posing as wychlaran with In earlier ages, this barren land was left mostly
their true loyalty to Chaul rather than to the world to the goblins. The endless machinations of Szass
that abandoned, others sent to the Endless Wastes Tam and more frequent incursions from the Red
to find their own power in destroying the enemies of Wizards across the Garos Canyon is causing the Iron
the spirits of the Citadel - who too had taken a great Lord to reconsider.
interest in empowering the children. All children of The recent founding of Viseyeur, the duergar
Chaul are under an unbreakable geas that prevents trading post, has further magnified tensions. The
them from divulging their origin, even to each other. Iron Lord is in a tough spot as many of his village
leaders demand action to remove the grey dwarves,
but his wychlaran councilors insist on patience.
Mines of Tethkel To further complicate matters, a new bugear
Deep within the High Country, the Mines of Tethkel leader controls nearby Omvudurth and is rumored
is home to the toughest and most rugged of all the to be speaking with envoys from Thay. Additionally,
Rashemi. Though this is with a reason, as they goblin raids have increased though it’s unclear if they
protect the largest mines within Rashemen. With were sent from Omvudurth or if a different tribe is
most of the country’s mineral wealth unearthed here, responsible. Survivors claim the goblins pounded
a steady stream of iron can feed the always hungry war drums and repeatedly chanting “Jub” before
forges of Urling and Immilmar. There the metal is each attack.
worked into weapons, sled runners, tools, utensils, The state of relations between Viseyeur and
all adding to the independence of Rashemen. The Omvudurth is unknown. However, thus far the
miners often have to protect themselves from duergar outpost has not suffered any direct gobinoid
kobolds digging into the mines, wolfrider goblins raids, suggesting some accord may exist between the
trying to raid the storage facilities, or incursions from two.
duergar from the south. Adding to that is the harsh
fauna, like winter wolves, looking in the outskirts of
the mining town for easy prey.

6.The Lands 89
Legends &Lore

Omvudurth clan controls the peaks around the citadel of the


same name near the Mulsanyaar Plateau. Both clans
Goblin Citadel fear the attention of the wychlaran and carefully raid
merchants and outlying settlements hoping to avoid
This large citadel of roughly-hewn dark stone
the witches’ attention.
sprawls around Mount Omvulag. Five years ago,
Somewhere among the snow-covered peaks
Grahmvur Boneblade, a powerful and tactically
lies the lair of Kissethkashaan, an ancient white
brilliant bugbear, won control of the tribe of goblins
dragon served by a community of kobolds known as
inhabiting this ancient fortress. Even though the
the Brood of Kashaan. They are said to lair within
goblins have historically taken great care not to
tunnels throughout the peak fashioned either by
offend the witches, the hathran grow concerned,
the Imaskari or a lost clan of dwarves. The dragon
having heard reports of Thayan emissaries
and her kobolds also avoid drawing the attention of
consulting with the new goblin leader.
Rashemen’s witches, though in recent years a few
younger white dragons have been seen flying through
Sunrise Mountains these mountains. Some Othlors are beginning to
question if this suggests Kissethkashaan’s health is
Rashemen’s western border is delineated by the fading or if she has gathered a collection of young
Sunrise Mountains. This chain runs from the north dragons to serve her.
end of Rashemen, southward around Thay before
eventually ending at Mulhorand and the Alamber
Sea. The peaks in the north are lower than at its
Viseyuer
southern end, but are blanketed in deep snow Fortified Trade Outpost – population 250 (90%
year-round. The peaks are ragged and foreboding, dwarf[duergar], 7% human, 3% other)
forming numerous snow-filled ravines. Most skilled Government – Regent Gaodrahg Ironspike (duergar
Raumathari guides avoid the treacherous terrain, warlordMToF)
particularly the snow-covered sections given how Defense –Wooden palisade being transitioned into
frequently people have died not realizing fresh snow a stone fortification. Granit guard ( 40 guards, 10
covered a fragile ice bridge. duergar stone guardsMToF)
These highlands are dotted with numbers of Commerce – Ironwork, limited trade goods.
monoliths, many dating to the ancient empire of
For years, duergar competed with the Rashemaar
Raumathar. Many were simply way markers for
along the Mulsanyaar Plateau for mineral resources,
important sites, though others are traps fashioned
frequently leading to violent conflicts. This changed
to capture fiends unleashed by their hated Narfell
somewhat after the events of the Spellplague. The
enemies. The wychlaran regularly inspect these
duergar city of Darzalstaukh, located beneath the
sites for damage, knowing the fragile nature of some
eastern side of the Sunrise Mountains, was devastated
and the dangers they contain. Adventurers should
by the same earth-wrenching cataclysms affecting
be cautious approaching such structures lest they
Thay in the south. The surviving gray dwarves rebuilt
release a bound demon. A few pillars pre-date the
their city in a nearby vault they called Fraasz.
Raumathar Empire. It has been suggested these are
Reeling from this devastation and not wishing
artifacts left behind by ancient Imaskar or an even
to come into conflict with Rashemen’s witches, the
older civilization. Many carry arcane auras natural
duergar attempted to formalize relations with the
animals avoid, though the truth of their function has
wychlaran by constructing Viseyeur. The witches
been lost to time.
cautiously agreed, despite strong resistance by many
Few humans live among the snow-covered peaks.
of the fyrrs, who have made their displeasure known
Only the desperate few who cling to their solitude are
to the Iron Lord.
found here. Small nomadic goliath clans live among
The duergar in Viseyeur are careful in their trades
the lower northern peaks. Two goblin tribes contest
with surface folk. They do not openly deal in slaves, in
for portions of the high country. The Nanraak tribe
contrast to their activities in Fraasz on the other side
led by Nabrog Snowbitter controls many of the caves
of the mountains. Primarily, the gray dwarfs offer fine
in the northern mountains, while the Omvudurth
metal work and other well-crafted items.

90 6.The Lands
Legends &Lore

The North Country


The lands north of Urlingwood are sparsely
populated. The few settlements found within these
desolate lands survive as far from the many ancient
ruins that remain scattered here. Few dare to
approach these sites, which date back to the times of
the Narfell and Raumathar empires. Most villagers
have stories passed down from past generations of
the dangers that lie within. Every year a few Rashemi
nobles explore the ruins, seeking excitement, glory,
and magical treasures from ages past. The locals
are happy to point these foolish souls in the right
direction, joking it’s a great way to get rid of an excess
of foolish nobility.

Falls of Erech
Marking the northwesternmost part of Rasehemen,
flowing towards Lake Ashane, the waters of the
River Erech take an over hundred foot plunge in a
roaring cascade of white. Every Rashemi youth about
to leave the country on their journey of adulthood
camp here and soothe their minds with the steady
fall of water and cool breeze. Before they depart, they
cast offerings into the white falls so the spirits and
the lands will reward them with good fortune and a
long life. While the offerings are often exorbitant in
value, the spirits don’t look down on those that can
only give less.
Even though gems, coins, weaponry, or
wonderous items are found aplenty at the bottom of
the lake, there is hardly anyone willing to take the
risk to raid them. Those foolish enough to steal the
offerings and plunge head on into the waters risk
freezing to death, as the water is run off from the icy
lakes known as the Teardrops, or pounded into the
rocks below. Those who do claim a prize from the
unforgiving waters are slain by the local spirits that
guard the offerings or captured and executed by the
Rashemi themselves.
Some humanoid tribes have settled beyond the
Wizards of the Coast

falls, but they do not dare to tempt the wrath of the


Rashemi and rather harass the small Nar horse
tribes to the west.

6.The Lands 91
Legends &Lore

Fortress of the Half Demon The Icerim Mountains


This ruined fort stands isolated in the northern The Icerim Mountains form the entire northern
outreaches of Rashemen. Built thousands of years border of Rashemen. They also extend west and
ago by the Nar, it stands as a stark reminder of its north into Narfell and east into the Hordelands. In
dark history. The half-opened iron gate with the the Year of the Sword, Red Wizards from Thay used
visage of a demon leering at all that approach is a their powerful magic to melt massive portions of
precursor to the evil that once laid within. A huge the mountains in an effort to flood the surrounding
stone keep sits in the middle of the courtyard, while regions and exploit the distraction to gain a foothold
catacombs and other passages snake underneath the in the region. The elemental spirits of Rashemen—
structure. such as orglash—were angered by their presence
At one point in it’s dark history, a group of and what they had done and managed to force them
undead durthan allied with the inhabitants, back. The sudden heat gave a reprieve to the peoples
possibly the Nar, and used the keep as their base of that lived there. Goliaths, taer, and other small tribes
operations. A Rashemi army filled with berserkers of humans, dwarves, and orcs were able to gain
and fey stormed the keep in what is now known as purchase on the warmed land and establish small
the Battle of the Fortress of the Half-Demon to defeat settlements in the nook of the mountains at the
the durthan and put a stop to their evil machinations. source of the iceborn river.
Paths among the peaks of the mountains are rare
and dangerous, even when traversed by creatures
familiar with them. Remohoraz, frost giants, and even
an ancient white dragon and her spawn hunt in the
region. However, a labyrinth of interconnected caves
exist all across the southern and northern faces of the
mountain. These caves were dug by a glacial variation
of a purple worm that is long since dead. Cave-ins are
frequent and many paths terminate in dead-ends but
certain thoroughfares have been maintained and are
frequently used by smugglers.
Petar Penev

92 6.The Lands
Legends &Lore

Nathoud The Ring of Gray Flames


Fortified Village – population 520 (85% human, 5% Raumathari Ruin
dwarf, 5% other) Standing more than a day’s ride south of the
Government – Village council led by Elder Rasemeir the Huhrong’s Road, is the famous Raumathari ruin
Bent (LN Male Human Veteran) known as the Ring of Gray Flames. Two of the
Defense – Stone walls. Small local militia (scouts). original five slender towers remain intact, but a
Commerce – Horses. Limited trade goods. Single inn harsh grey fire burns atop each of them. In the years
“The Goats Regret”. after the Spellplague, these flames sporadically burst
In the foothills of the Icerim Mountains, where the with a bright blue light and the lands surrounding
Huhrong’s Road and Narfell’s Cold Road end, lies the the ruin were twisted into a plagueland. Sharp
village of Nathoud. Most of the villagers are Myir, a grinding noises continue to churn from within
Nar tribe who gave up their nomadic ways centuries the ruin, though the blue flashes stopped, and the
ago to live within its protective stone walls. The plagueland dissipated after the Second Sundering.
villagers are known for their horse breeding and they Twisted, plaguechanged creatures remain a threat
hold a trade fair in late spring attracting Nar, Tuigan, in the nearby hill and surrounding countryside.
and Rashemaar looking for good mounts. On rare Many scholars remain intrigued by the ruin, though
occasions, exotic mounts such as hippogriffs have no one has yet found an entrance to these towers.
been sold here by an eccentric breeder who lives Speculation remains that powerful Raumathari
high in the nearby mountains. battle magic lies hidden within.

Towers of Smoke
Raumathari Ruin
At the base of the Icerim Mountains stand a
Raumathari ruin. Three stone towers rise from the
grass covered foothills. At the base of each tower
stand several golems of varying size forged from
black steel. The few souls who have survived after
venturing near these structures claim the ground
periodically trembles with a rumbling vibration while
the air seems to crackle with energy. A thin green
vapor continually seems down from the tower’s top.
When the air is still, the vapor forms a poisonous fog
that can kill anyone it touches.
Dean Spencer

6.The Lands 93
Legends &Lore

Erech Forest
Western Shore Sitting at the feet of Mount Nar and the Fireward
Though not technically within the lands of Mountains, the Erech Forest remains a dark and
Rashemen, the western shore of Lake Ashane has hostile place. For centuries, the durthans, a secretive
strong ties to the land of the Rashemaar. group within the wychlaran, operated out of these
woods, corrupting spirits and bending evil fey to
their will. They schemed to overthrow the wychlaran
Ashanth who they saw as weak. They believed they needed
A fertile land, grassy with rich dark soil capable to be as ruthless as the enemies of Rashemen if the
of supporting a large city-state, it is solely due to country was to endure.
the Red Wizards that these plains are not tilled. The Witch War erupted in the 1380’s when
With Ashanth being a lightning rod, suffering the Thay’s internal civil war allowed the wychlaran to
consequences of the magically-induced weather, finally focus on the durthan’s internal threat. After
Thay enjoys bountiful harvests of their slave-farmed two years of fierce battles, the Iron Lord’s forces
crops. Tornadoes and thunderstorms frequently breached Citadel Tralkarn, and destroyed the
ravage Ashanth as often as once a tenday. Even hathran organization.
settlements are sparse, and if not for the trade-town In the wake of this victory, fell beasts, evil fey, and
of Kront at its north end, the only inhabitants would the ghosts of fallen durthans continue to haunt this
be the small herds of wild oxen and ponies grazing wood. Additionally, somewhere within the accursed
along the pastures. wood is an Eldreth Veluuthra compound. This group
The Rashemi do not consider Ashanath part of of evil elves blame humanity for all the ills of the
their territory, and avoid crossing the land when they realms and have dedicated themselves to expunging
are on their way to Thesk. Though unlike the druids them from Toril.
from Thesk, who get an advance warning through
their enchanted giant stones, the Rashemi have to Citadel Tralkarn
endure the capricious weather. Ruined Fortress
Those traveling to Kront can turn a profit by The durthans raised this fell keep using dark magic
peddling their wares on the busy markets, free from in the heart of the Erech Forest. It now lies broken
any toll or taxation, due to not only Rashemen not and abandoned after the assault of Rashemen’s
laying a claim on Ashanth, but the surrounding forces. Despite the victory, the hathrans were
regions, too. Merchants will find the people unable to find much of the magic rumored to
of Kront friendly, offering services to traders. have been hoarded within by the durthans.
Though travelers should be wary of venturing Most suspect that either the magical
further north. treasures were removed by a few surviving
durthan’s before the citadel fell, or a secret
Shandaular – City of Weeping chamber still lies hidden somewhere
beneath the keep filled with items of dark
Ghosts magic.
Ancient City Ruin
Most believe the ruins are now
Colin C. Throm / Fat Goblin Games

Shandaular was the ancient capital of Ashanth, haunted by the ghosts of durthans
a petty Nar kingdom destroyed by the looking to inflict misery on any foolish
Nenyarch of the Narfell Empire in -946 DR. enough to come near. Whispers among
This was the final step in securing all the Rashemen’s fey claim a mysterious fey
Nar tribes beneath the Nentyarch’s rule. of great power has claimed the site and
Ruins are still filled with restless cloaked the nearby woods in a blanket
undead. Some scholars claim the spirit of bedeviling fog. No names have
of Arkaius, the leader of the Shandualar, who been spoken, but hathrans have been
sacrificed himself to save his nation still lies sent to learn the truth behind these
beneath the ruins of the destroyed city. rumors.

94 6.The Lands
Legends &Lore

Fireward Mountains Mount Nar


By far the largest peak in the Firward Mountains
The Firward Mountains stand solemnly at the far is Mount Nar. It looms high above Bildoobaris, its
northeastern edge of the Great Dale. The heavily upper slopes are always covered by deep snow.
forested mountains also touch the borders of Narfell, For countless years, Kryonar, a white wyrm
Ashanth, and Rashemen, but because they are dracolich, controlled Mount Nar. It was said to lair
sparsely populated, they have generally been left within the ruined fortress of Jastaath, one of the many
alone. petty kingdoms that were absorbed by the Empire
These mountains are home to vicious bands of of Narfell. Many still fear that Kryonar will one day
bugbears, roughly organized into two tribes. The descend from the mountain to unleash its fury.
Horned Skulls have historically been the dominant What most do not know is that Kryonar was
group, occupying a pair of keeps dating back to the defeated by an ex-Red Wizard, Branimern Rythil.
Narfell-Raumathari wars. A younger tribe, the Black She led a force of fiends and twisted fey to claim the
Bloods, have recently gained strength under the ancient Nar stronghold. She is building a stronghold
leadership of their charismatic leader, Spearclaw, among Jastaath’s ruins and is continuing her research
who is said to lay claim to sorcerous powers of the into demonbinding and augmenting her powers
ancient Raumathari. with the infusion of demonic might. She has visions
A small clan of frost giants are believed to reside of carving a new kingdom in Narfell, and claiming
in the highest northern peaks. The northern foothills eastern Faerûn beneath her growing strength.
of Mount Nar hold many tribes of taers, a sometimes
violent humanoid race commonly found in the cold
mountainous regions of northeastern Faerûn.
A few shield dwarf clans still reside in ancient
dwarven strongholds, while the deepest caverns of
the Underdark are filled with demon trolls.

Filipe Gaona / Fat Goblin Games

6.The Lands 95
Legends &Lore

The Great Dale


Neighboring
Regions West of Rashemen lies the Great Dale, extending
westward to the waters of the Easting Reach and the
rejuvenated city of Uthmere. The lands of the Great
The lands surrounding Rashemen continue to have a Dale consist of Dunwood in the north, the Dale itself,
profound influence on the Rashemi. and the forest of Lethyr in the south.
Nearly as cold as Rashemen, the Great Dale
The Endless Wastes endures frigid snow-filled winters and short cool
summers. The nearby waters of the Easting Reach
East of Rashemen and the Sunrise Mountains help to moderate the temperatures, particularly in its
stretch a vast and sparsely populated steppe locals most westerly extent. In general, the land is sparsely
call Taan, though most of Faerûn referred to it as populated, with most living either on its eastern edge
the Hordelands or the Endless Waste. To the north near the Easting Reach, or along its southern border
lies Yal Tengri, the Great Ice Sea. To the south with Thesk.
is the Shalhoond, the Great Wild Wood, which Most of the people of this land are humans, living
separates the civilized southern lands of Semphar in towns, villages, and farmsteads that dot the land.
and Murhom from the untamed north. Far to the east In Lethyr, a few wood elf villages still hide beneath
lies Kara-Tur. The Golden Way winds through the the trees. An assortment of dwarves, halflings,
desolate steppes to join Faerûn with Kara-Tur. and gnomes have settled alongside their human
Much of these lands were once controlled by counterparts. The depredations of the Rotting Man
the powerful Imaskar Empire. Later, Raumanthar over a hundred years ago forced most of the volodni
dominated the land’s north-western extent. to flee fiend-infested Dunwood for Lethyr in the
Numerous Raumanthari ruins still dot the western south. Various goblin tribes are scattered throughout
regions, many of which are dangerous because the land, particularly in its northern sections. Other
failing magic used to guard against fiendish Nar races can be found within the Great Dale, but
assault. A number of these ruins are believed to still generally their numbers are quite small.
hold demons unleashed by Narfell long ago.
Dunwood
Yaïmmunahar Previously known as Rawlinswood, this demon-
Near the center of the hordelands sprawls the haunted forest forms the northern border of the
kingdom of Yaïmmunahar, formed in the years after Great Dale. The forest is named after Dun-Tharos,
the failed Tuigan invasion of Faerûn in the mid 1300s the ancient capital of Narfell found at the center of
DR. It’s capital stands at Kourmira. The current this dangerous wood. Both the Circle of Leth and
ruler Kabargeza Khahan struggles to transition his Knights of the Triad still hunt down fiends released
previously-nomadic peoples into life in the growing from the days when Narfell and Raumathar battled
city. A number of tribal khans have begun to openly for these lands. Numerous demon-filled ruins dot
disagree with the Khahan on a number of policies, this forest. It is generally viewed as a place to avoid
and rumors persist that some now raid merchant by most civilized folk.
caravans traveling the Golden Way. Kabargeza has
sent envoys to various rulers in Faerûn with Kara-
Tur looking to support his struggling rule and help
maintain east-west trade.

96 6.The Lands
Legends &Lore

Forest of Lethyr Fortress Nardar


This great wood was once joined with Dunwood Ancient Ruin
to the north in a great wood known as Riildath This ancient Nar ruin continues to be a place of
until the Great Glacier carved a path separating immense evil. The great stone blocks of this fortress
the woods some four thousand years ago. Lethyr is are covered in sickly vines. Nearby ground water is
now the remaining bastion of the Circle of Leth, a tainted and causes grave sickness to any who drink
powerful order of druids generally seen to rule much of it.
of the Great Dale. Despite the druid’s presence, the The Circle of Leth has used the help of treants
wood is still dangerous as fiendish threats remain to create a treeless zone around the tainted ruin.
within. The land is also known to have strong fey All healthy trees were moved away in hopes of
connections, with various crossings to the Feywild quarantining the evil taint within its stones.
believed to exist within. Somewhere below this ruin lies an unknown
source of corruption. Few who have entered the
dungeons below have returned, and those that have
speak of deadly abominations. It is believed that the
ruins have corrupted local creatures that now infest
the nearby woods.
The circle’s plan of quarantining this evil may not
be working, and the Nentyarch may be forced to send
individuals into the dungeons to root out the source
of the taint within.

Kront
Trade Village – population 450 (90% human, 5% half-elf,
5% other)
Government – Lady Chinilvur (N human female noble)
governs with a light hand.
Defense – Wyr Stodder (N human male gladiator) leads
a small local militia, while Ginty Elkstring (CG half-elf
female archerVGtM) leads a unit of rangers
Commerce – Most trade goods and services available. A
selection of taverns and inns cater to travelers.
Organizations – Small shrines to various deities exist.
Merchant representatives from the surrounding lands
Rick Hershey / Fat Goblin Games

are found here. Shadowmasters of Telflamm and rival


Shou organizations are looking to gain a foothold.
Kront is found where the Great Road meets the
road to Tammar and the Cold Road as well as the
Cold Road that descends from Narfell all the way to
Thay. This trade cross-road never felt the economic
downturn that the rest of the Great Dale experienced
in the past century. Traders from all nearby lands
can be found plying their trade here. A recent string
of visitors found dead apparently of natural causes
Ginty Elkstring of Kront
has caused Lady Chinilvur to grow concerned that
something is amiss.

6.The Lands 97
Legends &Lore

Uthmere Val-Murthag
Public Domain

Trade Town – population 1,000 Ancient Ruin


(75% human, 8% dwarf, 5% half- Sprawled for miles across the eastern expanse of
elf, 12% other). the Great Dale lies the remains of Val-Murthag. The
Government – Lord Berold (N broken walls and fallen towers of the ancient Nar
male human veteran) originally fortress bears witness to the arcane destruction
from Impiltur oversees a council unleashed by Raumathar. The once-formidable city
of seven local town figures who protecting the eastern flank of the Narfell Empire
manage the town’s affairs. was utterly destroyed in the battles that ended both
Defense – The Watchful Arms of nations.
the Lord’s Justice, better known Little remains standing in Val-Murthag, but
as the Cudgels, enforce laws a large number of underground ruins are known
within the town. The Order of the Triad, knights of Tyr, to exist beneath the black stone rubble. Dalesfolk
Ilmater, and Torm based in the Brilliant Hall of Justice, wisely avoid this place claiming that ghosts of Nar
are available to respond to grave threats to the city. demon-priests stalk the bleak ruins and underground
Commerce – Growing merchant ship traffic ensures tunnels seeking revenge on any who are foolish
most general goods are available, while rare (or illicit) enough to enter.
goods may be found with the right connections. A
number of taverns and inns exist to service travelers
of all types.
Organizations – Merchant guilds representing the
Grand Council of Impiltur, Order of the Triad based
in the Hall of Brilliant Justice, hidden agents of
Shadowmasters.
A century ago, Uthmere was a bustling city along the
Easting Reach with a population approaching 9,000.
However, the cataclysmic events of the Spellplague
caused the waters of the Easting Reach to recede,
making the city’s docks unusable. Following a series
of earthquakes and the loss of merchant traffic, the
city’s population plummeted, reducing the settlement
to little more than a walled trading post for the past
century.
After the Great Rains of 1485 DR, the
Easting Reach’s waters have almost returned to
pre-Spellplague levels. Now with a usable port,
Uthmere’s fortunes are again on the rise. Settlers
from Impiltur and farther afield arrive daily. The
Dale and Uthmere specifically are seen as a land
of opportunity for ambitious people to seek their
fortunes. This influx has also brought unsavory
elements such as the Shadowmasters of Telflamme.
Lord Berold oversees this growing trade hub,
adroitly overseeing a town council that manages
William McAusland

the town’s affairs. Thus far, Uthmere’s townsfolk


are pleased with Lord Berold’s leadership, though
persistent rumors swirl questioning his background
and his legitimacy to rule.

98 6.The Lands
Legends &Lore

Yeshelmaar Narfell
Trade Town – population 2,000 (80% human, 8% wood
elf 8%, 4% half-elf, 3% volodni, 5% other). Narfell is a cold place north of Dunwood, stretching
Government – The druidic Circle of Leth led by the from the Giantspire Mountains east to Lake Ashane
Nentyarch (N wood elf archdruid). and northern Rashemen. The land is home to the
Defense – Nentyar Hunters - skilled rangers and Nars, horse-riding barbarian tribes that roam the
warriors. Circle of Leth Druids. grasslands hunting reindeer and wild oxen.
Commerce – Modest trade with dale farmsteads with a The Nars are descendants of the once-mighty
small number of taverns and inns. Empire of Narfell that ruled eastern Faerûn
Organizations – The Circle of Leth and the Nentyar thousands of years ago. The ancient empire wielded
Hunters. powerful magics and marshalled terrible fiendish
armies. Eventually the empire was destroyed in its
Yeshelmaar is an ancient wood elf stronghold, battle with Raumathar. The effects of this devastation
exquisitely carved into a great rocky tor. Its many can still be found in ruins that still dot the land.
ivy-covered spires rise beside the clear, cold lake of Powerful magical secrets remain hidden in these
Alumathor. Gloriously arching walkways connect ruins still protected by ancient evils summoned by
the tallest spires and winding stone staircases Narfell’s demonbinders.
seem to flow naturally from the surrounding stone.
A settlement of some two-thousand souls shelters Bildoobaris
beneath the fortress and the nearby woods. The
population is mostly human with smatterings of Trademeet – population 30,000 (during ten-day summer
elves, half-elves, and volodni. festival), less than 200 otherwise (96% human, 4%
The fortress dates back to the ages of the Empire other).
of Narfell, when the elves of Lethyr sought safety Government – Tribal, clan council.
within. The many wood elf villages which once Defense – undefined.
surrounded this area are now mostly gone. A few Commerce – Merchant trade.
small villages remain well hidden within the nearby Organizations – Nar Tribes, various mercantile groups.
forest. For a short tenday in mid-summer, a grassy plain
A New Power Center. For centuries Yeshelmaar in the shadow of Mount Nar transforms into a vast
was rarely used. Then, in the Year of the Unstrung gathering of 30,000 Nars. They arrive for the sacred
Harp (1371 DR), the Nentyarch and the Circle of festival of Bildoobaris, where the fierce Nar tribesfolk
Leth sought shelter here after their expulsion from put aside their rivalries and spend the festival
Dun-Tharos by the Rotting Man’s army. trading, arranging marriages, and, above all, feasting
This location has served as the Nentyarch’s seat with their fellows.
of power ever since, and is an informal capital of the During the festival, the between-tent lanes of this
Great Dale, rivaling Uthmere’s influence. Folk from place traditionally became such a stinking quagmire
the Dale occasionally arrive to ask for assistance or of mud that long ago, wattles (mats) of woven logs,
to seek guidance from the Nentyarch and their circle. vines, and branches were devised to throw down
The stone keep is usually manned by a dozen druids and cover with turf to form unpleasant but sturdier
and twice as many hunters of Nentyar. traction underfoot. Between festivals, these wattles
A small flat-topped earthmote continues to hover are stacked on the roofs of the few permanent local
just above the lake’s waters a few hundred feet from residences.
shore. The current Nentyarch can often be seen An increasingly important sideline of the festival
meditating atop this earthmote, particularly before is the buying, selling, breeding, and trading of mounts
important meetings with the Circle of Leth’s first and livestock; they’re confined in huge enclosures
ring. ringed by steep earth-berm walls, made taller by
scooping much of the earth needed out of the ground
on the inner side to form a deep ditch, and reinforced
as obstacles by situating cooking-fires (that the beasts
within will instinctively avoid) atop these walls.

6.The Lands 99
Legends &Lore

Thay Eltabbar
Metropolis – population over 125,000 (83% human, 8%
South of Rashemen and across Lake Mulsantir lies gnoll, 7% orc, 1% half-orc, 1% other)
Thay. For centuries this nation has remained a most Government – Tharchion Sylora Salm (LE female human
dire threat to Rashemen having attempted numerous archmage)
invasions foiled by the stringth of its berserkers and the Defense – Standing garrison of hundreds of troops who
wisdom of the wychlaran. Thay is a harsh and broken double as law-keepers and gate-guards.
land that greatly suffered during the Spellplague. Its Commerce – Capital of the wealthiest tharch in Thay.
land heaved upward and volcanoes spewed smoke and Any and all goods and services available.
ash to cover its many-tiered plateau.
For centuries now, the Red Wizards have Once the capital of Thay, this metropolis survived
controlled this land with an iron grip. It is a realm the events that devastated much of Thay during
of hardship, where slaves are common and a typical the Spellplague. It’s a sprawling populous city
villager’s only option is to obey the Red Wizards. with soaring stone walls and fortress towers
Most typical Thayan villagers never meet a Red spaced evenly around the perimeter and each
Wizard, they just know they have to do everything of the city’s gates. The busy streets are crowded
they’re told, or else. as Eltabbar hums with commerce and coin. The
This magocracy is tightly controlled by a city’s wealth is evident from its numerous domes,
group of undead zulkirs who in turn answer to the tall spires, and walled compounds, while alconied
powerful lich Szass Tam. The zulkir’s delegate tall-houses crowded together around less opulent
much of the administration to regional tharchions neighborhoods.
and bureaucrats, leaving the undead mages to their A distinctive feature of the metropolis are the
arcane studies. numerous canals lined with hanging gardens that
The Red Wizards are generally viewed with wind through the urban landscape. These canals,
distrust, particularly by its neighbors, who have had combined with the city’s confusing pattern of streets
to rebuff numerous invasions from Thay. once formed a massive diagram imprisoning the
Recent Events. For the past century Thay has demon lord Eltab below the city. The demon lord
taken a more peaceful stance. They have opened escaped centuries ago, but rumors amongst learned
enclaves in neighboring realms, where they sell arcane scholars suggest a demon resides within the
magic items to eager customers. subterranean prison though which fiend is trapped
However, this may be changing. Thay has begun within remains unclear.
fortifying their cities that border on Thesk and
Algarond, including Nethjet, Nethentir, Surcross, and
Undumor. The neighboring nations worry that the
Red Wizard’s years of quiet have come to an end and
they may be on a path of conquest again.
The tireless labor of undead legions has cleared
away much of the ravages inflicted during the
Spellplague. Prosperity has returned to the region
with irrigation returning life to the once desolate
plateau. Most free citizens even believe the current
tharchions are making Thay a better place to live.
Of particular interest is the current Tharchioness
of Delhumide, who is openly rumored to be Szass
Tam’s lover. The gossip is she is nice but has lost
touch with reality.
The tharch of Priador now offers free and safe
passage to merchants from outside of Thay. The
southern city of Bezantur is bustling and “mining
rivers of gold” as the Thayans say.

100 6.The Lands


Legends &Lore

Thesk Telflamm
Port City – population 40,000 (84% human, 5% orc, 4%
Across Lake Ashane and beyond Ashanth lies the half-elf, 3% half-orc, 1% dwarf, 1% elf, 1% gnome, 1%
land of Thesk. Most people of Faerûn know Thesk halfling)
as the gateway to the distant east. Much of the land’s Government – Merchant Council (Council Chair, Bazeen
population is clustered around the Golden Way, the Shaloom male half-elf noble), secretly controlled
storied road that connects Faerûn with Shou Lung by Shadowmasters thieves guild (Grand Master of
and the lands of Kara-Tur. Shadows Seena Salgir assassin).
Trade and Tolerance. Modern Thesk is a land Defense –Castle Balindre, City watch (veterans and
built by trade. Merchants have grown wealthy by guards). Merchants’ Fortress, private mercenary
trading goods from other lands. Trade has also groups (thugs, guards, and veterans)
helped to make the Theskians to be more tolerant Commerce – Extensive merchant emporiums, trade
of diverse customs and foreigners than other places costers, and shipping agents. Most items traded in
in Faerûn. Orcs are even welcomed into Theskian eastern Faerûn can be found in the city. All manner of
society as a result of their contribution to protecting inns and taverns.
the land from the Tuigan Horde over 150 years ago.
Oligarchs, Criminals and Gangs. Officially, Although the Council of Thesk does not recognize a
Thesk is a confederation of city states. Each city is capital for this merchant focused nation, Telflamm is
run by a council of wealthy oligarchs, with the most seen by most as the center of its power.
powerful of these forming the governing Council of The city’s merchant’s council took control of the
Thesk. The council is led by a Suzrain, the current city after Wendren Belindre, the last of the merchant
being Vunmal Murn. She is a female orc who has prince’s line, died a decade after the Spellplague.
survived in the position for a remarkably long time, His death appeared natural, though many in Thesk
possibly because she has played the middle ground secretly whisper otherwise.
between various merchant and noble factions within Shadowmasters are the true masters of
the land. Telflamm. Here they dominate most of what happens
However, the council is effectively controlled in the city. The Shou gangs have little influence at
by the Shadowmasters of Telflamm. This powerful present though they eagerly seek ways to cut into the
criminal organization secretly directs much of the Shadowmasters’s control.
decisions made by the council. In spite of this, the
Shadowmasters are in a protracted struggle with
Shou criminal gangs, particularly in the eastern half
of Thesk. There, criminal gangs such as the Nine
Golden Swords and the Black Dragons struggle
for control of each city’s illicit activities with the
Shadowmasters.

Rick Hershey / Fat Goblin Games

6.The Lands 101


Legends &Lore

7.History
7.History
We carry the words of the Raumathari within us. Their after the Shattershields’ Delzoun home. The clans
knowledge. Their artifice. Their fears. Their obsessions. join together as a single clan of Dareth. Their joined
Their foolishness. These we guard with our lives less the kingdom was short-lived because of the continued
foolish again unleash a conflagration that could destroy assault of the white dragons of Hoarfaern. Both the
all we hold dear. dragons and dwarves destroyed each other in a final
— Lady Yhelbruna advising new Othlors climactic battle known as Heroes’ Height in -318 DR.

Age of Mercenary Wars


Humanity For thousands of years, the Raumviran’s lived
among the lakelands they renamed Rashemen.
Even then, these human tribes were known to
Little recorded history exists of the Lakelands before
be fierce warriors. Many worked as mercenaries,
the arrival of the Raumviran tribes led by their
paid to fight for nations of the surrounding lands.
chieftain Shemen around -5000 DR. Upon his death,
The first good records of identifying this harken
his people rename the lands they have claimed
to the first Mulhorand-Unther wars that began in
as “The Lands of Shemen”, or Rashemen in their
-1967 DR. Both of these ancient human empires
ancient, and now dead, Halardrim language.
used mercenaries from the wilder northern tribes
The Age of Humanity is generally accepted to
including the Raumviran, Sossrim, and Nar.
start around -3000 DR when ancient elvish and
dwarven kingdoms began to decline. Humanity arose
around this time and began to be the primary driver Orcgate Wars
for many events in the realms.
In -1087 DR, the rebellious Mulhorandi wizard
Thayd, the last surviving apprentice of Imaskari
The Far North magic led a mage rebellion claiming much of the
northern portions of Mulhorand and Unther. Much
Dwarves led by King Orloebar Snowbeard of Clan
of the lands he’d captured would later be known as
Dareth establish a kingdom beneath the Great
Thay.
Glacier and Icerim Mountains north of Rashemen
Though Thayd was ultimately defeated and
around -2642 DR. The Rashemi warrior Soss would
executed, he had opened a portal to a safe world
strike up trade with the dwarves around -2320 DR.
filled with fanatically religious orcs. By -1076 DR,
The Soss clan would go on to settle in the northern
orcs began to pour through this magic gate, laying
alpine valleys surrounding the Great Glacier. Their
siege to the lands of Mulhorand and Unther. This
descendants would be called the Sossrim, who
became known as the Orcgate Wars.
would found the nation of Sossal and still live in the
Hundreds of thousands of orcs fell upon the
region to this day.
southern plateau of Thay, ransacking and pillaging
The Dareth Kingdom began to collapse in The
every settlement in their way. Thousands died
Year of Chilled Marrow (-343 DR) beneath an assault
beneath this assault. In addition to being fierce
of white dragons. The dwarves escaped through
warriors, these orc invaders wielded powerful divine
the Underdark, where in The Year of Open Graves
magic, able to invoke avatars of their gods to lead
(-327 DR) they were aided by Clan Shattered Shield,
them in battle.
who had themselves fled from Citadel Sundbarr far
The Raumviran, Sossrim, and Nars again
to the west. The two clans join together, retreating
supported the ancient southern nations, helping to
to a lonely mountain they name Mount Sundabar
battle back the orc horde. The Orcgate was finally

102 7.History
Legends &Lore

Narathmault within the great forest of Riildath.


There, they built their capital Dun-Tharos and
consolidated disparate Nar tribes under their
Nentyarch ruler who used fell magics to bind
demons and devils to their will. At its height,
Narfell reached Lake Ashane in the east and the
Earthspur Mountains in the west. The Great Glacier
in the north and the plateau of Thay to the south.

Centuries of War
In the Year of Clipped Wings (-623 DR), Narfell took
to the sea in a mighty fleet of ships. They drove south
across the Alamber Sea against the rich lands of
Mulhorand and Unther. The Empire of Raumathar,
seeing a distracted rival, launched a surprise attack
on Narfell, leading to centuries of warfare between
the two empires.
Narfell, having overextended itself in its
Dean Spencer

southern push, was suddenly forced to increase its


dependence on fiendish aid to defend against the
unexpected Raumathari attack. Entire legions of
destroyed in -1069 DR and the orcish onslaught demons were summoned to march alongside Nar
ended. The defeated gray orcs never again wielded armies to defend Narfell from their foes to the east.
the same concerted power they held during this time. The two empires were in a state of war for
Today, their descendants live in small tribes scattered hundreds of years, with the battles ever escalating as
across eastern Faerûn. the years progressed.
In the Year of Cold Anger (-300 DR), the Sossrim
of the Armridge Mountains came under assault of
The Rise of Raumathar and frost giants led by their chiefant Orbrud of the Pines.
Arkhan Tallos of Raumathar provided air genasi
Narfell warriors to help the Sossrim’s defense against the
With the collapse of Mulhorand’s northern provinces giant’s siege. The giants were defeated, and the
after the Orcgate Wars, the Raumviran’s began Sossrim pledged allegiance to Raumathar, aiding in
to conquer much of the Endless Wastes. They their war against Narfell.
established the empire of Raumathar, with a capital
at Winterkeep. The empire’s territory stretched from The Great Conflagration
Lake Ashane to the Great Ice Sea; from Sossal in the
north to the lake of Mists in the south. The beginning of the end came in the Year of the
Raumathar were famous for merging spell Stone Giant (-160 DR), when the Nars called forth
strategies and battle-magic to devastating effects. an avatar of Kostchtchie along with a force of
This allowed them to carve their massive empire in frost giants from the north. Raumathar’s capital at
a short period of time. Many of their arcane secrets Winterkeep fell beneath this assault.
may have been gleaned from the fallen Imskari. Desperate, the Raumathari used ancient arcane
Evidence of the Raumathari’s prowess with magic secrets of the Imaskari, sending flights of white
and constructs remain scattered in countless ruins in dragons to devastate the attacking Nars. They
and around Rashemen to this day. unleashed magical constructs of metal and stone
During its rise, Raumathar mirrored its rival against the Nars, flanking them with portals and
to the east, the empire of Narfell. The Nar tribes laying siege to the capital of Narfell.
had claimed an ancient dark elf ruin known as In response, during The Year of the Starry
Shroud (-153 DR), the Narfelli Demonbinders

7.History 103
Legends &Lore

Arkhans of Raumathar
The monarchs of the ancient Raumathar Empire carried the title of Arkhan. A listing of the empires two
dynasties is shown below.

Arkhan Born Reigned Notes


Nhalass Dynasty
Umathar I “the Horselord” –933 –900/–867 First ruler of Raumathar; united the Raumviran tribes under his rule.
Umathar II –898 –867/–821 First son of Umathar I.
Umathar III –858 –821/–799 First son of Umathar II.
Umathar IV –827 –799/–780 First son of Umathar III.
Darthen I –824 –780/–749 Second son of Umathar III.
Shendar –783 –749/–700 Son and sole heir of Darthen I.
Darthen II –744 –700/–691 First son of Shendar.
Umathar V “the Blade of the Plains” –722 –691/–662 First son of Darthen II.
Rhendar I –690 –662/–633 Second son of Umathar V.
Darthen III “Fiendbane” –665 –633/–610 Son and sole heir of Rhendar I; invaded Narfell in –622 DR; he and
first son Rhendar slain in battle with armies of Narfell.
Umathar VI “the Grim” –636 –610/–605 Second son of Darthen III.
Rhendar II –634 –605 Third son of Darthen III; killed by demons sent by Narfell.
Tharren –632 –605 Fourth son of Darthen III; killed by demons sent by Narfell.
Sharath “the Doomed” –629 –605 Fifth son of Darthen III; killed by demons sent by Narfell.
Talanthil Dynasty
Vayloss “Fireblood” –644 –605/–559 Made ruler by acclamation; first Sorcerer-Arkhan of Raumathar.
Corlarth –600 –559/–499 First son of Vayloss; second Sorcerer-Arkhan of Raumathar.
Horlarth –552 –499/–460 Third son of Corlarth II; third Sorcerer-Arkhan of Raumathar.
Nayloss “Fireyes” –525 –460/–408 First son of Horlarth; fourth Sorcerer-Arkhan of Raumathar.
Vayloss II “the Elder” –490 –408/–404 First son of Nayloss; fifth Sorcerer-Arkhan of Raumathar.
Vayloss III “the Younger” –454 –404/–370 Second son of Vayloss II; original name Jharath; sixth Sorcerer-Arkhan
of Raumathar.
Mornarth –417 –370/–323 First son of Vayloss III; seventh Sorcerer-Arkhan of Raumathar.
Tallos I “the Windlord” –378 –323/–286 Son and sole heir of Mornarth; eighth Sorcerer-Arkhan of Raumathar.
Tallos II –316 –286/–250 Grandson of Tallos I.
Mornarth II –281 –250/–215 First son of Tallos II; died without issue.
Tallos III –277 –215/–199 Second son of Tallos II; original name Dhalarth.
Mornarth III –240 –199/–168 Son and sole heir of Tallos III.
Tallos IV “the Artificer” –213 –168/–154 First son of Mornarth III; ninth Sorcerer-Arkhan of Raumathar;
died in assault on Dun-Tharos.
Vayloss IV “the Flamebringer” –208 –154/–150 Second son of Mornarth III; tenth Sorcerer-Arkhan of Raumathar;
“the Flamebringer” died in the final assault of the avatar of Kossuth.

This table is an excerpt from The Grand History of the Realms by Brian R. Jamees and Ed Greenwood.

104 7.History
Legends &Lore

summoned forth the demon lord Eltab, Lord of


the Hidden Layer. Eltab drove armies of Nars and The Firedawn Cycle
fiendish servants into Rashemen. The Year of The Witches of Rashemen regularly sing the
Wildwine (DR -152), saw the lands of Rashemen epic tale of the Firedawn Cycle. It is an oral
devastated by waves of demons and destructive history of Raumathar, describing its rise to
magic. power, the nation’s fixation on sorcery and
Finally in the Year of Recompense (-150 DR) , arcane constructs, and the final cataclysmic
the Raumathari called forth an avatar of Kossuth, the destruction with its demon -summoning
god of elemental fire. This rapid escalation ended rivals to the west. This chanted history is
with the Great Conflagration, during which Kossuth taught to every witch indoctrinated into the
unleashed his blaze upon both the Narfell enemies Wychlaran, who memorize the epic poem
and the Raumvirans who dared to summon him. His forbidding any to write it down.
divine fires burned for a decade after the fighting had
ceased. Both Narfell and Raumathar were finally
destroyed, with few places surviving the devastation. After defeating Eltab, the Witches of Rashemen
Many of the surviving Raumathari were driven from demand the right to name the leader of the land,
the Hordelands after Raumathar’s defeat. choosing the Iron Lord who leads the country. The
wyclaran, (or “wise old woman” in ancient Haladrim)
would go on to be the spiritual leaders of the land
Rise of the Wychlaran from that day forward.
Despite the fall of Narfell, the demons the nation The first test for the fledgling nation transpired
had summoned continued to plague its lands. In the in the Year of the Raging Brook (-45 DR). A massive
Year of the Black Marble (-148 DR), the demon lord Mulhorand army was sent through the Gorge
Eltab claimed dominion over all of Rashemen. The of Gauros looking to claim Rashemen as a new
fiend revelled in the fearful reverence of the land’s province. The Mulhorandi forces were caught by
subjugated peoples, and ruled the nation with an iron surprise when the combined might of Rashemen’s
fist for many years. berserkers and spirits of the land summoned by its
In the Year of the Bloody Goad (-105 DR), witches threw back the invasion.
an Illuskan tribe arrived on the shores of Lake
Ashane. The Rus, as they were called, had passed Internal Strife
through a malfunctioning portal, depositing them in
these demon-ruled lands. The Rus were powerful The next great test for Rashemen began in the
berserkers who quickly integrated with the local Year of the Cowled Defender (189 DR). A powerful
Rashemi. The vigor of the newly arrived Rus inspired berserker, Bregg the Strong, was furious at not
rebellion against Eltab’s rule. being named Iron Lord after the death of the
In the same year, a Raumviran sisterhood previous leader. He provokes a rebellion against the
organized to save the arcane knowledge of fallen wychlaran, where he and his loyal supporters slay
Raumathar. This group would grow to become the dozens of Hathrans in the initial hours of the revolt.
Witches of Rashemen. Five long years passed before the witches and loyal
After years of struggle, the combined forces of berserkers ended the rebellion. During this time
the Rus, the Rashemi, and the secretive Raumviran of turmoil, the magical blade Hadryllis was lost.
witches freed Rashemen of Eltab’s oppressive yoke. Starting with the Year of Coiling Smoke (194 DR),
In the Year of Leather Shields (-75 DR), Yvengi, a the wychlaran began concealing their identities
half-Rus/half-Rashemi warrior led the combined behind masks as a result of this rebellion.
forces against Eltab. Wielding the mythic blade called A great host of orcs from the Sunrise Mountains
Hadryllis, Yvengi terribly injured the demon lord, who fall upon Rashemen in the Year of the Fanged
fled Rashemen. The witches chased the powerful Horde (306 DR). Though many outlying villages
demon to the Eastern Shaar, where they finally bound are destroyed, Rashemen’s forces defeat the orcs,
him beneath Sharawood, guarded by the Everlasting dissipating the horde back to the east.
Wyrm, a dracolich force to watch over the fiend. In the Year of the Coven (595 DR), a new

7.History 105
Legends &Lore

challenge threatened the hathran’s stewardship of


the nation. A secretive sect within the wychlaran,
calling themselves durthans attempted to overthrow
The Present Age
the order and seize control of Rashemen. In general, The Great Glacier that created the Great Dale long
these spellcasters were willing to use dark magic ago continued its retreat from the northern reaches
and twist the spirits of the land to lash out at their of current-day Narfell. This prompted another wave
foes. They disagreed with the wychlaran’s passive of migrants to the Great Dale from Impiltur and
stance, believing instead that Rashemen should Thesk in the Year of Spreading Spring (1038 DR).
use the same terrible powers used by their enemies In the Year of Cloven Stones (1159 DR), a
against them. They were expansionists, believing Thayan invasion of Rashemen is crushed by the
Rashemen should stretch beyond its current borders Wychalaran. Szass Tam, Thay’s zulkir of necromancy,
to enforce their will on neighboring regions. Though is forced to transform into a lich because injuries
the wychlaran survived this uprising, durthans endured in the defeat.
continued to exist in the shadows, looking for a way The Year of the Wandering Worm (1317 DR)
to finally take control of Rashemen. brings the Plague of Dragons across much of the
In the Year of the Spouting Fish (922 DR), a Inner Sea. Thay forces are drawn inland to avoid
secretive order of Mulhorandi wizards organize a exposure to the disease.
rebellion against the god-kings’ theocratic rule. Led
by the Wizard Ythazz Buvaar, this group succeeds
in raising an army and sacking the imperial capital The Tuigan Horde
of Delhumide. The Red Wizards as they came to be In the Year of the Serpent (1359 DR), Yamun
known, summoned a great fiend of terrible power, Khahan, leader of the Tuigan Horde invades Thay.
helping thoroughly defeat a massive Mulhorandi Zulkir Szass Tam parlayed with the Khahan, who
army at the Battle of Thazalhar. After this battle, agreed to leave Thay untouched if the Red Wizards
the lands of Thay effectively belonged to the Red allow the Tuigans to pass through and attack
Wizards. Rashemen. The Red Wizards construct a huge
Soon after, in the Year of Fell Wizardry (934 DR), portal allowing the Tuigans to lay siege to Citadel
the Red Wizards of Thay launch their first invasion Rashemar. Caught off-guard by the sudden assault,
against Rashemen, but are repelled by a host of the witches can only delay the advance of the horde.
berserkers overseen by the Witches of Rashemen. The Year of the Turret (1360 DR), a harsh
winter allows Rashemen’s berserker forces to
circumvent Thayan units and strike at the heart
of the unsuspecting Tuigan forces. The Battle of
the Lake of Tears. The decisive victory forces the
Tuigan’s to retreat across Ashanth with the aid of
Red Wizards magic. The Tuigans then face stiff
resistance in Thesk and are defeated by forces from
many nations. The King Azoun IV of Cormyr defeats
Yaman Khahan in single-man combat, ending the
Tuigan Horde.
Dean Spencer

106 7.History
Legends &Lore

Persistent Thayan Invasions The Witch War


In the Year of the Helm (1362 DR), Thay again After years of attempted invasions of Rashemen,
attempts to invade Rashemen, this time through Thay’s attentions were forced inward as a civil war
Thesk along the Golden Way. The witches respond broke out among the ruling zulkirs in 1375 DR. This
by summoning powerful water elementals pushing gave a reprieve to the hathrans who had for years
back the Red Wizards. The witches spend months focused on the defense of Rashemen against the Red
repairing the Red Wizard’s spell-inflicted devastation. Wizards. The wychlaran could finally address their
Thay attempts another invasion of Rashemen own internal schism and went on the assault against
in The Year of the Sword (1365 DR). This time, the the rebellious and increasingly dangerous durthans.
Red Wizards melt glaciers in the Icerim Mountains, The witch war lasted for five years, during which
causing flooding around Lake Ashane, particularly time the durthans were methodically routed out by
in Immilmar and Mulsantir. This distraction allows the combined might of the Iron Lord’s forces and
Thayan forces to cross through the High Country. loyal wychlaran. The war culminated in the Year
Elemental spirits confront the Thayan forces, of the Blazing Hand (1380 DR) with the siege of
defeating the invasion. Citadel Tralkarn deep within the Erech Forest. The
Growing merchant interest in far-eastern trade durthan citadel was laid to ruin and its few surviving
provokes Thesk to offer to improve the Golden members fled. The durthan threat had effectively
Way in the Year of the Staff (1366 DR). The been eliminated.
wychlaran agree with some constraints imposed on
construction activities.
The Year of the Banner (1368 DR) brings
continued disturbances of Rashemen by Thay. The
Red Wizards ignite large portions of Ashenwood,
driving dangerous creatures into civilized lands. At
the same time, groups of assassins are teleported
into Mulsantir and Immilmar but are quickly slain by
berserkers before important Rashemi are killed.
The Year of the Tankard (1370 DR) saw the
hathrans summoning a massive storm to throw back
another Thayan invasion, this time using enchanted
boats across Lake Mulsantir.
In the Year of the Unstrung Harp (1371 DR),
a Thayan assassin succeeds in killing the Iron
Lord Thydrim Yvarrg. The wychlaran select
Volas Dyervolk as the next Iron Lord.
In the Year of Wild Magic (1372 DR), a
half-elf bladesinger and a Cormyrian druid end
a hathran’s attempt to take control of the wychlaran.
The druid, Marissa, dies and becomes a Telthor
protecting the land.
In the Year of Rogue Dragons (1373 DR), the
Kiss Márton Gyula (Kimagu)

demon lord Eltab attempts to defeat Szass Tam and


conquer Thay, but is defeated and falsely believed
destroyed.
Another Thayan invasion in the Year of Risen
Elfkin (1375 DR) is again defeated in the Gorge of
Gauros. To save face, the tharchions who mounted
the invasion claim to instead have defeated a
Rashemi invasion.

7.History 107
Legends &Lore

The Spellplague hathrans, with their strong ties to the land, were
able to dissipate much of the calamity’s destructive
The Year of Starving (1381 DR) saw frigid magical energy. Many vremyonni were not as
temperatures settle across much of northern Faerûn. fortunate, with few Old Ones surviving the onslaught
Thesk endured significant food shortages, and many of bluefire. Rumors persist of enchanted magic items
Shou communities dispersed across western Faerûn trapping the spirits of the vremyonni who died as the
because of the famine. Spellplague washed over the land.
The Year of Blue Fire (1385 DR) heralded a Many ancient Raumathri obelisks failed under
massive upheaval across the realms. The death of the assault of blue fire. To this day, fiends released by
the goddess Mystra destroys the weave, unleashing these failing devices continue to hide among ancient
wild magic across the realms. Rashemen fares ruins around Rashemen, particularly in the more
better than most areas of Faerûn, possibly due the remote North Country.
land’s ties to the Feywild and its ability to absorb In the exact instance when the Spellplague
the magical onslaught. The barriers to the Feywild struck, a handful of women were born in the regions
become exceedingly thin because of these events. of Thesk and Rashemen to mothers of particularly
Large regions of Rashemen, particularly in the deep strong faith. These women, vessels for the gift of
forests become inundated with new fey. radiance, served as important protectors to their
A number of wychlaran fall victim to the effects villages and in turn passed their gift of radiance to
of the spellplague, however many spellcasters in their child, always a girl.
Rashemen survived the arcane turmoil because
Daniel Comerci

108 7.History
Legends &Lore

The Current Century In the Year of the Fourth Circle (1473 DR), a
large tentacled beast surfaced on River Mulsantir,
In the Year of True Omens (1409 DR), an ancient destroying a flotilla of merchant barges before
silver dragon from the Copper Mountains fled disappearing beneath the water. Gwuvala Siang, the
northwards, over the Sunrise Mountains. The youngest child of a rich Theskian merchant house
unnamed dragon was crazed, affected by a draconic is the only survivor, inheriting a sprawling trade
illness when it landed on the outskirts of Thasunta. organization.
A host of hathrans and berserkers fought the afflicted In the Year of the Dark Circle (1478 DR),
dragon until it flew away, disappearing into the High Viseyeur, a grey dwarf trading post, is established on
Country, never to be heard from again. the Mulsanyaar Plateau. Numerous fyrrs are strongly
In the Year of the Dozen Dwarves (1426 DR), opposed to the situation and pressure the Iron Lord
a clan of grieving half-elves from Aglarond receive to remove the duergar. Hathrans continue to counsel
special dispensation from the Wychlaran to settle in for patience.
Urling. The village still counts the Seawinds family In the Year of Deep Water Drifting (1480 DR),
among their residents. adventurers supported by the wychlaran foil a
In the Year of Silver Bell Tolling (1443 DR), Thayan plot masterminded by Golra Kuss, one of
Theskian merchants traveling along the Huhrong’s Szass Tam’s lich lieutenants. The lich attempted to
Road witnessed three “men of metal” standing corrupt individuals born with the gift of radiance to
transfixed around an ancient obelisk, intoning a low become evil conduits of necrotic energy. A radiant
rumbling sound. The merchants fled fearful of the artifact hidden in a frozen temple north of Nathoud
strange automatons. Hathrans who later inspected was key to disrupting the lich’s corrupting ritual.
the site found no evidence of these creatures. During the Year of Awakened Sleepers (1484
In the Year of the King’s Repentance (1455 DR), DR), the Eldreth Veluuthra managed to bring
hathrans grew concerned over expanding activities Lossarwyn the Ice Lich from his confines in The Dire
of Theskian thieves in towns along the Golden Way. Wood using demon cysts found in the Great Dale.
During the Year of Mages in Amber (1466 DR), Lossarwyn begins to instruct the Eldreth Veluuthra
Branimern Rythil defeated Kryonar the white wyrm to search for all knowledge related to the Rotting
dracolich on Mount Nar. Branimern was formerly Man from a century ago, in hopes of unleashing
a Red Wizard who had gathered a force of fiends a plague upon the humans of Faerûn. An Eldreth
and corrupted fey under her control. She looked Veluuthra cell is established in Urlingwood.
to further her knowledge of demonbinding and Despite the incessant rains during the Year
envisioned ruling an empire in the image of ancient of the Nether Mountain Scrolls (1486 DR), the
Narfell. waters of Lake Ashane rise only slightly. A series
In the Year of Splendors Burning (1469 DR), a of long-lasting earthquakes shake Immilmar but
durthan killed the annis hag Chaul and assumed her thankfully cause minimal damage thanks to the rapid
power and visage. The new Chaul consolidates her intervention of hathrans across the city.
control over humanoids of the citadel and begins In the Year of the Warrior Princess (1489 DR),
planning to take control of Rashemen from its the bugbear Grahmvur Boneblade wins control of
“outdated” protectors. the Omvudurth Citadel. Thayan emissaries begin to
regularly visit the goblin fortress.

7.History 109
Legends &Lore

8.Factions
8.Factions
N umerous groups influence the people
and events of Rashemen. This chapter
highlights a few organizations with an
interest in the region.
Hierarchy of the Sisterhood
While spellcasting women are typically referred to
as wychlaran, they are not all created equal. There
is a hierarchy of power and authority that those who
fall under the name must obey or find themselves in
Organizations great peril.
Unproven. Women of little magical power,
women who cannot or do not wish to dedicate
themselves to further study or have no interest in
Wychlaran becoming ethran are the unproven. These women
Wise old women. Witches of Rashemen. Unproven. make up the bulk of the wychlaran and are generally
Ethran. Hathran. Othlor. Wychlaran. All names given left alone by higher ranking women as long as
to the women of Rashemen whose arcane or divine they keep to themselves and don’t try to claim the
prowess exceeds those of ordinary people. These authority that comes with being an ethran, hathran,
women are the keepers of forgotten histories and or othlor.
the spiritual guides of the Rashemi. While the Iron Ethran. Ethran actually find themselves
Lord sits atop his throne, they are the true power and within the hierarchy of the wychlaran. They are
authority throughout the land. low-ranking initiates who benefit from the title but
must also share in the responsibility of aiding the
History of the Wychlaran people and guiding them when necessary. There are
The wychlaran weren’t always an integral part of thousands of ethrans throughout Rashemen, most
the Rashemi way of life. While they’ve always been of them serving as a village healer or minor magical
a part of Rashemen taking on the roles of healer practitioner.
and counselor to smaller villages or fighting side Hathran. These women lead the sisterhood.
by side when needed, it wasn’t until the dying days Their commandments and behaviors are above
of Raumathar, that they rose to prominence. They reproach. To disobey them is to court death.
wanted to preserve the knowledge of the empire Hundreds of these women exist in the world
that would soon fall. They would aid the people of scattered throughout Rashemen and Faerûn. The
Rashemen in any way they could and in exchange exact number is a closely guarded secret.
they wanted power and Othlor. Finally, you have the othlor, or “true one.”
authority throughout the These are the wisest and most experienced of the
land, and the ability wychlaran. They are the ones that choose the Iron
to choose the Iron Lord, oftentimes in conjunction with the Hathran.
Michael Rayback Design / Design Cuts

Lord, the highest- They carry with them the most taboo of histories and
ranking male ruler of secrets. Only a dozen or so othlor exist at any
Rashemen. time, however if a sister proves she is
The people agreed, and deserving of the title numbers don’t
the wychlaran were born. stop them from becoming othlor and
being welcomed into the fold.

110 8.Factions
Legends &Lore

From Rauntheara of the Wychlaran, have passed back into the land we all love, and so
For the eyes of fellow Sisters only, these: where they crafted flying arms that clutch and
wield blades, to animate when certain conditions
Of old, our ancestors most revered did animate are met (almost always involving intrusion by
and control stone and metal and ice into tools beings of certain numbers and equipage), we
that carried and sliced and bludgeoned, to make maintain and renew such “dread” and minor
war and to serve. Which they did all too well, constructs, rather than letting them rust and
until, as is the way of human ambition and decay and pass out of usefulness. So the nay-
striving, these helpful aids did more harm to us we-shall-not is not absolute, but tempered, as
and what we sought to defend than did the foes should our approach be in all things.
that came against us.
For it is wrong to see the Sisterhood as obdurate
So we resolved to use refined constructs of our and of one mind and absolute; to thrive and
making as little as possible, instead animating remain of useful service we must grow and adapt
shards of rock found in nature as slung stones and debate within ourselves, and even dispute
rather than colossi, and individual blades and vie for supremacy in small matters, for we
rather than blade-armed, bristling-with-points are human, and remain so. Yet all dissent must
battlewalkers, save in the rare instances when fail and fall away speedily before the shared goal
the need to impress was paramount. Guarding of protecting our beloved land against all who
our holy places against outland adventurers, for would destroy or tame it. And if this pursuit we
instance. cleave to above all else should make it needful in
So at entrances and narrow ways leading to time to come to turn from our taboos on making
what we most want defended, yet may be found automata and complex constructs, or spells that
constructs ready and oft-maintained that will affect natural forces widely, we must be ready to
block passage, and fight—usually in trios, a pair agree to turn. So long as we avoid the mistakes
to battle while a third behind them bars the way. of the past, and the great searing we unleashed
by rashly reaching for too much power, too soon,
And when that third is beset, the damage it takes without safeguards. For why twist our lives to
shall awaken a second trio of defenders; that is the guarding, when we mar the very treasure we
the agreed-upon manner of protection. guard by our strivings?

Just as we agree not to otherwise use walking So every day of your lives, Sisters, be mindful:
statues of metal or stone to stride the land think of why we do what we do, and not merely
otherwise, and to avoid the battle-crabs of old, or do what hath become custom, because it is the
merely reuse and repair what others call “battle accepted-among-us way, or the way that will
horrors” or the lesser “helmed horrors,” and not bring no controversy down on our heads. We are
to craft mechanical dragons and chimerae and all guardians of Rashemen, and must all play our
the like, that those Raumathari who came before parts. So head high, and heart full, and go forth
us so loved. alert and watchful and ready.

Yet we preserve the elder makings of Sisters who Our foes sleep not, so we cannot.
Daniel Comerci

8.Factions 111
Legends &Lore

Durthans
The first recognized appearance of durthan’s
occurred in the Year of the Coven (595 DR) when
this secretive sect from within the wychlaran
attempted to overthrow the order and seize control
of the nation. They had likely existed since the
wychlaran first came to power and were often
William McAusland

among most devout and fervor-filled members of the


order. They believed that in order to protect against
the host of enemies threatening Rashemen, the
wychlaran should tap into dark and forbidden power
and use them against all that would do harm, before
the same dark secrets were used against them.
Wychlaran and the Vremyonni In that first uprising, a prominent othlor whose
While women who display magic abilities are name has been expunged from the wychlaran’s
elevated in society, men are treated much differently. records, led the durthan’s to take up the dark arts,
Men who are divine spellcasters such as clerics or replace the wychlaran, and do what needed to be
druids are left alone to their own devices but have done to protect Rashemen. In secret, this forgotten
no place in society as the wychlaran are expected to othlor and her durthan sisters tapped into ancient
speak with the gods and nature spirits. They often dark powers and conversed with the malevolent
become advisors to berserker lodges after training spirits of the land. When the other wychlaran learned
amongst the barbarians. of this, a civil war broke out. Strife between the
Men who are arcane spellcasters are forcibly hathrans and their dark durthan sisters dragged on
sequestered from the rest of society by the hathran for years, but eventually the hathrans prevailed, and
and othlor in hidden villages and strongholds. They the durthan were expelled and forced into hiding.
are forever branded with the title vremyonni, or The durthans secretly continued to manipulate
“Old One.” Men that refuse to be sequestered must events in Rashemen over the centuries. Their power
either leave Rashemen forever or are put to death. peaked in the late 1300’s when they constructed the
However, it rarely comes to either of those as the Citadel Tralkarn deep within the Erech Forest under
people of Rashemen trust and respect the wisdom the guidance of a prominent othlor named Imzel. It
of the wychlaran. In their seclusion they learn the wasn’t until Thay became embroiled with their own
art of weapon and item smithing, making powerful civil war that the wychlaran could finally focus their
weapons for the berserkers and wychlaran to use in attentions against their now rejuvenated evil sisters.
defense of the land. The Witch War broke out in The Year of Risen Elfkin
Because of their secluded nature, Othlors entrust (1375 DR), culminating in the Year of the Blazing
the Vremyonni with ancient and powerful secrets Hand, when the Iron Lord’s forces and countless
that must be kept from the public for their safety. hathrans converged on Citadel Tralkarn, raising it to
In the isolation the Old Ones research the secrets the ground, dealing a crushing blow the durthans.
behind the arcane and mechanical horrors the But just as the first uprising, some durthan’s
Raumviran used to battle Narfell, all those ages ago. escaped the purging of their citadel. An unknown
When Rashemen is faced with the direst of number now hide among the wychlaran, amassing
circumstances that force the wychlaran to take up their power and waiting for the moment to strike
arms in defense of the land, the Vremyonni join back at those that took everything from them.
them in battle. Often, one wychlaran and vremyonni Chapter 11 – Personalities includes examples
are paired with each other. They march into battle of a pair of durthans secretly at work in Rashemen;
bound together with a short silken cord and wearing Chaul (page 132) and Mishara Viadrova (page
identical intricately crafted metal masks imbued with 132).
magic. The pair are a deadly team.

112 8.Factions
Legends &Lore

Berserker Lodges
Dajemma
Rashemen’s berserker lodges are ubiquitous across For a nation that is typically inward looking and
the region. Practically every settlement larger than highly defensive, the dajemma, a coming of age
a few homes has a building set aside for warriors ceremony marked by a journey of self discovery, is
to gather. Small villages have a single lodge, while surprisingly important.
cities support dozens. Locals use these lodges as In ages past, the dajemma was undertaken
meeting halls, taverns, and living quarters for local by young nobles who traveled to distant lands
berserkers. and tested their mettle against strange and
dangerous threats. Today, for many, this event has
Membership devolved into a grand vacation undertaken before
To join a lodge, a warrior must demonstrate their the demands of adulthood are thrust onto one’s
battle skill while becoming lost in the ferocity shoulders. Most berserker lodges will not accept
Rashemi berserkers are known for. Houses have members until they’ve completed the dajemma.
unique initiating ceremonies often related to feats However, this event is still an important
of strength, drinking, and unarmed combat. To be aspect of a young ethran’s training. Through these
accepted as a berserker is a great honor. Though journeys, the young witches are expected to learn
uncommon, outlanders have been accepted to of the wider world and Rashemen’s place within it.
berserker lodges provided they have proven
themselves in battle protecting Rashemen.

Identity
Each lodge venerates a beast or spirit that embodies
the distinctive fighting style associated with its
members. A few of the more famous lodges include
the Ettercap, Great Stag, and White Dragon Lodges.
Lodges are typically protected by a telthorNEW often
manifesting as a creature associated with the lodge’s
name.

In Defense of Rashemen
Berserker lodges form the backbone of the
Rashemi’s military defense. Rashemen’s military
units are called “fangs,” with each comprised of
members from the same berserker lodge. In battle, a
berserker charge is frightening as howling warriors
charge through battle lines with wild ferocity.
However, these charges typically lack any group
tactics and in any other setting would lead to bloody,
short-lived skirmishes. However, when a berserker’s
Warmtail / Adobe Stock

charge is combined with the support of archers, and


more importantly, a phalanx of hathrans providing
magical support, the combined force is nigh
unstoppable.

8.Factions 113
Legends &Lore

Circle of Leth Organization


The Nentyarch is advised by the First Circle, which
The Circle of Leth is a druidic circle based in the consists of five high druids. This first circle then
Great Dale and the Forest of Lethyr. It is arguably mentors and directs the second circle of nine druid
one of the most powerful orders of druids in all masters. The second circle directs most of the Circle
of Faerûn. The Circle of Leth is overseen by the of Leth’s activities throughout the wider Dale. The
Nentyarch, an archdruid of remarkable power. third circle is the most numerous, composed of
lesser druids, initiates, and novices who work as
Founding directed by druids above them.
The circle’s founding occurred sometime in the Associated closely with the Circle of Leth are
700s DR. In the Year of the Last Hunt (722 DR), the Nentyar Hunters. They are individuals skilled
the Great Druid of Leth first called themselves the in scouting and woodcraft, and are the active
“Nentyarch,” claiming an ancient title used by the combatants of the circle during times of war.
rulers of Narfell. This new Nentyarch raised a mighty Many are skilled rangers who regularly scout the
tree fortress atop the fiend-cursed ruins of Dun- dangerous Dunwood and surrounding lands.
Tharos symbolically claiming stewardship over the
ancient lands of Narfell. Relations with the Wychlaran
For centuries the Circle battled against the fiends In much the same way Rashemen focuses inward, so
that still infest the lands surrounding the Dale. too does the Circle of Leth. However, the Nentyarch
The Circle grew to be revered by the Dalesfolk and and their druids maintain relations with the
seen as the de facto rulers of the land, which has wychlaran, sharing information on common threats
caused tension with Uthmere, whose nobility viewed in the region. The two groups generally see eye-to-
themselves as the rightful rulers. eye on most issues, particularly on the need to stay
out of each other’s business.
A New Leader
A wood elf was recently elevated to the Common Concerns
position of Nentyarch after the unexpected Recently the hathran Feldarra (NG female
death of their predecessor. This is the human archmage) has convened with the
first time an elf has held the position since Nentyarch and thier first ring to discuss some
the group’s founding. The Nentyarch’s urgent matters of mutual interest related to
shapechanging powers are now so innate, the demon-haunted forest of Dunwood
they have trouble recalling their original on the north side of the dale. Gossip
form. This can be disconcerting for among the Nentyar Hunters suggest
those who meet them for the first some legacy of Narfell and Raumathar’s
time, as the elf sometimes changes Conflagration was the subject of these
gender while speaking. Most often consultations and that both groups feel
they present as an androgynous elf of compelled to take immediate action.
indeterminant age.
John Latta

The Nentyarch

114 8.Factions
Legends &Lore

Duergar Witch’s Perspective


The witches continue to push for caution and
For years, the gray dwarves below the Sunrise restraint, and have surreptitiously spoken with
Mountains were a persistent, yet unseen, threat Viseyeur’s leaders for crafting formal trade
Rashemen’s miners feared. Outposts in surface caves agreements. Part of the rationale being the duergar
near Rashemi mines would occasionally come into could act as a buffer against Thay. The fear of what
conflict as the groups skirmished for control of the could happen if the grey dwarves aligned with the
region’s limited resources. Red Wizards is often unsaid but well accepted. The
However, the Spellplague devastated the duergar wychlaran look to avoid that possibility.
city of Fraasz. The apocalyptic earth movements
in Thay during that time collapsed much of their
original hold, forcing the dwarves to rebuild in
The Nar
nearby vaults. The Nar barbarians are some of the last remnants of
The new duergar city is still called Fraasz. It the Narfell Empire that was ruled by evil priests who
is well protected by behind a labyrinth of winding maintained their power through terrible blood-pacts
tunnels they have named the Wandering. The with devils, demon lords and vast fiendish armies
politics of the city are complex with feuding clans they controlled. They are comprised of various tribes
struggling to gain or maintain power. and some still live up to the legacy of their ancestors
by being bloodthirsty marauders and raiders that
External Perceptions fight amongst themselves and any who enter their
Most outsiders, particularly gold and shield dwarves, frigid lands.
view the duergar as a monolithically evil group. Occasionally, more aggressive Nar cross the river
However, the varying clans can have very different Erech to raid nearby Rashemi settlements. When
outlooks. In recent years the Anvilord clan gained this happens berserkers are sent out to deal with
some prominence by founding the Viseyeur trading them. These clashes are bloody, brutal and short
post on the western side of the Mulsanyaar Plateau. lived. Oftentimes this behavior is discouraged by the
They’ve had some success trading with merchants river and weather but young Nar wanting to make
from Thesk and Thay, though tensions remain high a name for themselves occasionally give in to the
with the Rashemi and their mines to the north. temptation.
The witches have recently ordered the
Pressure on the Iron Lord berserkers to leave the defeated raiders alive but not
It is strongly rumored that connections through before removing one of their arms as a reminder to
the Underdark may lead to connections beneath their fellow Nar what happens when they raid the
the Running Rocks. Many of Rashemen’s fyrra, Rashemi.
community leaders or “lords”, continue to raise their Most Nar heed the warnings of the one-armed
concerns of the duergar threat to the Iron Lord. raiders returned to them but one tribe, the most
Though thus far the duergar have yet to launch any aggressive of them all, is not daunted by this. The
military action against Rashemen, many of the fyrra Ragnor tribe led by Gladgar the Bloodied, a vicious
are fearful that it is only a matter of time before that killer, still raids whenever the opportunity arises.
happens. He takes great delight in kidnapping Rashemi and
sacrificing them to his demonic patron.

8.Factions 115
Legends &Lore

Red Wizards
The Red Wizards continue to extend their magical
dominion across Faerûn. The Red Wizards have long
sought to expand Thay’s borders beyond the plateau
they control; Rashemen, Algaraond, and other
neighboring realms have persistently been the focus
of Thay’s aggression through the centuries.
Thay is a magocracy, governed by Szass Tam,
an ancient and powerful lich. He uses his council
of zulkirs to ruthlessly control Thay and continually
seeks ways to extend the Red Wizard’s secret control
over the magic of Faerûn.

Exploration and Research


The Red Wizards have their eye on gathering
ancient magical secrets from Narfell and
Raumathar that still lie hidden across
Rashemen, Narfell, and the Great Dale.
From their enclave throughout the
Unapproachable East, they sponsor
expeditions hoping to find artifacts and
other knowledge from these ancient fallen
empires.

Mercantile Enclaves
In recent years the Red Wizards have
set up mercantile enclaves around the
Sea of Fallen Stars. Although most view

Dean Spencer
the Red Wizards with suspicion, the lure of
the magic item trade results in many doing
business with the Red Wizards.
In recent years, Thay itself has experienced an
economic rejuvenation, particularly in the south. As
the nation recovered from much of the devastation
inflicted during the Spellplague, its southern cities
are said to be “mining rivers of gold” to use a
common Thayan expression.

116 8.Factions
Legends &Lore

Shadowmasters Eldreth Veluuthra


In the merchant-run land of Thesk, the ones who The Eldreth Veluuthra is a secretive organization
truly control what happens in the region are the that has existed since the creation of Myth Drannor.
Shadowmasters of Telflamm. This thieves’ guild A year after the opening of the unified city, in the
directs the Merchants’ Council in the de facto capital Year of Pages Perilous (262 DR), the leaders of
of Thesk. Guild members are servants of Shar, using a few noble houses opposed the welcome the
the powers of shadow to great effect. There is some elven city gave to the human settlers. These elven
tension with the followers of Mask but for now the nobles abandoned Myth Drannor. Later, when Myth
guild appears firmly entrenched with the worship of Drannor fell at the end of the Weeping War, Eldreth
the Dark Lady. Veluuthra formally organized from the remains of
Myth Drannor’s outcast nobility.
Organization’s Reach
The Shadowmasters have a long reach, controlling Core Belief
illicit activities in Thesk and throughout the nations Eldreth Veluuthra, “The Victorious Blade of the
bordering the eastern end of the Sea of Fallen Stars. People,” aims to eradicate all of humanity from
Despite their geographic reach, the Shadowmasters Faerûn. They believe they must act so harshly due to
struggle within Thesk due to gang wars against rival the corrupting nature of humankind. They believe it
Shou criminal organizations. They compete against is their duty to cleanse the land of humanity’s taint if
the Nine Golden Swords and the Black Dragons in the ideals of elvenkind are to persist.
east and central Thesk, where the three opposing Most elves who are aware of Eldreth Veluuthra
groups are locked in a delicate stalemate. find their perspective embarrassing and wish the
group to disband. However, a few nobles secretly
The Golden Way support the fanatical cult by funneling gold and arms
The flow of merchants and coin along the Golden to aid their activities.
Way is too irresistible to ignore. The Shadowmasters
have had some success infiltrating Rashemen in the Activities Near Rashemen
larger settlements along the trade route, however the An Eldreth Veluuthra sect has recently taken up
hathran’s persistent gaze has limited their influence. residence in the Erech forest. Led by Ivellios the
Unfortunately for the Shadowmasters, rival gangs Dark (NE male wood elf mage), the group of elves
have also followed them into Rashemen, occasionally are disappointed with the new Nentyarch’s stance
resulting in bloody conflicts that are soon quashed by with respect to the humans in the Great Dale and
local berserkers and wychlaran. Normally, however, the supposed taint of Rashemen in the east. They
the Shadowmasters try to keep out of sight and look actively search for items left behind from the Witch
for ways to keep the witches distracted, allowing War and may look to use Theskian criminal groups
their criminal activities to continue in the shadows. to gain access to cities along the Golden Way.

8.Factions 117
Legends &Lore

Khelliara (the Forest Maiden)


Deities of In the wild lands of Rashemen, Khelliara holds
Rashemen sway. She is the local name for Mielikki, Lady of the
Forest. Khelliara’s worship is generally unstructured,
Although a major merchant route passes through with wychlaran paying homage to the Forest Queen
Rashemen, at its heart the nation is strongly whenever they intercede with spirits of the land or
independent and has fostered a culture far different affect spells related to nature. Most hunters also give
than other regions of the realms. This almost reverence to her before a hunt and offer thanks to
insular outlook manifests in a spiritual awareness the animal’s spirits after a successful kill.
permeating the Rashemi’s everyday life. Its people
pay reverence to deities like those worshiped in The Hidden One
other parts of Faerûn, but they also venerate spirits
of the land as minor deities. The following section The Hidden One is assumed to be the Rashemi
highlights the most influential deities in Rashemen. aspect of Mystra and greatly revered by the
wychlaran. One of the most sacred places to the
Hidden One is the Witch’s Hall in Immilmar.
Bhalla (the Den Mother) Although not a formal temple, this whitewashed
Known as Chauntea in the larger cities and where longhouse is a sanctuary for hathrans, where the
outlander merchants travel, throughout the rest of uninitiated are forbidden entry. It remains a private
Rashemen she is Bhalla. Her meeting place and sanctuary for witches
worship is extremely popular in the city.
across the nation, which
may not be surprising Spirits of the Land
given the region’s short From an early age, the Rashemi are
growing season. The trained to avoid certain landmarks,
Chauntean church outside and to leave gifts for the spirits
of Rashemen were always of the land. The rocks, trees, and
concerned with Rashemen’s waters are believed to be watched
alternate naming and over by spirits, who could be good
isolation, fearing they could or malevolent. Even their homes
be prone to creating a radical host house-spirits they call domovoi.
cult and fall prey to a deity pretending These spirits are both loved and feared
to be the Great Mother. As such, by the Rashemi because of their ability to
a formal temple to Chauntea protect the land and the fear of offending
has existed in Immilmar for them. Telthor are spirit animals or the
centuries, run by a high- ghosts of those who died defending
ranking cleric from Thesk Rashemen. Berserker lodges or
or even farther away, to often guarded by their own telthor
keep watch on the rustic and hathrans sometimes seek the
Rashemi, ensuring that wisdom of powerful spirits when
local doctrine remains confronted with challenges that
aligned with the greater faith. threaten Rashemen.
Warmtail / Adobe Stock

118 8.Factions
Legends &Lore

Other Influential Deities

Fez Inkwright
Although The Three represent Rashemen’s main
pantheon, other deities from across Faerûn continue
to have influence here.

Auril
People that live within the cold lands of Rashemen,
particularly in the North Country, grudgingly pay
reverence to the Frostmaiden. They beseech her to
hold off the worst of the cold during the land’s long
cold winters. No formal clergy exists to Auril, but all
pay her respect. This is particularly true with the Nar
tribes of Narfell who know full well the fury the god
of winter can unleash in these lands.

Asmodeus
Outside of a rare traveler along the Golden Way or
an outlander living in a larger city like Musantir, The
Lord of the Ninth has little to no following within
Rashemen. However, with the arrival of the duergar
trading post of Viseyuer, Asmodeus’ influence is Mask
now approaching. Though not worshipped directly The Shadowmasters of Telflamm were at one
by the gray dwarves, Asmodeus has an accord with time dedicated to Mask, but with the turmoil of
Laduguer, one of the gods commonly revered by the Spellplague and Mask’s death, the criminal
the duergar. What this may mean for Rashemen organization began to follow Shar. A few high-
is unclear, but hathrans are now vigilant to watch ranking individuals within the guild have suggested
for activities associated with Asmodeus. There are they should return to following Mask. This has not
whispers that perhaps Grahmvur Boneblade, the gone over well with the Shar clergy but no retributive
new bugbear leader of Omvudurth, may be a devout actions have taken place. With the persistent
follower. mercantile traffic along the Golden Way, followers of
Mask are sure to be found.
Malar
The wild berserkers of Rashemen who fall victim Shar
to the dark side of their violence may hear Malar’s Shar, the Mistress of the Night, is the patron of the
call. The Beastlord carries a malevolence filled with Shadowmasters of Telflamm. Wherever this thieves’
anger that cannot be purged. The Black-Blooded One guild goes, they set up a well-hidden temple to the
is merciless and only called upon when hunting or Dark Lady. Rumors persist of a new shrine to Shar
needing to ward off dangerous predators. constructed by the guild somewhere in Mulsantir, but
Additionally, there is some history of lycanthropy if true it is well hidden.
in Rashemen, particularly in the wilds around Shar’s faithful look to her to help them in places
Lake Tirulag and the nearby forest. In the past, the of darkness, hoping for her protection while they
wychlaran have been forced to quell Malar cults endure the gloom. She is also looked to by people
hidden in Tirulag Forest, though this hasn’t been in distress and those who hope Shar will help them
necessary for a long time. forget the difficulties they have endured.

8.Factions 119
Legends &Lore

Selûne Silvanus
Though rarely openly worshipped in Rashemen, the Druids and individuals strongly tuned with nature
goddess of the moon is quietly revered by learned pay reverence to Silvanus but, for the most part,
othlors. Many suspect she interceded on Mystra’s Khelliara is more commonly venerated when it
behalf to fill the role of the Hidden One when the comes to the land and its creatures. To the west,
Mother of All Magic was killed at the start of the particularly in the wild forests of Lethyr and
Spellplague. With Mystra’s return it is assumed Dunwood, Silvanus has a strong following, with the
Selûne relinquished this role, though a small group Circle of Leth having many ordained in the rites of
within the wychlaran claim the Moonmaiden is Silvanus. Followers of Silvanus in the Great Dale
still one of “The Three” and have taken to secretly are passionate in the desire to cleanse forests of the
carving crescent moons in places sacred to the fiendish legacy of ancient Narfell, with the corruption
Hidden One. and decay found around Dun-Tharos is particularly
distressing to the faithful.

Talona
Talona, the Mistress of Disease, has a long and
terrible legacy in the nearby lands of the Great
Dale. She is often beseeched to keep away diseases,
particularly if the fear of plague is upon the land.
In the 1360’s, Talona invested the Rotting Man with
her divine powers and he used it to create an army
of blightspawn that ultimately drove the Circle of
Leth from Dun-Tharos. Though the Rotting Man
ultimately fell victim to the demons he’d unleashed,
his legacy is still found within the Dale.
The Circle of Leth is ever vigilant for followers of
Talona who hope to gather the powers once held
by the Rotting Man. Blightspawn still haunt the
forests and threaten the goodly dalesfolk with their
corruption.

Waukeen
With the Golden Way stretching through Rashemen,
it should be no surprise the many merchants
traveling this road pay reverence to Waukeen.
Merchant inns along the route frequently include a
small shrine to pay reverence and give offerings to
Our Lady of Gold. Traveling clergy based in Thesk,
known as the Wandering Wheels, regularly frequent
these road-side shrines, collecting offerings and
ensuring the shrines remain in good repair.
Fez Inkwright

120 8.Factions
Legends &Lore

Петр Костюк / Adobe Stock

8.Factions 121
Legends &Lore

9.Items of Interest
I
n a land where nature spirits haunt the forests
and powerful witches guide its people, countless
Felucca
wondrous creations await to be discovered. The Gargantuan vehicle (40 ft. by 15 ft.)
vremyonni craft weapons of power and items of Creature Capacity 2 crew, 6 passengers
wonder for warriors and wychlaran to defend the land Cargo Capacity 0.5 tons
against seemingly ever-present threats. Whether for Travel Pace 4 miles per hour (96 miles per day)
protection against Red Wizard invasions or simply to
STR DEX CON INT WIS CHA
help survive the cold, a variety of magical items await 16 (+3) 8 (-1) 13 (+1) 0 0 0
those who adventure in Rashemen.
The following chapter provides a selection of Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion,
powerful and mundane items that can be added to
frightened, incapacitated, paralyzed, petrified, poisoned, prone,
your campaign.
stunned, unconcious

Claw Bracers Actions


Martial Melee Weapon (uncommon) On its turn, the felucca can take 2 actions, choosing from the
options below. It can take only 1 action if it has only one crew. It
Members of the Snow Tiger Berserker Lodge often can’t take these actions if it has no crew.
wear these weapons into battle. They typically Fire Ballista. The felucca can fire its ballista (DMG, ch. 8).
consist of two or more claw-like blades projecting Move. The felucca can use its helm to move with its oars or sails.
past its wearer’s outstretched fingers. The bone or
Hull
metal claws are securely mounted onto bracers.
While wearing these bracers, Dexterity checks to Armor Class 15
manipulate objects are at disadvantage. Hit Points 100 (damage threshold 10)

Name Cost Damage Weight Properties Control: Helm


Armor Class 12
Claw Bracer 5 gp 1d4 slashing 2 lb. Light
Hit Points 50
Move up to the speed of one of the ship’s movement
Feluccas components, with one 90-degree turn. If the helm is destroyed,
Mundane Item (common) the felucca can’t turn.
The capital of Rashemen, Immilar, and Kront are Movement: Oars
the only major settlements on the eastern shore of Armor Class 12
Lake Ashane. The rest of the shoreline is dotted with Hit Points 100; −5 ft. speed per 25 damage taken
scattered fishing settlements. From these points, Speed (water) 20 ft.
fisherfolk ply the waters for hake, trout, and salmon Movement: Sails
in their unique two-masted watercraft known as Armor Class 12
felucca. These boats span a length of 40 to 50 feet, Hit Points 100; −5 ft. speed per 20 damage taken
skimming across the waters of the lake swiftly and Speed (water) 35 ft.; 15 ft. while sailing into the wind; 50 ft. while
smoothly. sailing with the wind

A felucca requires a single crew member to operate Weapon: Ballista


smoothly, and typically has the following features: Armor Class 15
Hit Points 50
Light. A hanging lantern or two casts bright light Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target.
across the ship. Hit: 16 (3d10) piercing damage.
Rigging. Rigging on the ship can be climbed without an
Felucca’s typically include a ballista (DMG, ch. 8) only when they
ability check. are equipped for combat.
Sails. The boat has two 10-foot-tall masts with sails.

122 9.Items of Interest


Legends &Lore

Hathran Masks Mask of Command


The Hathrans of Rashemen normally wear masks Wondrous item, rare (requires attunement by a
that hide their faces when treating with outsiders or spellcaster)
traveling outside of Rashemen. Most are nonmagical. This mask has 5 charges. While wearing it, you can
However, some honored Hathrans receive special use an action to expend 1 of its charges to cast the
masks that are enchanted with various effects. A few command spell using your own spell save DC. For
of these enchanted masks are detailed below, though 1 charge, you cast the 1st-level version of the spell.
many other forms are believed to exist. You can increase the spell slot level by one for each
Mask of the Abandoned additional charge you expended. The mask regains
Wondrous item, very rare (requires attunement by a 1d4 + 1 expended charges daily at dawn. If you
humanoid that is a bard, cleric, druid, sorcerer, expend the mask’s last charge, roll a d20. On a 1, the
warlock, or wychlaran). mask permanently loses all magical properties.
While wearing this mask, when you cast a spell
When you attune to this mask, you are transformed that requires a creature to understand your language,
into a hag. Your physical appearance changes to that the creature understands you even if it does not
of an annis hag. You grow in height to the tallest understand your language, so long as it understands
height possible for your true race, though your size at least one language.
does not change. In addition to physical changes,
your creature type changes to fey. You retain your Mask of Mental Armor
own racial traits and gain the following traits: Wondrous item, very rare (requires attunement)
This mask is painted with bright lines that swirl
• Darkvision. You can see in dim light within
outwards from each eye. While attuned to this magic
60 feet of you as if it were bright light and in
item, you have advantage on all Intelligence and
darkness as if it were dim light.
Wisdom saving throws.
• Fey Resilience. You have advantage on saving
throws you make to avoid or end the charmed Mask of the Othlor
condition on yourself. Wondrous item, uncommon (+1), rare (+2), very rare (+3)
• Annis Strength. Your Strength score changes (requires attunement by a wychlaran)
to 21. This trait has no effect if your Strength You can use this mask as a spellcasting focus for
without the mask is equal to or greater than 21. your spells while wearing or holding it, and you
• Innate Spellcasting. You gain the ability to gain a bonus to spell attack rolls and to the saving
cast the following spells, using Charisma as throw DCs of your wychlaran spells. The bonus is
your spellcasting ability: disguise self, fog cloud, determined by the mask’s rarity.
charm monster (ogres and trolls only). You can In addition, when you roll any Hit Dice to recover
cast each of these spells three times and regain hit points while you are wearing the mask, you can
the ability to do when you finish a long rest. regain 1 spell slot. The spell slot regained can be a
bonded casting slot. This property of the mask can’t
be used again until the next dawn.
Mask of True Seeing
Wondrous item, rare (requires attunement)
Rick Hershey / Fat Goblin Games

This white mask has bright red markings


emblazoned on the forehead and beneath the eyes.
While attuned to this magic item, it functions as a
gem of seeingDMG.

9.Items of Interest 123


Legends &Lore

Hadryllis Legendary Purpose. Hadryllis is believed to


Weapon (greatsword), legendary be the only item that can destroy the Adamantine
(requires attunement) Binding that was crafted by the Narfelli
The first Vremyonni of ancient Raumathar Demonbinders when they summoned Eltab into
may have crafted this legendary weapon. the Realms. The binding is found within the lower
The Wychlaran speak of the blade dungeons of the Citadel of Conjurers in Impiltur.
being found in the mountains
near Tethkel, glistening and Jhuild
sharp, fully fashioned by the gods. Mundane item, uncommon
The blade was wielded by the ancient Jhuild is an extremely potent Rashemi red wine often
hero Yvgeni in his battles against the referred to as firewine. It is carried by most Rashemi
Demon Lord Eltab in the Year of Leather berserkers due to its invigorating effects. Because of
Shields (-75 DR). the wine’s potency (and expensiveness), it is usually
The sword eventually found its way to sold outside of Rashemen in a diluted form mixed
Mulhorand, where it again played a part with common ale.
in thwarting Eltab in the Year of Avarice Jhuild is not magical in nature, but as with other
(204 DR). The sword was last used by a
Gary Dupuis / Purple Duck Games

alcoholic beverages, it will identify as poison if


group of heroes in the Year of the Shield examined using a detect poison and disease spell.
(1367 DR) to prevent Szass Tam from As an action, you may drink a flask of undiluted
binding Eltab beneath Thay to further the jhuild. You must make a Constitution saving
lich’s nefarious plans. The demon lord throw (DC 12) to avoid its effects, though you
was believed to be banished during this may voluntarily fail this saving throw. One minute
battle. It is unknown what happened to after failing this saving throw, you experience the
Hadryllis afterwards. following effects, which last for 1 hour:
You gain a +3 bonus to attack and
damage rolls made with this magic • Your Strength score increases by 2 to a
weapon. When you make a successful maximum of 20, while your Wisdom score
attack against a fiend, they take an extra 2d10 decreases by 2.
radiant damage. • You have disadvantage on all Wisdom ability
While you hold the drawn sword, you may use checks and saving throws.
an action to cast detect magic. Additionally, you may
At the end of this hour, your Strength returns to
cast blindness, enhance ability (bull’s strength), and
normal, but you must immediately succeed on a DC
faerie fire, each up to three times per day, and are
20 Constitution saving throw or
cast with a spell DC of 17.
fall unconscious for 2d4 hours.
Sentience. This weapon is a sentient lawful good
Regardless of the result of your
weapon with an Intelligence of 14, a Wisdom of 14,
saving throw, your Wisdom
and a Charisma of 16. It has hearing and darkvision
score remains reduced and
out to a range of 120 feet.
you have disadvantage on all
The weapon communicates telepathically with
ability checks, attack
its wielder and can speak, read, and understand any
rolls, and saving
language you know.
throws until
Personality. Hadryllis’ purpose is to destroy
you finish a
fiends. It will reluctantly attack other creatures if
long rest.
forced to, but believes the act to be unworthy of its
Drinking
attention. It will urge its wielder to aggressively
firewine
pursue any fiend within sight, even attempting to
Brian Patterson

diluted with
control its wielder should they refuse to do so. (See
ale does not
Dungeon Master’s Guide, page 216, for a description
provide any of
of Sentient Magic Item Conflict).
these effects.

124 9.Items of Interest


Legends &Lore

Spellweaver’s Blade
Weapon (any sword), rare
You have a +1 bonus to attack and damage rolls
made with this magic weapon.
While holding this sword, you can perform the
somatic components of spells as if the hand holding
Rick Hershey / Fat Goblin Games

it were free.

Taer Stench Grease


Mundane item, uncommon

Dean Spencer
The Taer who roam the wilds of Rashemen craft a
thick fermented substance they carry with them into
battle. This viscous substance has a consistency
similar to bacon grease but emits a smell most other Witchboat
humanoids find nauseating. Taer often smear large Wondrous item, uncommon
globs of the stench grease into their fur before facing Witchboats are a common sight on the waterways of
dangerous foes. Any creature other than a Taer who Rashemen. They are typically small wooden boats
start their turn within 10 feet of stench grease must that can hold three to four people (as per a rowboat),
succeed on a DC 13 Constitution saving throw or though larger warboats (equivalent to longships) are
become poisoned until the end of the creature’s next known to exist as well. These boats are crafted by
turn. On a successful saving throw, the creature is Rashemeni spellcasters who call upon the spirits
immune to the Taer stench grease for 1 hour. An of the land to enchant the watercraft. No working
application of taer stench grease remains effective versions of these vessels have been seen outside of
for one hour. Rashemen.
If the witchboat is floating in a body of water, and
you are within 5 feet of the vessel, you may speak the
command word as a bonus action to cause the boat
to perform one of the following:

• Move. The vessel moves at a rate of 30 feet


per turn across water in any direction. This
movement speed is unaffected by water currents.
• Stop. The vessel stops any movement and
remains stationary regardless of current.
• Return. The vessel returns to its most recent
Rick Hershey/Fat Goblin Games

previous location, even if empty.

9.Items of Interest 125


Legends &Lore

10.Adventure Ideas
Rashemen is filled with great story ideas that can Defeating Eltab is a worthy conclusion to an
easily translate into exciting adventures. This epic campaign. At lower levels, the heroes might
chapter provides a few ideas to inspire DMs crafting uncover a fiendish cult dedicated to the Demon
adventures for their home games—from single Lord, slowly discovering the breadth of the demon’s
sessions to epic campaigns. Rashemen awaits! power. Perhaps Eltab is using durthans tempted
with forbidden secrets. The durthans might begin
corrupting spirits of the land, enslaving them with
Raumathari Awakening their newfound demonic strength. The heroes may
A Red Wizard has uncovered forgotten lore detailing eventually learn of the Adamantine Binding and
Raumathari battle magic and the location of an Hadryllis, the legendary sword that can break the
ancient ruin where arcane war constructs are buried. magical seals tethering Eltab to Faerûn. The heroes
The Red Wizard works to awaken the Raumathari would then need to undertake a quest to recover the
battle engines to assist in a new Thayan assault on powerful blade before finally confronting the demon
Rashemen. in the depths of the Citadel of Conjurers.
The adventurers may learn of the stolen
Raumathari lore, eventually tracking it to a Exiled Witch
crumbling ruin. After contending with numerous
magical wards, the heroes must contend with the An exiled Rashemi witch hides in the Erech Forest.
Red Wizard’s minions before an epic battle with the She communes with durthan spirits killed during the
mage and a host of reanimated arcane constructs. Witch War and learns to bend spirits of the land to
her will. She grows her powers using secrets buried
in the ruins of Citadel Tralkarn. She uses powers
Fiendish Revenge of illusion to appear as an elf, winning the Eldreth
The Demon Lord Eltab was summoned by the Veluuthra cult hidden in the forest to her cause. She
demonbinders of ancient Narfell. For a brief time, uses the scattered durthan sympathizers across
the demon ruled over the lands of Rashemen before Rashemen to strike at the wychlaran, hoping to
the Wychlaran drove out the fiend and trapped it for topple the witches and gain control of Rashemen for
centuries in a faraway land. herself.
Eltab has endured repeated cycles of
imprisonment and servitude; many mortal kingdoms Nar Mustering
have earned its enmity. For the first time in ages,
the Lord of the Hidden Layer finds itself unfettered, A charismatic leader in the North Country has
free to plot its revenge on those who have wronged uncovered long-lost demonbinding magic and
it over the centuries. Among the first of those who gathers Nar tribes beneath his banner. Augmented
the powerful fiend looks to punish are the Witches with summoned fiends, this barbarian-king marshals
of Rashemen. Eltab patiently gathers its forces in his forces in hopes of conquering Rashemen,
secret, planning its rise to power once again. The fulfilling what his ancient ancestors of the Narfell
Demon Lord uses unwitting treasure hunters to Empire could never do.
break into ancient Raumathari ruins hoping to free
the trapped fiends to grow his demonic forces.

126 10.Adventure Ideas


Legends &Lore

Threat from Mount Nar


High atop Mount Nar, in the ruins of Jastaath,
schemes the former Red Wizard, Branimern Rythil.
No longer human, she has used ancient fell magics
to become a fiendish abomination. She seeks to
carve a kingdom for herself using her formidable
arcane might along with scores of fiends and tainted
fey gathered in her fortress.
The heroes may stumble upon Branimern’s threat
when forced to contend with attacks by evil fey and
their demonic servants in northern Rashemen. The
heroes might follow a trail back to the Erech Forest
and then to Mount Nar in the Firward Mountains.
There they must ascend high up the mountain’s
dangerous slopes to confront the archmage in her
well-defended mountain fortress.

Rick Hershey / Fat Goblin Games


Civil War
Durthan’s have slowly grown their numbers across
Rashemen, frustrated by the wychlaran’s control
and continuing forbiddance of dark magics. They
have won over an influential berserker leader who
despises the witches, angered at not having been
selected as the Iron Lord. Once an uprising starts,
the adventurers must battle traitorous berserkers,
wicked durthans, and their evil creatures to quash
the witch rebellion.

A Bloody Golden Way


Gang violence grows out of control along the
Golden Way. Rival groups from Thesk look to
gain a stranglehold on commerce flowing through
the region. After several merchants are killed,
the adventurers must track down the culprits,
uncovering a secret lair of the Shadowmasters of
Telflamm in one of Rashemen’s larger cities.

10.Adventure Ideas 127


PART THREE
Friends
&Foes
Quico Vicens-Picatto
11.Personalities
This section includes a diverse selection of NPCs
who can be dropped into your game. These
individuals could be allies to support the heroes or
mentors who might send them on quests across
Rashemen or beyond. Perhaps instead, these
personalities are villains looking to hinder the
characters or seek to destroy them.

Andar
Silverbirch
Mountain spirit folk, druid, acolyte, and liaison
between the hathrans and Stormwind
Among the trusted allies of the hathrans, the ancient
treant Stormwind (see Ashenwood page 73) ranks
among the highest. Yet even this ancient advisor
cannot live forever. A circle of forest druids has
emerged around Stormwind, absorbing his teachings
and accumulated wisdom to act as defenders of
the Rashmeni lands. Leading this circle is Andar

Petar Penev
Silverbirch, a mountain spirit folk who bridges the
human, fey, and spirit world through his leadership.
A traveler in his youth, Andar sought sacred
spaces within Rashmen in the pursuit of deep Personality Traits
wisdom. His journeys eventually led him to
Andar is wholly devoted to the pursuit of knowledge
Stormwind. Ancient even among the realms’ longest-
so that he might preserve and enhance the wisdom
level people, Stormwind saw promise in the young
of his teacher, Stormwind the treant. Andar sees
seeker who had devoted his life to gaining ancient
knowledge as purposeful, not merely a collection of
knowledge. Under Stormwind’s tutelage, Andar
trivial matters. The long-term preservation of nature
raised a druid circle devoted to the forest, their
and of Rashemen dominates Andar’s thoughts.
numbers steadily growing as the years pass.
Ideal. Tradition.Stormwind has long been an
Exhausted by age, Stormwind feels his time
ally of the hathrans. His knowledge and might have
counselling the hathrans is nearing its end. Andar is
been a boon to the people of Rashemen. Andar will
now tasked as his liaison, going to advise and speak
continue this work through the druid circle he leads.
on behalf of the trusted treant. Andar takes this
Bond. The defense of Rashemen is all that
role with the utmost seriousness and, despite the
matters to Andar. He is wholly devoted to the
inherent joy of the spirit folk, Andar radiates a serene
sentient beings of the land.
seriousness that is both comforting and impressive.
Flaw. Leading the druid circle and defense of
The forest is being left in good hands.
Rashemen has largely taken control of Andar’s being.
He has become utterly subsumed by his task and finds
it difficult to enjoy the company of others. Occasionally,
out of an abundance of caution, he sees enemies where
there are none and is slow to trust outsiders.

129
Friends &Foes

Roleplaying Andar circumstances that Andar lets his true nature as a


spirit folk manifest exhibiting a cheery and peaceful
Andar keeps newcomers at arm’s length. He is demeanor. He finds outsiders lower their guard
guarded and quietly judgemental. Until outsiders when he behaves in this manner, allowing him an
have proven themselves loyal to Rashemen, opportunity to study their true character. Despite this
or at the very least, not a threat to the realm, guarded position, Andar is generous to those whom
Andar shares little of his being or knowledge he counts as trustworthy. Once you have earned
with them. Occasionally, Andar acts as a guide Andar’s trust, his loyalty is unparalleled. So long as
to newcomers, using this opportunity as a way of trusted outsiders wish no ill will to Rashemen, Andar
testing and assessing their true nature. It is in these will help and protect them.

Andar Silverbirch Change Shape (2/Day). Andar magically polymorphs


into a beast or elemental with a challenge rating of 2
Medium humanoid (mountain spirit folk), neutral good
or less, and can remain in this form for up to 5 hours.
Armor Class 15 (studded leather, 16 with barkskin) Andar can choose whether its equipment falls to the
Hit Points 55 (10d8 + 10) ground, melds with its new form, or is worn by the new
Speed 30 ft., climb 30 ft. form. Andar reverts to its true form if it dies or falls
unconscious. Andar can revert to its true form using a
STR DEX CON INT WIS CHA bonus action on its turn.
8 (-1) 16 (+3) 12 (+1) 10 (+0) 20 (+5) 13 (+1) While in a new form, Andar retains his game statistics
and ability to speak, but his AC, movement modes,
Saving Throws Int +2, Wis +7 Strength, and Dexterity are replaced by those of the new
Skills Insight +7, Nature +2, Perception +7, Religion +2 form, and he gains any special senses, proficiencies,
Senses darkvision 60 ft., passive Perception 17 traits, actions, and reactions (except class features,
Languages Common, Druidic, Sylvan, Terran legendary actions, and lair actions) that the new form
Challenge 4 (1,100 XP) Proficiency +2 has but that he lacks. He can cast its spells with verbal
or somatic components in his new form.
Land’s Stride. Andar ignores nonmagical difficult terrain The new form’s attacks count as magical for the
and any damage caused by nonmagical thorns, spines, purpose of overcoming resistances and immunity to
or other natural hazards. Additionally, he has advantage nonmagical attacks.
on saving throws against plants that are magically
created or manipulated to impede movement, such Spellcasting. Andar is a 10th-level spellcaster. His
those created by the entangle spell. spellcasting ability is Wisdom (spell save DC 15, +7 to
hit with spell attacks). Andar typically has the following
Nature’s Ward. Andar can’t be charmed or frightened druid spells prepared:
by elementals or fey, and he is immune to poison and
disease. Cantrips (at will): druidcraft, poison spray, produce flame,
shillelagh, thorn whip
Actions 1st level (4 slots): charm person, cure wounds, entangle,
thunderwave
Quarterstaff. Melee Weapon Attack: +1 to hit (+7 to hit
2nd level (3 slots): barkskin, flame blade, hold person,
with shillelagh), reach 5 ft., one target. Hit: 2 (1d6 – 1)
lesser restoration, spider climb
bludgeoning damage, 3 (1d8 – 1) bludgeoning damage
3rd level (3 slots): call lightning, daylight, dispel magic,
if wielded with two hands, or 9 (1d8 + 5) bludgeoning
meld into stone, plant growth
damage with shillelagh.
4th level (3 slots): confusion, divination, dominate beast,
freedom of movement, stoneskin
5th level (2 slots): commune with nature, greater
restoration, mass cure wounds, tree stride

130 11.Personalities
Friends &Foes

Bristlebeard
Bristlebeard Large beast, neutral good

The Ashenwood is a hostile wilderness, though one Armor Class 15 (natural armor)
guardian protects lost Rashemi and those needing Hit Points 76 (8d10 + 32)
saving: Bristlebeard. A dire boar with patches Speed 50 ft.
of bright red hair, Bristlebeard was the subject
of an awaken spell, which has given him greater STR DEX CON INT WIS CHA
intelligence and the ability to listen to the telthors 20 (+5) 11 (+0) 19 (+4) 10 (+0) 10 (+0) 14 (+2)
and their ways of communicating. Due to this strange
insight, some Rashemi view Bristlebeard as a sort Skills Perception +3, Performance +10, Stealth +6
of spiritual oracle, as the telthors know things that Senses darkvision 60 ft., passive Perception 13
mortals do not. Languages Common,
Bristlebeard owes his longevity to a traveler who Challenge 6 (2,300 XP) Proficiency +3
gifted him with a potion of longevity, restoring his
Astral Sight. Bristlebeard can see ethereal creatures.
physical prowess and vitality. Such length of years
has also honed his fighting abilities, making him Relentless (Recharges after a short or long rest). If
even stronger than a normal boar of his size. His Bristlebeard takes 27 damage or less that would reduce
hide bears the scars to prove it, leading some to refer it to 0 hit points, it is reduced to 1 hit point instead.
to him as “Bristlebeard Scarstripes”. Bristlebeard
finds the new title amusing, wondering what title he Actions
will gain in the next hundred years of life. Multiattack. Bristlebeard makes two melee attacks:
Bristlebeard is a useful companion for those one with his lightning tusks and one with his thunder
on the lookout for rare herbs, spices, and other hooves.
natural ingredients for tinctures and poultices. He is Lightning Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft.,
fearless of the Ashenwood, though he understands one target. Hit: 12 (2d6 + 5) piercing damage plus 3 (1d6)
when to exhibit caution. Just because he knows the lightning damage.
layout and what lurks within the Ashenwood doesn’t
mean that he chooses to provoke it. Bristlebeard is Thunder Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.,
known to root out areas of lost magic, much like his one target. Hit: 6 (1d6 + 5) bludgeoning damage plus 3 (1d6)
mundane kin find rare truffles. thunder damage.
Lightning Bolt. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 6 (1d6 + 3) lightning damage.
Wizards of the Coast

11.Personalities 131
Friends &Foes

Chaul
Chaul Large fey, chaotic neutral

of Citadel Armor Class 17 (studded leather +1)

Rashemar
Hit Points 306 (36d10 + 108)
Speed 40 ft.

Chaul, who rules Citadel Rashemar today, is in truth STR DEX CON INT WIS CHA
a human durthan who took the power and title of 21 (+5) 18 (+4) 18 (+4) 17 (+3) 24 (+7) 18 (+4)
the annis hag Chaul decades ago. None but Chaul
herself know this secret. Saving Throws Con +9, Wis +12, Cha +9
When the durthan killed Chaul and assumed Skills Deception +14, Insight +17, Perception +12
power, she bound the hag’s visage and some of her Condition Immunities charmed, exhaustion, stunned
knowledge and power into a magical mask, allowing Senses Truesight 60 ft., Passive Perception 22
her to assume Chaul’s persona. While Chaul is Languages Common, Draconic, Elvish, Primordial,
attuned to this mask, her true form is concealed Sylvan
from others, impervious even to divination and Challenge 16 (15,00 XP) Proficiency +5
truesight — she truly becomes Chaul, not relying
Bonded Casting. When Chaul casts haste, fire shield,
on mere illusions. Even if the mask is removed, the
or spirit shroud using one of her spell slots, she can
effect remains so long as she is attuned to it. Chaul is
choose to affect any number of her allies within 30 feet.
never seen without her mask, and so much does she
The effect lasts for the duration, with only Chaul needing
love her power that it has been years now since she’s
to maintain concentration when required.
transformed into her human form.
Chaul has bonded with the vengeful spirits of Legendary Resistance (3/Day). If Chaul fails a saving
the Rashemaari who had died during the citadel’s throw, she can choose to succeed instead.
fall. Their rage and thirst for vengeance drive her Magic Resistance. Chaul has advantage on saving
to strike out at the descendants of her enemies, throws against spells and other magical effects.
but also drive her in the more honorable pursuit of
safeguarding Rashemen at all costs. Masterplan. After making an initiative check, Chaul can
Combining this power with her own great magics switch the order of initiative among any of her allies,
makes her a fearsome foe, one who aims to one day including herself.
take Rashemen from its “outdated” protectors. To Unweave. Chaul can cast counterspell and dispel magic
this end she has a Citadel, an army, and a legion of without using a spell slot or needing components.
sleeper agents across the land whom she calls the Special Equipment. Chaul wears a mask of the
Children of Chaul and of whose existence none but abandonedNEW and studded leather +1. Her statistics
she are aware. include relevant bonuses granted by them.
Chaul continues to build and to create trust
among the common people, for the more who think
of her as a capable protector of the land, the more
willing they will be to serve her as their ruler when
the time comes.

132 11.Personalities
Friends &Foes

Actions Legendary Actions


Multiattack. Chaul makes three claw attacks. Chaul Chaul can take 3 legendary actions, choosing from the
can substitute casting a cantrip in place of one of the options below. Only one legendary action option can be
attacks. used at a time and only at the end of another creature’s
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. turn. Chaul regains spent legendary actions at the start
Hit: 10 (2d4 + 5) piercing damage. of her turn.

Innate Spellcasting. Chaul’s innate spellcasting ability is Attack. Chaul makes one attack or casts a cantrip.
Charisma (spell save DC 17, +9 to hit with spell attacks). Fey Step. Chaul teleports to an unoccupied space she
She can innately cast the following spells: can see within 30 feet of her.
Unweave (Costs 2 Actions). Chaul uses her Unweave trait
3/day each: charm monster (ogres and trolls only), to cast dispel magic as a 3rd-level spell.
disguise self, fog cloud

Spellcasting. Chaul is an 18th-level spellcaster. Her


spellcasting ability is Wisdom (spell save DC 20, +12
to hit with spell attacks). Chaul can cast the following
spells:
Cantrips (at will): blade ward, infestationXGtE,
mind sliverTCoE, primal savageryXGtE, shocking grasp
1st level (4 slots): absorb elementsXGtE, chaos boltXGtE,
dissonant whispers, inflict wounds, shield,
Tasha’s hideous laughter, Tasha’s caustic brewTCoE
2nd level (2 slots): invisibility, misty step, spiritual weapon,
Tasha’s mind whipTCoE
3rd level (2 slots): bestow curse, counterspell, dispel magic,
haste, spirit guardians, spirit shroudTCoE, summon feyTCoE
4th level (2 slots): banishment, blight, compulsion,
fire shield, freedom of movement, vitriolic sphereXGtE
5th level (2 slots): enervation, placebindNEW,
steel wind strikeXGtE, synaptic staticXGtE
6th level (1 slot): chain lightning, blade barrier,
restore spiritNEW, tasha’s otherworldly guiseTCoE
7th level (1 slot): finger of death
8th level (1 slot): mind blank*
9th level (1 slot): blade of disasterTCoE, foresight
*Chaul casts this spell on herself before combat.

Bradley K. McDevitt

11.Personalities 133
Friends &Foes

Gevarra
Gevarra (AbjurerVGtM) is one of the hathran, a loyal
and able member of the powerful sisterhood. She
came to the wychlaran in the typical way: identified
as magically gifted at a young age and sequestered
with the sisters to learn their ways. Over her decades
of service, Gevarra has played many roles: advisor,
warrior, spiritual conduit, diplomat. Along the way,
she discovered her magical talents centered around
abjuration magic.
Broken by Her Service. Gevarra has survived
many skirmishes with Red Wizard raiders, durthan
witches, and wicked Rashemi spirits. The battles
have left her with scars, both physical and mental;
her right arm has been withered by necromantic
magic and her spirit battered by the loss of her
fallen sisters. Gevarra feels honor-bound to
continue her work, but has emotionally withdrawn
from her sisters, afraid of making new bonds that
will only be broken.
Seeking Solitude. The hathrans have
given Gevarra space by assigning her a solitary
mission—inspecting the ancient Raumathari
monoliths scattered throughout the High Country.
Most monoliths are mere markers for unknown sites,
but a few contain deadly Nar demons trapped inside

John Latta
by protective wards. Gevarra’s skill with abjuration
makes her well-suited to the dangerous task of
maintaining the wards. And long stretches of quiet
travel between monoliths allow her to commune with New Monolith. Gevarra shared a rare night of
the spirits of forest, mountain and stream, helping company with a half-feral High Country hunter and
her damaged spirit to heal. heard her remarkable tale of a gleaming, obsidian
monolith, unlike any other she has encountered. She
Current Motives is considering breaking from her usual inspection
route to investigate the tale, but is concerned about a
Above all, Gevarra treats her assignment with white dragon that lairs nearby.
the seriousness that it deserves. The monolith Nar Kobold. Gevarra has taught the local kobold
inspections have mostly been trouble-free, but two tribes of the High Country not to obstruct her or
recent events have planted a seed of worry in her her work, a lesson that stained the High Country’s
mind. While Gevarra is hostile towards outsiders and snowy slopes red with blood. After two years of
avoids even fellow Rashemi, she could be convinced unremarkable kobold activity, Gevarra recently found
to accept help from adventurers if the threat to a horde of bloody kobold footprints clustered around
Rashemen was dire enough. a monolith jailing a particularly deadly demon. The
wards were intact, but she plans on tracking down
the kobolds for questioning as soon as she can.

134 11.Personalities
Friends &Foes

Life on the Throne


Mangan Uruk A decade after he had proven himself a capable
Ironlord of warrior and leader among the Ettercap, his lifelong

Rashemen dream came true. A group of Othlor visited him and


his family appointing him as the next Iron Lord. The
current Iron Lord had disgraced himself by being
The Iron Lord, also known as the Huhrong, is the caught dealing with their most hated enemies, the
highest-ranking male ruler of Rashemen. Placed in Red Wizards of Thay.
power by the wychalaran, he is expected to do what On his coronation day, the new Iron Lord
is best for his people. The Iron Lord is responsible proclaimed that the Red Wizards would cease to be
for keeping travel between settlements safer and an issue before his reign was over. Fifteen years later
securing the border lands. He is also expected to in 1495 DR he is still trying to keep that promise.
dispatch soldiers to deal with any raiding monsters In conjunction with the Wychlaran and Vremyonni
in the untamed parts of Rashemen. During times of Mangan has spearheaded the magical securing
war, he also serves as warlord. of their borders, along with creation of anti-mage
The current Iron Lord, Mangan Uruk, is a technology to either defend against the Red Wizards
towering individual, standing over six feet tall with or attack them directly if that time ever comes.
a lean muscular frame, natural red hair, brown eyes,
and light brown skin covered in freckles.
Game Statistics
Life Before the Throne Mangan Uruk is a WarlordVGtM with the following
adjustments:
Born to Borivik and Yuldra Uruk, wealthy merchants • Armor Class: 15 (hide armor)
in the city of Immilmar, Jandar could have led a life • Medium Armor Master: Wearing medium
of luxury but instead set his eyes on the Iron Lord’s armor doesn’t impose disadvantage on Mangan’s
throne early in his life. In pursuit of this goal, he Dexterity (Stealth) checks. Mangan can add 3 to
trained under the legendary Fyevarra Stayanoga, a his armor class while wearing medium armor
famous Ettercap Lodge berserker. After years under (already included in stats).
her brutal tutelage, he eventually stood before the • Brave. Mangan has advantage on saving throws
other berserker’s of the Ettercap Lodge, ready to against being frightened.
earn his place.
For two days straight he fought every berserker
of the lodge to prove he was worthy of being their
brother. His association with Fyevarra did him no
favors—in fact it was detrimental as many people
did not hold back as they might have, knowing how
John Latta
fierce Fyevarra’s training would have been. Despite
the brutal initiation, he stood triumphant and was
welcomed with open arms. Three days of drinking,
feasting, and fighting followed his victory.
Despite having joined a Berserker Lodge, in the
eyes of the Rashemi he was still not a man until he
went on his dajemma. While most people used the
dajemma as a sightseeing vacation, the future Iron
Lord wanted to strike out as those of old had, fighting
monsters and wicked warlords. Gathering together a
band of young Ettercap Berserkers, he journeyed to
the Anauroch Desert to find legendary foes.

11.Personalities 135
Friends &Foes

Mishara
Viadrova
A former follower of Imzel and self-proclaimed durthan,
Mishara Viadrova is a powerful wychlaran who turned
against the dark order after Imzel’s death and the fall of
the durthan. For years, she worked alongside the lower
ranks of wychlaran, shunned by her fellow casters
for her involvement with the dark arts of the durthan.
Through years of tireless effort and a spotless record
of integrity, goodness, and obedience to the wychlaran,
Mishara was slowly promoted through the ranks.
Ultimately, she reached the council of the othlor and

Nastya Lehn
fell under the tutelage of the aging abjuration specialist,
Kovorina Dvilich. Mishara endured a relatively short
tutelage at the hands of Kovorina, mastering protective
magics and the communal binding capabilities
that other wychlaran could scarcely imagine. After as the magical assassin who removes a crucial threat to
Kovorina’s death shortly thereafter, the othlor selected the Rashemi.
Mishara—the only qualified candidate who could Despite her good intentions, Mishara’s connections
replace Kovorina on the council—to join the inner circle with the underground durthan witches, immense
of othlor. spy network, and access to dangerous and forbidden
When Mishara became an othlor, she carved a knowledge act as constant temptations to use her
new mask in the shape of a wolf’s visage: a symbol of powers for ill. While the othlor’s rigid rules and
her rebirth and the loyal ferocity with which she would delineation of light and dark magics have historically
protect the wychlaran and Rashemen from the forces of held the wychlaran together and ensured the safety of
darkness that threatened to destabilize the nation. Rashemen, Mishara has begun to question, once again,
But every mask has two sides and ultimately acts whether these rules are the correct path forward. With
as a disguise to show the world only what the wearer ever-evolving magical forces threatening invasion from
wishes them to see. While Mishara is dedicated to the Thay and the other bordering countries, it is unclear
protection of the order, she regularly employs contacts how Rashemen could survive without wychlaran who
from her durthan past and other unsavory magical are willing to skirt the boundaries of magical law and
methods the wychlaran would not approve of in order to reshape the rules that govern the wychlaran. Mishara’s
ensure the protection of the realm. Her position in the alliances and connections, whether for good or ill, may
othlor places her above scrutiny, allowing her actions to shape the future of Rashemen; as great powers rise and
go unchecked. fall, knowledge is the true magic that holds this nation
Utilizing her communal binding mastery, Mishara together.
has the ability to commune with hundreds and
thousands of ants, spiders, and mites across the realm Game Statistics
and outlying nations. These creatures act as spies and Mishara uses the stats of a wychlaran traditionalist
informants, allowing Mishara to collect seemingly elderNEW, but with the following adjustments:
impossible information from even the most secret of
Insect Commune. Mishara can spend 10 minutes to
conversations. Her mastery of shared spellcasting
enter a trance and commune with any insect colony
allows her to cast spells through these insects, whether
they are separated by inches or hundreds of miles. With
within 100 miles as if she had cast the beast sense
careful focus and expert attention, Mishara secretly spell on a willing beas
intervenes in dangerous situations across the realms; Irresistible Magic (1/day). When Mishara casts a spell
sometimes as a long-distance healer who saves a requiring targets to make a saving throw, she can
crucial figure from an expert assassination, other times choose to force all targets to have disadvantage on the
saving throw.

136 11.Personalities
Friends &Foes

he may take a fish-like humanoid shape (kuo-toa


Olek the Cursed monitor). If he leaves the pool and does not return
before sunrise, his soul is erased from Rashemen
A decade ago, Olek was a common Rashemi warrior, forever. To remove the curse, two events must occur:
known more for his ego than his prowess in battle.
• The dagger he stole must be returned to the pool.
Today, he is a cursed fish.
• An offering must be made to the Erech Falls in
Dark Deal Gone Wrong. Olek longed to be
Olek’s name. The offering must be made voluntarily
heralded as a mighty warrior like his berserker father.
and must involve an item of great monetary (1,000
In search of a shortcut to power, Olek sought a deal
gp or more) or sentimental value (for example, a
with a durthan in the Erech Forest. He sacrificed a bull
family heirloom).
then smashed his father’s axe, pledging himself to a
durthan named Esmera in exchange for martial skill. Upon completion of both tasks, Olek is freed but the
But Esmera had no real need for Olek’s service. offeror takes on the falls’ curse. Olek is aware of the
Instead, she thought of a deliciously cruel trick. Esmera curses’ rules, including how it can be broken.
pretended to accept Olek’s offer and required him to
retrieve an item from the pool below the Erech Falls. Current Motives
This gave Olek pause, as an offering to the falls’ spirit
was a sacred Rashemi rite of passage. But his lust for After living with the curse for a decade, Olek wants
power won and Olek solemnly agreed. nothing more than to rid himself of it and is quite
Olek plunged into the frigid pool and retrieved a willing to sacrifice others to do so.
gilded dagger. Upon surfacing and handing the dagger He appears as a friendly fish to anyone who
to Esmera, he was changed into a fish. The spirit of the ventures near the pool, hoping someone will return
falls cursed him for violating the sanctity of the site. during a full moon. When in humanoid form, he pleads
Esmera shrieked with delight, kicked Olek back into for help in his guttural croak of a voice, claiming
the pool and shuffled away with her new dagger. to be an innocent victim of a cruel witch. He has
A Cursed Life. The curse compels Olek to live devised schemes to break the curse, all requiring
the rest of his natural human life in this single pool, accomplices. Absent any helpful adventurers, Olek is
in the form of a fish (quipper). But every full moon, recruiting a squad of bugbears to assist him.
Retrieve the Dagger. Esmera still possesses
the dagger and does not give it back willingly; she
cherishes it as a memento. The dagger hangs
above the hearth in her hut, right next to a pair of
squabbling shrunken heads.
Olek has scouted out the hut’s location but has not
dared to look inside. He encourages others to enter the
hut, minimizing the danger, focused only on acquiring
the dagger.
Arrange an Offering. During past full moons, Olek
has been travelling to nearby farms and settlements,
looking for a sympathetic Rashemi. Most recognize him
as an unnatural creature to avoid and legend has grown
about the “full-moon fish monster”.
Wizards of the Coast

The legend has not deterred two villagers from


becoming intrigued by Olek: a rich chieftain’s son
named Alekya and a lowly orphan named Mika. Olek
secretly parleys with both, hoping to convince them
to make an offering at the Falls. Retrieving either
from their watchful village would require a heist-style
mission (a kidnapping from the villagers point-of-view).

11.Personalities 137
Friends &Foes

Raustulph
Urgannaun

John Latta
A century ago, a Rashemaar wizard fought a spell-
duel across Rashemen against three senior Red
Wizards of Thay, all four combatants teleporting
across the region as they fought. Raustulph was that
mage, and he prevailed in the fray, destroying all
three of his foes—but at the cost of his sanity and his
life.
Caught in multiple snarling collisions of hostile
battle-spells, Raustulph was torn into undeath,
and has existed ever since as a fierce defender of
Rashemen with a short attention span, a unique
spectral undead who can suddenly coalesce out of
mist or fog, or arise as mist from any body of water in
Rashemen, and ride any wind, from the merest ghost
of a breeze to a howling gale. He usually manifests
to challenge intruders, unless they can convince him
they mean Rashemen no harm.
Raustulph is utterly fearless (for no matter
what happens to him, he manifests anew when the
next phase of the moon begins), often vanishes as
abruptly as he appeared, and if he takes a fancy to
adventurers, will often spy on them and reappear
repeatedly, whenever they need aid—or when he
wants to thwart them.
The mage’s spectral humanoid form is that of a
legless, floating phantom who can see, speak, and
cast spells as he did in later life—that is, hurling
magics by calling on the Weave with verbal and
somatic components but not needing material
components at all.
Today, Raustulph roves Rashemen, concentrating
on its border areas, as the self-appointed guardian
of the land. He occasionally shows himself and
speaks to the matriarchs, but usually acts as a lone
wolf, appearing to outlanders and intruders. He is
gruff and cantankerous, and all too apt to say such
things as “Clowns and jesters are more welcome
elsewhere than in this fair land” and “Competent and
valiant base liars, are we?” and “You demonstrate a
formidable talent for leaping into messes of your own
creation” and “It’s fortunate for you that I so deeply
appreciate the entertainment you provide.”

138 11.Personalities
Friends &Foes

Raustulph Urgannaun Shapechanger. Raustulph can use his action to


polymorph into either a Medium cloud of mist or his
Large fey, chaotic neutral
spectral undead form. While in mist form, Raustulph
Armor Class 17 (studded leather +1) can’t take any actions, speak, or manipulate objects.
Hit Points 306 (36d10 + 108) He can hear, see, is weightless, has his usual flying
Speed 40 ft. speed, can hover, and can enter a hostile creature’s
space and stop there (he usually does). If air can pass
STR DEX CON INT WIS CHA through a gap, so can Raustulph in mist form, without
21 (+5) 18 (+4) 18 (+4) 17 (+3) 24 (+7) 18 (+4) squeezing. He has advantage on Strength, Dexterity,
and Constitution saving throws, and is immune to all
Saving Throws Con +9, Wis +12, Cha +9 nonmagical damage except fire damage.
Skills Deception +14, Insight +17, Perception +12
Spellcasting. Raustulph is a 16th-level spellcaster. His
Condition Immunities charmed, exhaustion, stunned
spellcasting ability is Intelligence (spell save DC 20, +12
Senses Truesight 60 ft., Passive Perception 22
to hit with spell attacks). Raustulph has the following
Languages Common, Draconic, Elvish, Primordial,
wizard spells prepared:
Sylvan
Challenge 16 (15,00 XP) Proficiency +5 Cantrips (at will): blade ward, fire bolt, light, mage hand,
message
Legendary Resistance (3/Day). If Raustulph fails a saving 1st level (4 slots): charm person, magic missile,
throw, he can choose to succeed instead. unseen servant
Magic Resistance. Chaul has advantage on saving 2nd level (3 slots): cloud of daggers, detect thoughts,
throws against spells and other magical effects. hold person
3rd level (3 slots): dispel magic, fireball
Actions 4th level (3 slots): arcane eye, locate creature, ice storm
5th level (2 slots): hold monster, scrying
Ghost Dagger. Ranged Weapon Attack: +8 to hit, range
6th level (1 slot): true seeing
20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
7th level (1 slot): delayed blast fireball
Spectral Touch. Melee Weapon Attack: +5 to hit, reach 5 8th level (1 slot): telepathy
ft., one target. Hit: 4 (1d8) necrotic damage but undead
are immune to this damage. Additionally, Raustulph Legendary Actions
regains hit points equal to damage dealt. Raustulph can take 3 legendary actions, choosing from
the options below. Only one legendary action option
can be used at a time and only at the end of another
creature’s turn. Raustulph regains spent legendary
actions at the start of his turn.
Cast Cantrip. Raustulph casts a cantrip.
Move. Raustulph flies up to his speed without provoking
opportunity attacks.
Regeneration. Raustulph regains 7 hit points.
Spectral Touch. Raustulph makes a spectral touch attack.

11.Personalities 139
Friends &Foes

Iron Lord Ally. The Iron Lord and his berserker


Tarhil lodges see Tarhil as an ally, as he is known to embrace
their feats of strength and endurance with raw gusto
Outlanders that journey into Rashemen struggle with when he visits. Those journeying with Tarhil and
the customs and traditions of a harsh land. Allies are failing to meet the same standards as the Tarhil find
difficult to come by, but one that can be counted on that he becomes a fickle ally, ready to abandon those
wanders the shores of Lake Ashane, enjoying jhulid whose actions can’t match their boasting.
and sjorl, singing tales of the great heroes of old: the Tarhil gives all Wychlaran great respect and
satyr Tarhil. deference, going beyond normal traditions, paying
them homage with fey traditions of gifting trinkets,
secrets, and what some perceive to be garbage and
Wandering Skald waste.
Always looking for a good time, Tarhil eagerly
offers his services to those new to Rashemen who Game Statistics
seek a guide, historian, or negotiator. He claims
to be in good standing with the nature spirits who Tarhil is a satyr (with Satyr Pipes) Prodigy
dwell amongst the land, favored even by the water Spellcaster Sidekick (Tasha’s Cauldron of
spirit of Lake Ashane. Such statements have some Everything, pg. 144). The DM may choose whatever
level of truth to them due to the magical power spells they wish Tarhil to possess, but some
Tarhil possesses. His songs and tunes lead to suggestions are as follows:
manifestations of the Weave, while other abilities Cantrips: chill touch, green-
seem to directly connect to magical blessings of the flame blade, lightning lure,
fey. Where these powers come from, and if he is vicious mockery
connected to these spirits, Tarhil chooses not to say. 1st Level: healing word,

Dean Spencer
Appearance. Tarhil appears as a young, clean- heroism, speak with
faced satyr, with an appearance compared to a young animals
human male. His eyes are a dazzling, otherworldly 2nd Level: animal
ice blue, as though blessed by the spirits of Lake messenger,
Ashane itself. He carries with him the Warhorn of enthrall
D’yobcire, a sign of his friendship with the Iron Lord. If Tarhil does
His main choice of musical instrument, however, not become a companion
is a set of panpipes that produce many scales and and requires a normal stat
notes as he tells his tales of the battles fought on the block, use the satyr revelerMOoT.
shoreline of the Lake of Tears.

Relations
Through his wanderings Tarhil has encountered many
legends who dwell within Rashemen. He has spoken
with Stormwind, the ancient treant, about things long
forgotten. Despite a solid relationship with Stormwind
(when the treant is awake), he doesn’t always see
eye-to-eye with Andar Silverbirch, the treant’s new
liaison and intercessor. While Andar tends to be more
cautious and serious, Tarhil is, like the majority of
satyrs, carefree and sometimes flippant.

140 11.Personalities
Friends &Foes

Zasvor Temradi
Wandering Vremyonni
For most of their youth Zasvor Temraid lived
on the streets of Immilmar. When their magical
abilities manifested in their early teens, they were
pickpocketing a foreigner and nearly killed the man
by electrocuting him. The city authorities quickly
detained Zasvor and waited for the wychlaran to
arrive. They were ferried away to the Urlingwood
to receive the blessings of the spirits before being
sequestered. Through this entire process, Zasvor
barely spoke a word, stunned that they had nearly
killed a man and even more so that they were an Old
One.
Very quickly the other vremyonni and wychlaran
realized not only were they a quick study of the craft,
they were a prodigy pointing out flaws in old designs
and ways to improve them. An eldritch engine that laid
dormant for half a century was finally activated after
Zasvor examined it for a few minutes.
Zasvor’s prodigious skills only grew with age until
they were looked upon as the most intelligent of all

Paul Paloma
the vremyonni, both young and old. The hathran and
othlor’s frequently invited them to be a part of the
decision-making process when it came to any and
everything arcane. Sometime after they reached their
35th birthday, the othlor’s blessed them with one of made powerful friends and allies since they’ve left
the greatest gifts a vremyonni can be given: longevity. Rashemen. The knowledge that they took with them
Their lifespan now mirrored that of most elves. With has never been shared with any others as far as the
their lifespan greatly expanded, there was nothing they wychlaran can tell. Those that come across them and
couldn’t learn, no great project they couldn’t finish. aren’t seeking to end their lives can persuade them to
All of Zasvor’s time was dedicated to making better aid them if their cause is just or curious enough.
weapons of war to defend the Rashemi. Their behavior
was that of a fervorous zealot. Game Statistics
It was because of their zealous fervor that their
betrayal was all the more devastating. To this day, no Zasvor Temradi is an Archmage, but using the
one knows what drove them to betray all that they following spell list:
had held dear for nearly two and a half centuries. But Cantrips (at will): fire bolt, light, mage hand,
one fateful day they turned on their fellow vremyonni, prestidigitation, shocking grasp
killing a number of them and Siradhal Nyenebotra, a 1st level (4 slots): detect magic, identify, mage armor*,
well known hathran that was visiting. Zasvor stole a magic missile
number of ancient texts and schema before teleporting 2nd level (3 slots): detect thoughts, mirror image, misty step
away. 3rd level (3 slots): counterspell, fly, lightning bolt
Three centuries later they are still wanted by the 4th level (3 slots): banishment, fire shield
wychlaran. They proved rather elusive, constantly 5th level (3 slots): cone of cold, scrying, wall of force
changing their appearance, traveling between 6th level (1 slot): globe of invulnerability
demiplanes of their own creation and never staying in 7th level (1 slot): teleport
one location or plane for any extended length of time. 8th level (1 slot): demiplane, mind blank*
While Zasvor is constantly moving they have 9th level (1 slot): gate

11.Personalities 141
Friends &Foes

12.Creatures
Numerous creatures found in and around Rashemen
can pose a deadly challenge to the unprepared traveller.
This chapter presents a selection of some of these
creatures.

Battle Horror Battle HorrorGD


Medium construct, usually lawful evil
Near the end of the war with Narfell, Rauthmari mages
Armor Class 19 (plate)
created a remarkable array of elemental-infused
Hit Points 153 (18d8 + 72)
creatures to fight in battle. The battle horror is a Helmed
Speed 30 ft.
Horror that has been infused with an evil elemental
spirit. The animated suite of plate armor is wreathed in
the power of the elemental bound within. STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +7
Damage Immunities force, necrotic, poison
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned, stunned
Senses blindsight 120 ft. (blind beyond this radius),
passive Perception 17
Languages understands the languages of its creator but
can’t speak
Challenge 8 (700 XP) Proficiency +3

Magic Resistance. The battle horror has advantage on


saving throws against spells and other magical effects.
Magic Weapons and Armor. Any weapon wielded or armor
worn by a battle horror is treated as magical.
Spell Immunity. The battle horror is immune to three spells
chosen by its creator. Typical immunities include fireball,
heat metal, and lightning bolt.

Actions
Multiattack. The battle horror makes three attacks with its
greatsword.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft, one
target. Hit: 12 (2d6 + 5) slashing damage.
Innate Spellcasting. The battle horror’s spellcasting ability
is Intelligence (spell save DC 11). The battle horror can
innately cast the following spells, requiring no material
Wizards of the Coast

components:
At will: magic missile
3/day: blink
1/day: dimension door

142 12.Creatures
Friends &Foes

Fell Troll
The hulking frame of a fell troll bears the weight of
two giant heads. Each face is twisted, but wears the
unmistakable long nose of a troll. These creatures are
sometimes referred to as giant two-headed trolls, and
an adventurer could be forgiven for mistaking one with
an ettin if the only knowledge of the creature they had
was: large, and two heads.
The troll’s gray-green skin is bulbous and thick; clad
in whatever dead things the troll found large enough
to offer it relief from the biting insects and chill winds.
The long hair-like stips of skin that dangled from their
head seemingly never stops moving.
Glacier Trolls. A variant of the fell troll exists in
regions beyond Rashemen’s borders, but it would not be
surprising to find one wandering the foothills of the Icerim
Mountains. This variant is immune to the effects of fire,
making them a uniquely difficult creature to lay low.

Dave Allsop
Fell Troll
Huge giant, any chaotic alignment Regeneration. The troll regains 10 hit points at the start
Armor Class 16 (natural armor) of its turn. If the troll takes acid or fire damage, it regains
Hit Points 203 (14d12 + 112) only 5 hit points at the start of its next turn. The troll only
Speed 40 ft dies if it is hit by an attack that deals 10 or more acid or fire
damage while the troll has 0 hit points.
STR DEX CON INT WIS CHA Actions
24 (+7) 17 (+3) 27 (+8) 9 (-1) 11 (+0) 5 (-3) Multiattack. The troll makes five attacks: one with its grab
and four with either its bite or claws.
Saving Throws Str +12, Wis +5
Skills Athletics +12, Perception +5 Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Damage Resistances bludgeoning, piercing, and slashing target. Hit: 16 (2d8 + 7) piercing damage plus 11 (2d8)
from nonmagical attacks poison damage if the target is grappled by the troll.
Condition Immunities frightened, poisoned Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Senses darkvision 60 ft., passive Perception 15 target. Hit: 17 (3d6 + 7) slashing damage.
Languages Common, Giant
Challenge 15 (13,000 XP) Proficiency +5 Grab. Melee Weapon Attack: +12 to hit, reach 10 ft., one
creature not grappled by the troll. Hit: The target is
Dual Minded. The troll has advantage on saving throws grappled by the troll (escape DC 20). Until this grapple
made to resist becoming charmed. ends, the target is restrained. The troll can have up to two
creatures grappled in this way. When it does, it can no
Keen Senses. The troll has advantage on Wisdom longer make attacks with its claws until it has one or fewer
(Perception) checks that rely on smell or sight. creatures grappled

12.Creatures 143
Ice Dragon
of Lake Tirulag
Over nine hundred years ago, strife between the At the bottom of Lake Tirgulag, the white dragon
durthans and the wychlaran erupted as the secret grew, a mutant unique among its kind, it came to
sect attempted to overthrow the order and take be known as the Ice Dragon. A beast with powerful,
control of Rashemen. Though the durthans were icy breath, and scales that make it virtually invisible
driven out, they left a terrifying legacy at the bottom while under water. The spirit guardians of Rashemen
of Lake Tirulag. In DR 595, durthan sisters seized tried to entice heroes below the waves to slay
upon a white dragon egg and laid power magics the beast, but those who dared always failed. For
upon it, transforming the creature in the shell with nearly a millennium the Ice Dragon has laid in wait,
potent incantations. Knowing their battle with their gathering treasure and power, waiting for a time to
wychlaran rivals would not be ended in a generation, finally strike against the wychlaran and their allies.
despite their hopes to the contrary, these visionary Now that it has reached its full maturity, the Ice
rebels laid the groundwork for a powerful ally to aid Dragon has begun to stir at long last.
John Latta

their descendants seizing Rashemen’s future.


Ancient Ice Dragon Actions
Gargantuan dragon, chaotic evil Multiattack. The dragon can use its Frightful Presence. It
Armor Class 20 (Natural Armor) then makes three attacks: one with its bite and two with
Hit Points 333 (18d20+144) its claws.
Speed 40 ft., burrow 40 ft., fly 80 ft., swim 50 ft. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one
target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold
STR DEX CON INT WIS CHA damage.
26 (+8) 10 (+0) 26 (+8) 10 (+0) 13 (+1) 14 (+2) Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 19 (2d6 + 8) slashing damage.
Saving Throws Dex +6, Con +14, Wis +7, Cha +8
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
Skills Perception +13, Stealth +6
target. Hit: 17 (2d8 + 8) bludgeoning damage.
Damage Immunities cold
Senses Blindsight 60 Ft., Darkvision 120 Ft., Frightful Presence. Each creature of the dragon's choice
passive Perception 23 that is within 120 feet of the dragon and aware of it must
Languages Common, Draconic succeed on a DC 16 Wisdom saving throw or become
Challenge 20 (25,000 XP) frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
Amphibious. The dragon can breathe air and water. itself on a success. If a creature's saving throw is successful
Ice Walk. The dragon can move across and climb icy or the effect ends for it, the creature is immune to the
surfaces without needing to make an ability check. dragon's Frightful Presence for the next 24 hours.
Additionally, difficult terrain composed of ice or snow Ice Breath (Recharge 5-6) The dragon exhales a freezing
doesn't cost it extra moment. blast in a 90-foot cone. Each creature in that area must
Legendary Resistance (3/Day). If the dragon fails a make a DC 22 Constitution saving throw, taking 72 (16d8)
saving throw, it can choose to succeed instead. cold damage on a failed save, or half as much on a
successful one. If the dragon uses ice breath underwater,
Underwater Invisibility: The oddly contoured transparent creatures in the 90-foot cone must make a DC 15
scales of the dragon make it impossible to spot Strength saving throw or become incapacitated, encased
underwater. While fully submerged in water, the dragon in thick coating of ice on a failed save, or have their speed
is invisible. reduced by half on a successful one; creatures resistant
Web claws. The dragon has webbing between its or immune to cold damage do not have their speed
digits allowing it to swim faster than its size would reduced. The coating of ice has AC 13 and 18 hit points.
allow. The dragon has +10 to its swim speed A creature trapped in the ice can break free by using an
(included above). action and succeed on a DC 15 Strength check.
Legendary Actions
The ancient ice dragon can take 3 legendary actions,
choosing from the options below. Only one legendary
action option can be used at a time and only at the end
of another creature’s turn. The dragon regains spent
legendary actions at the start of their turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 15 ft. of the dragon must
succeed on a DC 22 Dexterity saving throw or take 15
(2d6 + 8) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.

145
Friends &Foes

Hagspawn
Hagspawn are the discarded offspring of a hag.
Hated by their mother and disowned by the human
population, hagspawn are stoic beings left to survive in
a world that treats them as anathema.
Wanderers without a homeland. Hagspawn are
beings of great loneliness. Some are raised for a short
time by their hag mothers, then sent into the world.
Others are abandoned at birth; these foundlings are
raised by their adoptive parents, yet hags and humans
abhor hagspawn, leaving them to move through the
world alone.
Strong and resilient. Inheriting great strength and
a fiendish nature from their hag parentage, hagspawn
are physically powerful. They are doughty and tough,
having tough skin and tremendous physical resources

Rick Hershey / Fat Goblin Games


Capable of great deeds. Even the humans who
despite hagspawn agree on the legendary feats of arms
these beings are capable of. Broadminded folk listen
to these legends and see immense potential in each
hagspawn they encounter. Given a chance to prove
themselves, hagspawn are more than capable of being
trusted and powerful allies.

Hagspawn Barbarian Fiendish Heritage. Hagspawn are immune to spell


Medium humanoid (fiend), neutral evil effects that only affect humanoids.
Armor Class 14 (natural armor) Reckless Attack. At the start of its turn, the hagspawn
Hit Points 51 (7d8+28) barbarian can gain advantage on all melee weapon attack
Speed 40 ft rolls during that turn, but attack rolls against it have
advantage until the start of its next turn.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 18 (+4) 12 (+1) 14 (+2) 8 (-1) Actions
Saving Throws Str+5, Con +6 Multiattack. The hagspawn barbarian attacks twice with a
Skills Athletics +5, Survival +4 melee weapon.
Senses Darkvision 60 Ft., passive Perception 12 Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft. one
Languages Common, Giant target. Hit: 9 (1d12 + 3) slashing damage.
Challenge 1 (200 XP) Proficiency Bonus +2 Javelin. Ranged Weapon Attack: +5 to hit, reach 30/120 ft.,
Fast Movement. While not wearing heavy armor, the one target. Hit: 6 (1d6 + 3) piercing damage
hagspawn barbarian’s speed increases by 10 (included in
stats).

146 12.Creatures
Friends &Foes

Hornclaw
Lord of the Ashenwood, some Rashemi say that
the forest belongs to Hornclaw the Gray, an ancient
owlbear. If the fabled ice dragon is ruler of the lakes,
Hornclaw is ruler of the woodlands.
Hornclaw is an owlbear of epic proportions. His
size rivals giants as he lumbers through his territory,
all challengers having met their demise. It is unknown
how the beast has lived so long, but many believe it was
a creature enhanced by the wychlaran long ago. The
witches lost control of it, and their magic causes
the creature to grow to draconic proportions with
lifespan to match.
The legend of Hornclaw the Gray has reached
the ears of monster hunters looking for one
massive payout. Several parties are assembling
crews to journey into the Ashenwood and capture
the creature alive to deliver to wealthy benefactors. It
is unknown who is funding the expeditions, but rumors
with Rashemen point to (as they often do) Thay. Such
a thing would not be out of the ordinary, as Thayan
Wizards may be able to understand the magic of the

Dave Allsop
wychlaran and how they bestowed such power on the
beast.
Those attempting to capture Hornclaw the Gray are
in for the fight of their lives. After decades of roaming
and dwelling in the Ashenwood, the woodland spirits
aid Hornclaw against any that would harm him

Hornclaw Keen Sight and Smell. Hornclaw has advantage on Wisdom


Gargantuan monstrosity, unaligned
(Perception) checks that rely on sight or smell
Armor Class 15 (natural armor)
Hit Points 248 (16d20 + 80)
Speed 50 ft.
Actions
Multiattack. Hornclaw makes two attacks: one with its
beak and one with its claws.
STR DEX CON INT WIS CHA
Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one
28 (+9) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 9 (-1) target. Hit: 27 (4d8 + 9) piercing damage.
Saving Throws Dex +4, Con +9, Wis +4, Cha +3 Claws. Melee Weapon Attack: +13 to hit, reach 5ft., one
Skills Perception +4 target. Hit: 23 (4d6 + 9) slashing damage, and the target
Senses passive Perception 14 is grappled (escape DC 21). Until this grapple ends, the
Languages — target is restrained, and Hornclaw can’t use its talons on
Challenge 11 (7,200 XP) Proficiency +4 another target.

12.Creatures 147
Friends &Foes

Living Healing divine spells of priests and druids are not exempt from

Spirit possibility. The healing spirit spell is a particularly likely


candidate, due to its penchant to linger after being cast.
These spirits are anything but malevolent. They appear
Most living spells are the product of experiments by like cyclones of vapid sea-green cyclones, simply twirling
scholarly spellcasters or random occurrences relating among the trees and touching those that are injured
to surges in the Weave or other raw magic. No such with their healing magic. For creatures living among the
event was quite as widespread as the Spellplague, and trees, even one of these spirits would be a blessing.
the number of living spells brought into existence as a Despite their seemingly altruistic whimsy, they
result is staggering. No longer are they a rare encounter are not immune to the influence of outsiders. Among
found only stalking the halls of wizard towers and lich’s the Dunwoods of the Great Dale, the fiendish taint has
crypts. Such things can be found wandering in and out left its scar on the spirits there—corrupting them into
of the tree lines of any old forest, traversing the night a perversion of what they once were. This corruption
sky, or simply doing what such a spell would do, were it can occur anywhere that a malignant energy coalesces,
conjured by some master of the art. and one should be warned about summoning negative
Most living spells are arcane in nature, but the energy near them.

Living Healing Spirit


Medium construct, unaligned
Armor Class 12 • If the living spell would take 20 or more radiant
Hit Points 13 (2d8 +4) damage from a single source, it becomes Sanctified
Speed 30 ft. (see the Sanctified Form trait)
Draining Spirit (Corrupted Form Only). When a creature
STR DEX CON INT WIS CHA moves into a space occupied by the living spell, or the
living spell moves into a space occupied by another
6 (-2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 18 (+4) creature, that creature loses 1d6 hit points, and the living
spell gains 1 hit point. A creature can’t take this damage
Damage Immunities acid, cold, fire, force, lightning, poison, again until the start of their next turn. This trait has no
psychic, and thunder; bludgeoning, piercing, and slashing effect on constructs or undead.
from nonmagical attacks Healing Spirit (Sanctified Form Only). When a creature
Condition Immunities all moves into a space occupied by the living spell, or the
Senses blindsight 60 ft., passive Perception 10 living spell moves into a space occupied by another
Languages — creature, that creature restores 1d6 hit points, and the
Challenge 3 (700 XP) Proficiency +2 living spell loses 1 hit point. A creature can’t gain this
healing again until the start of their next turn. This trait has
Sanctified Form (Sanctified Form Only). While the living
no effect on constructs or undead.
spell is sanctified, it has the following traits:
Magical Form. The living spell can’t regain hit points or
• If the living spell would take less than 20 necrotic
gain temporary hit points, except with its Sustain action or
damage from a single source, it loses 1 hit point
Draining Spirit trait. If the living spell is the target of dispel
instead; or, if the source was a spell, it loses hit points
magic or a similar magic, it loses hit points equal to the
equal to the spell level (a minimum of 1) instead.
spell level of the spell cast (a minimum of 1).
• If the living spell would take 20 or more necrotic
damage from a single source, it becomes Corrupted Magic Resistance. The living spell has advantage on saving
(see the Corrupted Form trait). throws against spells and other magical effects.
• The living spell is immune to radiant damage. Spirit Movement. The living spell can move through other
Corrupted Form (Corrupted Form Only). While the living creatures as if they were difficult terrain.
spell is corrupted, it has the following traits:
• The living spell loses all its immunities and gains Actions
immunity to necrotic damage. Sustain (Sanctified Form Only). Ranged Spell Attack: +6 to hit,
• If the living spell would take less than 20 damage from range 60 ft., one target. Hit: 11 (2d6 + 4) necrotic damage, and
a single source, it loses 1 hit point instead; or, if the the living spell regains 1 hit point.
source was a spell, it loses hit points equal to the spell
level (a minimum of 1) instead.

148 12.Creatures
Friends &Foes

Jeremy Mohler

12.Creatures 149
Friends &Foes

Orglash
Otherwise known as ice spirits, these chill cyclones
are native to the Rashemen area. They are solitary
creatures who inhabit mountain peaks, ice caves,
and snow fields. Orglash are attuned to the land of
Rashemen, and stalwartly protect it against threats
from without, and within.
Despite being a wholly magical being, unlike
many other elemental creatures, orglash are native
to the material plane. This natural physiology
imparts upon it the inability to survive in warm
climates. When an orglash is slain, it leaves behind
a shard of elemental ice. If the orglash took fire
damage in the last minute before it died, the shard
melts immediately. A shard of elemental ice can be

Michael Scotta
affixed to a spellcasting focus, allowing the bearer to
reroll 1’s and 2’s on cold damage dealt by spells they
cast.

Orglash
Large elemental, neutral
Armor Class 16 (natural armor)
Hit Points 102 (12d10 + 36) Fire Susceptibility. If the orglash starts its turn within 5 feet of
Speed 50 ft. an open flame that produces heat, it takes 5 fire damage. In
addition, whenever the orglash takes fire damage from a spell
STR DEX CON INT WIS CHA or attack, it takes an extra 10 fire damage.
15 (+2) 21 (+5) 16 (+3) 10 (+0) 10 (+0) 12 (+1)
Actions
Damage Resistances lightning, thunder; bludgeoning, Multiattack. The orglash makes two slam attacks.
piercing, and slashing from nonmagical attacks
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
Damage Immunities cold, poison
14 (2d8 + 5) bludgeoning damage plus 4 (1d8) cold damage.
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious Whiteout (Recharge 5–6). Each creature in the orglash’s space
Senses blindsight 10 ft., darkvision 120 ft., passive must make a DC 14 Constitution saving throw, taking 16 (3d8 +
Perception 10 3) cold damage on a failed save, or half as much damage on a
Languages Aquan, Auran successful one.
Challenge 8 (7,00 XP) Proficiency +3 If the saving throw fails by 5 or more, the creature also gains a
level of exhaustion.
Air Form. The orglash can enter a hostile creature’s space
and stop there. When a hostile creature is within the Innate Spellcasting. The orglash’s innate spellcasting ability
orglash’s space, they are blinded and heavily obscured. The is Charisma (spell save DC 12). The orglash can cast the
orglash can move through a space as narrow as 1 inch wide following spell, requiring no components:
without squeezing 3/day: cone of cold
Coalescing Chill. The orglash regains 5 hit points at the
start of its turn if it has at least 1 hit point and is in extreme
cold.

150 12.Creatures
Friends &Foes

Rusalka
The cold waters of Rashemen hide numerous fey,
including the often-lonesome rusalka. These fey spirits
are bound to bodies of water, which can range from a
small pond, to as large as a river or lake. Typically they
are solitary individuals, however, on occasion, a small
covey will inhabit a particularly enchanted location.
Seductive Forms. Many stories told in Rashemen’s
berserker lodges suggest rusalka are the spirits of
drowned maidens who seduce men to a watery doom.
However, the truth is they are genderless fey spirits
whose appearance can vary, though its unclear if the
rusalka’s form changes to suite itself or the desires of
the viewer. A number of othlors can attest to meeting
rusalka of different genders, but in all cases the

Rick Hershey / Fat Goblin Games


observer described an alluring individual
Enchanting Song. A rusalka’s voice is embude with
powerful fey enchantment and they use their bewitching
melodies to entice mortals into joining them. Fey scholars
suggest the rusalka entrap individuals to assuage a deep
loneliness beneath the waters, with goodly fey using their
natural magic to imbue their targets with the ability to
breathe underwater. This doesn’t explain the motivations
of evil rusalka who have been known to entice many
mortals to a watery grave.

Rusalka Actions
Medium fey, chaotic neutral Multiattack. The rusalka makes two melee attacks.
Armor Class 13 (natural armor) Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
Hit Points 52 (8d8+16) 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Speed 30 ft., swim 30 ft.
Beguiling Song. The rusalka sings a magical melody targeting a
single humanoid or giant it can see within 300 feet that can hear the
STR DEX CON INT WIS CHA song. The target must succeed on a DC 13 Wisdom saving throw
15 (+2) 21 (+5) 16 (+3) 10 (+0) 10 (+0) 12 (+1) or be charmed until the song ends. The rusalka must take a bonus
action on its subsequent turns to continue singing. It can stop
Skills Perform +7, Persuasion +5, Stealth +5 singing at any time. The song ends if the rusalka is incapacitated.
Damage Resistances cold While charmed by the rusalka, a target is incapacitated and
Senses darkvision 60’, passive Perception 11 ignores the songs of other creatures. If the charmed target is more
Languages Common, Aquan, Sylvan than 5 feet away from the rusalka, the target must move on its turn
Challenge 2 (450 XP) Proficiency +2 toward the rusalka by the most direct route, trying to get within 5
feet. It doesn't avoid opportunity attacks, but before moving into
Magic Resistance. Rusalka has advantage on saving throws damaging terrain, such as lava or a pit, and whenever it takes
against spells and other magical effects. damage from a source other than the rusalka, the target can repeat
the saving throw. A charmed target can also repeat the saving throw
Place Bound. Every hour that the rusalka is more than one at the end of each of its turns. If the saving throw is successful, the
mile from the body of water to which they are bound, they effect ends on it.
suffer one level of exhaustion. A target that successfully saves is immune to this rusalka’s song
Strength of the Waters. While touching a natural body of water for the next 24 hours.
such as a lake, river, or stream, the rusalka has advantage on Innate Spellcasting. Rusalka’s innate spellcasting ability is
all Strength, Dexterity, and Constitution checks and saving Charisma (spell save DC 13). It can innately cast the following
throws. spells, requiring no material components:
Water Breathing. Rusalka can breate air and water. At Will: waterbreathing
3/day: charm person
1/day : dominate person (at 7th level)

12.Creatures 151
Friends &Foes

Shatjan
Shatjan are fey guardians that watch over their flocks
of reindeer in the cold, desolate lands of the North
Country. These creatures possess the head of a
reindeer atop an athletic human form. A thick dark coat
of fur covers their head, shoulders, and most of their
forearms, and they prefer to wear clothing fashioned
from hides and bark, decorated with simple patterns
and symbols.
Nomadic Protectors. Shatjans are typically
solitary, following reindeer during their annual
migration across the cold northern lands, subsisting on
the same foods as the herds they care for. In summer,
they gather into small clans building small domed
shelters crafted from bark and branches. In winter,
individuals follow the reindeer resting in ice caves or
simple hide shelters.
Warriors of the Cold. Shatjan’s are closely tied to
the land, understanding the need for a balance between
prey and predators. They defend their herds from overly
aggressive predators when the health of their herd is
threatened.
Human Relations. Both Nar and Rashemi tribes
of the north consider Shatjan to be powerful protectors
of the land, treating the fey with respect and deference.
Encounters with shatjan are considered good omens
by most, and no hunt begins without leaving offerings

Petar Penev
for any shatjan in the area. Shatjan have been known
to trade with humans offering rare vegetable delicacies
unavailable in their cold northern lands.

Shatjan
Medium fey, lawful neutral Magic Resistance. Shatjan has advantage on saving throws
against spells and other magical effects.
Armor Class 14 (hide armor)
Hit Points 38 (7d8+7)
Speed 30 ft. Actions
Multiattack. The shatjan makes one spear attack and one
STR DEX CON INT WIS CHA gore attack.
15 (+2) 14 (+3) 13 (+1) 12 (+1) 14 (+2) 10 (+0) Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage or
Skills Athletics +2, Medicine +4, Perception +4, Survival +4 6 (1d8+2) piercing damage if used with two hands.
Damage Resistance bludgeoning, piercing, and slashing Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
from nonmagical attacks. 5 (1d6 + 2) piercing damage. If the target is a creature, it must
Damage Immunities cold succeed on a DC 12 Strength saving throw or be knocked prone.
Senses darkvision 60’, passive Perception 14
Frost Breath. The shatjan targets a creature within 5 feet
Languages Common, Shatjan
with a blast of cold air. The target must succeed on a DC 13
Challenge 2 (450 XP) Proficiency +2
Constitution saving throw, taking 10 (3d6) cold damage on a
Cold Aura. As a bonus action, the shatjan surrounds itself in failed save, or half as much on a successful one.
an aura of frigid cold. Any creature that starts its turn within Innate Spellcasting. Shatjan’s innate spellcasting ability
10 feet of the shatjan takes 5 (2d4) cold damage. The shatjan is Wisdom (spell save DC 12). It can innately cast the
can dismiss the aura at any time without using an action. following spells, requiring no material components:
The aura ends if the shatjan becomes incapacitated.
At Will: druidcraft, speak with animals

152 12.Creatures
Friends &Foes

Shrieking Hag
The shrieking hag is a horrible, spiteful creature.
Resembling a tall woman, often decorated with
decadent or lavish jewelry or clothing as though it
held some position of resplendence in the past.
Their skin is yellow-brown, thick and leathery
with hands tipped with iron-hard talons. Their
long white hair whips about as though trapped in a
cold northern wind.
There is nothing a shrieking hag loves
more than tricking those of virtue or strong
moral conviction, into performing horrible acts
unknowingly. These plots are often designed to cause
confusion or chaos, drawing attention away from their
escapes. When caught, they fly into a screeching rage,
trying to cause as much death or destruction as possible
in their flight.
Wandering Terrors. Shrieking hags like to travel
about the mortal world, causing strife before moving on
to their next hunting ground. They rarely stay in place,
drifting as a breeze across the plains.
Masters of the Wind. With their innate spellcasting
and their flight, shrieking hags are incredibly hard to pin

Earl Geier
down. It’s said in Rashemen that ill winds carry unseen
dangers. The hags like to travel light, with most of their
possessions being jewelry or clothing.
Crone Canes. Each shrieking hag possesses a
staff, cane, or crook that, while they have no need for,
is an incredibly personal item that they personally craft
and develop over time. For old hags, this item could be
densely populated with gems, precious metals, bones, or
anything else the hag fancied and collected.
Magic Resistance. Shatjan has advantage on saving throws
Shrieking Hag against spells and other magical effects.
Medium fey, chaotic evil
Armor Class 21 (natural armor) Actions
Hit Points 120 (16d8 + 48) Multiattack. The hag makes three claw attacks. If the first
Speed 30 ft. fly 80 ft. two attacks hit and all three attacks are against the same
target, the third claw attack is automatically a critical hit.
STR DEX CON INT WIS CHA She can replace the third claw attack with a Shriek.
20 (+5) 13 (+1) 16 (+3) 11 (+0) 15 (+2) 16 (+3) Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 9 (1d8 + 5) slashing damage.
Saving Throws Con +6 Shriek (Recharge 5-6). The hag releases a terrible, maddening
Skills Deception +6, Perception +5, Persuasion +6, shriek. Any creature within 60 feet of the hag must succeed on
Stealth +4, Survival +5 a DC 14 Constitution saving throw, taking 22 (4d10) thunder
Damage Resistance bludgeoning, piercing, and slashing damage on a failed save or half as much on a successful one.
from nonmagical attacks.
Damage Immunities cold Innate Spellcasting. The hag’s spellcasting ability is
Condition Immunities deafened Charisma (spell save DC 14). She can innately cast the
Senses darkvision 120 ft., passive Perception 15 following spells, requiring no material components:
Languages all, telepathy 120 ft. At will: disguise self, prestidigitation, gust of wind, wind wall
Challenge 8 (3,900 XP) Proficiency +3 3/day each: control winds, lightning bolt, thunder step
1/day each: improved invisibility, see invisible
1/week: control weather

12.Creatures 153
Friends &Foes

Spirit Beast
When the spirits of nature feel the need to contact
those in the world who listen to their movements, a
representative beast will be chosen and enhanced with
otherworldly capabilities and transformed into gigantic
versions of themselves.
Regents of the Spirit World. These gigantic beasts
are seen by other creatures in nature as kings and
queens, blessed and chosen. Predatory animals will not
take aggressive actions against the spirit beast or other
beasts while in its presence
Authoritative Representation. Nature itself

Wizards of the Coast


reacts to the moods, thoughts, and whims of a spirit
beast. When a spirit beast gets angry, skies darken and
thunder ripples. The death of a spirit beast is typically
accompanied by a few days of nature grieving.
Wandering Lair. After taking a short or long rest
in any natural area, nature starts to reconfigure itself
to suit the spirit beast. A boar spirit beast might have
muddy wallows form, while a mandril spirit beast finds Making A Spirit Beast
trees change their shape to become more climbable.
This lair is typically filled with more beasts of the same Any non-swarm beast of CR 10 or lower can be made
type, and many chwingas. into a Spirit Beast. It keeps its statistics, except as
denoted below.
Challenge Rating. Change the spirit beast’s Challenge Rating to 15. It’s
Example: Ape Spirit Beast proficiency modifier becomes +5.
Gargantuan elemental (beast), unaligned Skills, Saving Throws, and Attacks. For beasts of CR 4 or lower, add +3
Armor Class 17 (natural armor) to any listed skills, saving throws, and attacks the creature had. For
Hit Points 232 (15d20 + 75) beasts of CR 5 to CR 8, add +2 instead. For beasts of CR 9 or 10, add
Speed 30 ft. +1 instead. Beasts within the spirit beast’s Regal Aura trait add this
number to their attacks and saving throws.
STR DEX CON INT WIS CHA
Ability Scores. The beast’s Constitution ability score becomes 20, if it was
16 10 18 12 14 8
(+3) (+0) (+4) (+1) (+2) (-1) lower.
Armor Class. The spirit beast’s Armor Class becomes 10 + their
Skills Athletics +8, Perception +6 Constitution modifier + their Dexterity modifier.
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and
slashing damage. Hit Points. The spirit beast’s hit points become 232 (15d20 + 75). If the
Senses passive Perception 16 creature’s Constitution modifier is higher than +5, add 20 hit points for
Languages all each point above +5.
Challenge 15 (13,00 XP) Proficiency Bonus +5 Languages. When the beast speaks, each creature hears it in their native
tongue. When other creatures speak, the spirit beast understands
Regal Presence. The ape spirit beast has an aura that extends to 120 feet. perfectly.
Beasts within this area cannot be compelled to act against their nature.
Beasts in this area will not make aggressive actions against creatures of Resistance. The spirit beast has resistance to slashing, piercing, and
the ape spirit beast’s choosing. Beasts in this area will defend the ape bludgeoning damage. It also has resistance to cold, fire, and lightning
spirit beast with their life, if necessary. Beasts within this area add +3 to damage.
their attacks and saving throws. Size. The beast’s size becomes Gargantuan. The reach for it’s attacks
Actions increases by 5 feet for beasts that are medium or large sized or 10 feet
for creatures small or smaller. Damage dealt by the beast’s attacks
Multiattack. The ape makes two fist attacks. increases by 1d12 for each size category it grew by.
Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 26 (1d6 + 3 Type. The spirit beast’s type becomes Elemental (beast).
+ 3d12) bludgeoning damage.
New Ability: Regal Presence. The spirit beast has an aura that extends 120
Rock. Ranged Weapon Attack: +8 to hit, range 25/50 ft., one target. Hit: 26 feet. Beasts within this area cannot be compelled to act against their
(1d6 + 3 + 3d12) bludgeoning damage. nature. Beasts in this area will not make aggressive actions against
creatures of the spirit beast’s choosing. Beasts in this area will defend a
spirit beast with their life, if necessary.

154 12.Creatures
Friends &Foes

Spirit Folk Priest of Bhalla


Spirit Folk Medium humanoid (mountain spirit folk), neutral good
Armor Class 16 (ring mail and shield)
Hit Points 27 (5d8+5)
Speed 30 ft., climb 30

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 12 (+1) 10 (+0) 16 (+3) 14 (+2)

Saving Throws Wis +5, Cha +4


Skills Medicine +5, Insight +5, Survival +5
Senses Darkvision 60 Ft., passive Perception 13
Languages Common, Sylvan, and Terran
Challenge 2 (450 XP) Proficiency +2
Joyce Maureira / Fat Goblin Games

Charm Animals and Plants (1/day). Each beast or plant


creature within 30 feet of the priest must succeed on a DC
13 Wisdom saving throw or be charmed by the cleric for 1
minute or until it takes damage.
Daring Athlete. Mountain spirits have advantage on
all Dexterity or Strength checks while on steep slopes,
sheer edges, or narrow paths or other mountainous or
treacherous terrain.
Expert Climber. Mountain spirit folk have advantage on all
Strength (Athletics) checks made while climbing.

Actions
The spirit folk are a people descended from human and Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or range
guardian spirit ancestors. They are rare and most often 20/60, one target. Hit: 5 (1d4 + 3) piercing damage.
found in the mountains or near riverbeds Javelin. Ranged Weapon Attack: +2 to hit, reach 30/120 ft., one
At home in two worlds. Spirit folk have a close target. Hit: (1d6) piercing damage.
affinity to the natural environment. As descendents of
the guardian spirits of Rashemen, they feel equally at Innate Spellcasting. Mountain spirit folk’s innate
home in the natural world or in the small towns and spellcasting ability is Wisdom (spell save DC 13, +5 to hit
cities of this region. with spell attacks). It can innately cast the following spells,
Serene and wise. Those who encounter spirit folk requiring no material components:
often remark on their effervescent joy for life. Spirit folk 1/day: speak with animals (birds only)
are deeply engaged in life and see themselves as rooted Spellcasting. The priest is a 5th-level spellcaster. Its
and belonging to the world, not at odds with it. This spellcasting ability is Wisdom (spell save DC 13, +5 to hit
continent awakens both envy and admiration in those with spell attacks). The priest has the following cleric spells
whom they encounter. prepared:
Long lived travellers. Spirit folk can live up to
400 years. During their long lives, some engage the At will: guidance, resistance, spare the dying, produce flame
human world directly, living within communities acting 1st (4 slots): animal friendship, bless, cure wounds, sanctuary,
as clerics of local gods or trusted councillors. To avoid speak with animals,
becoming too heavily relied upon, most spirit folk only 2nd (3 slots): barkskin, blindness/deafness, hold person,
stay in a settlement for the duration of one human silence, spike growth,
generation, then leave to find a new home where they 3rd (2 slots): beacon of hope, plant growth, spirit guardians,
might contribute. wind wall

12.Creatures 155
Friends &Foes

Taer
Despite their relative size, these creatures are
impressively bulky and carry a dominant air about
them. Taer call the mountain regions of northern
Faerûn their home from the Spine of the World all the
way east to the Icerim Mountains north of Rashemen.
Myths of blue-haired mountain beasts coming down like
an avalanche to raid small outposts and villages often
refer to the taer, but like all myths, contain a significant
portion of creative emphasis. When taer raid villages,
they take livestock and supplies—such as blankets,
tools, and timber—resources they would not otherwise
have access to in the glacial mountain ranges.

Dean Spencer
Their society comprises familial pods no more than
two generations large. Typically, once taer reach the age in
which they can bear children, their parents leave to roam
the wastes or scavenge gifts that they leave for their young
to ensure that the scant resources are allocated to the most Taer Adept
promising generation. Each pod typically has at least one Medium giant, any chaotic alignment
adept, a spiritual leader connected to either Auril or in rare
cases, Loviatar. Armor Class 16 (frostskin)
Hit Points 60 (8d8 + 24)
Taer Brute Speed 30 ft., climb 30 ft.

Medium giant, any chaotic alignment


STR DEX CON INT WIS CHA
Armor Class 14 (natural armor)
Hit Points 90 (12d8 + 36) 13 (+1) 11 (+0) 16 (+3) 8 (-1) 18 (+4) 12 (+1)
Speed 30 ft., climb 30 ft.
Saving Throws Str +3, Wis +6
Skills Perception +6
STR DEX CON INT WIS CHA Damage Resistances cold; bludgeoning, piercing, and
19 (+4) 11 (+0) 16 (+3) 8 (-1) 14 (+2) 10 (+0) slashing from nonmagical attacks
Senses passive Perception 16
Saving Throws Str +6 Languages Common, Giant
Skills Athletics +6, Perception +4 Challenge 4 (1,100 XP) Proficiency +2
Damage Resistances cold
Senses passive Perception 14 Frostskin. The adepts fur and skin are magically frozen,
Languages Common, Giant creating a hard barrier. Their AC can’t be less than 16.
Challenge 3 (700 XP) Proficiency +2
Actions
Actions Frostbite (Cantrip). One creature the adept can see within
Multiattack. The taer makes two melee weapon attacks. 60 feet must make a DC 14 Constitution saving throw. On
a failed save, the target takes 3 (1d6) cold damage, and
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: they have disadvantage on the next weapon attack roll they
6 (1d4 + 4) piercing damage plus 5 (2d4) cold damage. make before the end of their next turn.
Great Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
target. Hit: 13 (2d8 + 4) bludgeoning damage. (1d4 + 1) piercing damage plus 2 (1d4) cold damage.
Rock. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one Innate Spellcasting. The adept’s innate spellcasting ability
target. Hit: 15 (2d10 + 4) bludgeoning damage. is Wisdom (spell save DC 14, +6 to hit with spell attacks).
They can innately cast the following spells, requiring no
material components:
At will: detect magic, frostbite, goodberry
3/day: armor of Agathys, ice knifeXGtE
1/day: Snilloc’s snowball swarm XGtE

156 12.Creatures
Friends &Foes

Telthor
Beings that die in defense of nature sometimes leave
behind a spiritual echo, a ghostly version of themselves
to continue their work.
Feywild Echoes. These spirits might resemble
beings who lived, but they are more akin to nature
using a bit of fey magic to honor their sacrifice. These
spirits actually have no memories held by the once-
living creature they resemble.
Bound to the Land. A telthor cannot travel further
than 1 mile away from the location where the living
creature it is echoing died.

Making a Telthor
Any non-swarm beast (or in exceptionally rare cases,
humanoids) of CR 10 or lower can be made into a

John Latta
telthor. It keeps its statistics, except as denoted below.
Challenge Rating. The Challenge Rating of the creature is unchanged.
Ability Scores. Telthors have a minimum of 12 Dexterity and Charisma.
If the base creature has lower than 12 in these ability scores, increase
their Dexterity and Charisma to 12. Creatures with greater than 12
Dexterity and Charisma retain their original ability scores. Example: Wolf Telthor
Medium undead (beast), unaligned
Armor Class. The telthor’s Armor Class becomes 10 + their Charisma
modifier + their Dexterity modifier. Armor Class 12
Hit Points 18 (2d8 + 2)
Hit Points. The Telthor’s hit points become their maximum possible value. Speed 40 ft.
Languages. Telthor can communicate telepathically with other creatures, STR DEX CON INT WIS CHA
to a range of 120 feet 12 15 12 3 12 6
Resistance. The telthor has resistance to slashing, piercing, and (+1) (+2) (+1) (-4) (+1) (-2)
bludgeoning damage. It also has resistance to acid, fire, lightning and
thunder damage. The telthor is immune to cold, necrotic, and poison Skills Perception +3, Stealth +4
damage. Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing,
and slashing from nonmagical attacks
Conditions. The telthor is immune to the following conditions: charmed, Damage Immunities cold, necrotic, poison
exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, Condition Immunities charmed, exhaustion, frightened, grappled,
or restrained. paralyzed, petrified, poisoned, prone, or restrained
Type. The spirit beast’s type becomes Undead (beast). Senses passive Perception 13
Languages telepathy 120 ft.
New Ability: Nature Empathy. Telthor can command beasts, who will Challenge 1/4 (50 XP) Proficiency Bonus +2
always regard the Telthor as an ally.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception)
checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature
if at least one of the wolf’s allies is within 5 ft. of the creature and the ally
isn’t incapacitated.
Nature Empathy. Telthor can command beasts, who will always regard the
Telthor as an ally.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2)
piercing damage. If the target is a creature, it must succeed on a DC 11
Strength saving throw or be knocked prone

12.Creatures 157
Friends &Foes

Thomil
Native to the coldest parts of Rashmen, thomil’s, also
known as rock spirits, are earth elementals that are
created or summoned to guard Rashemen against its
enemies. They resemble humanoid forms from the
waist up but instead of feet they are solid rock and
earth. Thomil’s waited beneath the earth remaining
dormant until they sensed a threat and sprang into
action.
The Rashemi people both respect and fear the
thomils. Because even though they repel invaders and
typically keep their borders safe they also punish those

Kiss Márton Gyula (Kimagu)


that don’t give proper worship to them. Individuals that
are greedy and short-sighted eventually find themselves
standing face to face with a thomil.
Before any type of mining operation begins,
the locals call in a hathran to bless the land and
appropriately appease any thomils that may be lying
dormant.

Thomil Earth Glide. The elemental can burrow through


nonmagical, unworked earth and stone. While doing
Large elemental, neutral so, the elemental doesn’t disturb the material it moves
Armor Class 14 (natural armor) through.
Hit Points 117 (12d10 + 60) Siege Monster. The elemental deals double damage to
Speed 30 ft., burrow 30 ft. objects and structures.

STR DEX CON INT WIS CHA Actions


20 (+5) 9 (-1) 21 (+5) 8 (-1) 10 (+0) 10 (+0) Multiattack. The thomil makes two slam attacks.

Skills Perception + 3 Slam. Melee Weapon Attack: + 8 to hit, reach 5 ft., one target.
Damage Vulnerabilities thunder Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature
Damage Resistances cold, bludgeoning, piercing, and it must succeed on a DC 16 Strength saving throw or be pushed
slashing from nonmagical attacks back 10 ft.
Condition Immunities exhaustion, paralyzed, petrified, Engulf. The thomil can choose to engulf a target it hits with
poisoned, unconscious a slam attack. The engulfed target must succeed on a DC 16
Damage Immunities poison Strength saving throw or become melded into the thomil’s
Senses Darkvision 60 ft., Tremorsense 60 ft., passive body. The engulfed target is blinded and restrained, it has total
Perception 12 cover against attacks and other effects outside the thomil, and
Languages Terran it takes 10 (3d6) bludgeoning damage at the start of each of the
Challenge 7 (2,900 XP) Proficiency +3 thomil’s turns. The thomil can only have one target engulfed
at a time. If the thomil dies, an engulfed creature is no longer
restrained by it and can escape from the corpse using 10 feet of
movement, existing prone.

158 12.Creatures
Friends &Foes

Uthraki
Uthraki are denizens of the forests and
foothills surrounding Rashemen. They appear
to be large, ape-like creatures clad in white
fur with patches of exposed skin in various
areas of their body. These nocturnal spirits
are keenly aware of their surroundings: as
they have eyes evenly spaced around their
head in all directions. This trait—as well as
their menacing teeth and claws—persist
in any form they take with their ability to
shapeshift. Uthraki spend much of their
time in a shapeshifted form, as their numbers
are being hunted into near extinction by the
hathrans.

Paul Paloma
Uthraki Shapechanger. The uthraki can use its
action to polymorph into a Medium or smaller
Large monstrosity (shapechanger), unaligned humanoid or beast or back into its true form. Its
Armor Class 13 statistics are the same in each form. Any equipment it is
Hit Points 170 (20d10 + 60) wearing or carrying isn’t transformed. It reverts to its true
Speed 40 ft., climb 40 ft. form if it dies. Only true seeing or similar magic will reveal
the uthraki’s true form.
STR DEX CON INT WIS CHA Regeneration. The uthraki regains 10 hit points at the
start of its turn at night. If the uthraki takes damage from
25 (+7) 16 (+3) 18 (+4) 7 (-2) 12 (+1) 7 (-2) a silvered weapon or is illuminated by sunlight, this trait
doesn’t function at the start of the uthraki’s next turn. The
Skills Athletics +10, Perception +4 uthraki dies only if it starts its turn with 0 hit points and
Damage Vulnerabilities fire damage from spells; doesn’t regenerate.
bludgeoning, piercing, and slashing damage from
weapons made of wood or stone.
Senses passive Perception 14
Actions
Languages Common Multiattack. The uthraki makes two claw attacks
Challenge 8 (3,900 XP) Proficiency +3 Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 25 (5d6 + 7) slashing damage.
Keen Sight. The uthraki has advantage on Wisdom
(Perception) checks that rely on sight. Rock. Ranged Weapon Attack: +10 to hit, range 50/100 ft., one
target. Hit: 31 (7d6 + 7) bludgeoning damage

12.Creatures 159
Friends &Foes

Vodyanoi
Fishermen and those working on the waters in
Rashemen often give offerings of fish and livestock to
local vodyanoi to placate the often cantankerous fey.
Underwater Hermits. These taciturn fey always
appear as old men with yellow-green straggly hair and
similarly colored long beards. Their long skinny arms
end in large hands with sharp claw-like nails. These
creatures can breathe air and water, but rarely leave
their watery homes.
Watery Control. Vodyanoi can affect the waters
in which they live and can do so to devastating effect
when offended. Most villagers have heard stories of
disrespectful fisherman drowning beneath the waters,
or entire villages being swept away by suddenly surging
rivers. However, these moody fey occasionally will
trade water bound treasures for goats, cows, or other
livestock, and may even shepherd schools of fish near
villages that have treated them well.

Daniel Comerci
Vodyanoi Actions
Medium fey, chaotic neutral Multiattack. The vodyanoi makes two claw attacks. If both
Armor Class 15 (natural armor) attacks hit a Medium or smaller target, the target is grappled
Hit Points 71 (11d8+22) (escape DC 13).
Speed 30 ft., swim 60 ft. Claw. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
3) slashing damage + 2 (1d4) cold damage.
STR DEX CON INT WIS CHA Fish Cloud. When fully submerged in water, a vodyanoi can
16 (+3) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 13 (+1) summon a school of magical fish occupying a 20-foot-radius
sphere within 30 feet. The affected area is treated as if under the
Skills Deception +5, Intimidation +3, Perception +4, effect of a fog cloud spell, but the fish can only be dispersed by
Stealth +5, Survival +4 a strong current. The fish are not real and disappear if caught.
Damage Resistances cold The fish cloud persists as long as the vodyanoi maintains
Senses darkvision 60’, passive Perception 14 concentration as per a spell up to a maximum of 10 minutes.
Languages Common, Sylvan Innate Spellcasting. Vodyanoi’s innate spellcasting ability
Challenge 3 (700 XP) Proficiency +2 is Wisdom (spell save DC 12). It can innately cast the
following spells, requiring no material components:
Magic Resistance. Vodyanoi has advantage on saving
throws against spells and other magical effects. At Will: speak with animals (only fish)
3/day: animal friendship
Strength of the Waters. While touching a natural body 1/day each : conjure animals (only fish), control water
of water such as a lake, river, or stream, vodyanoi have
advantage on all Strength, Dexterity, and Constitution
checks and saving throws.
Water Breathing. Vodyanoi can breate air and water.

160 12.Creatures
Friends &Foes

13.Nonplayer
Characters Unyielding Berserker
Rashemen Medium humanoid (any race), any non-lawful alignment

Berserkers
Armor Class 15 (hide armor)
Hit Points 142 (19d8 + 57)
Speed 30 ft.

Rashemen is known for its ferocious berserkers, whose STR DEX CON INT WIS CHA
battle prowess and unyielding ferocity have defended 19 14 17 10 14 13
(+4) (+2) (+3) (+0) (+2) (+1)
the land from countless invasions over the centuries.
Although nearly any melee based NPC can be Saving Throws Str +7, Con +6
used to represent a Rashemi berserker, existing stat Skills Athletics +7, Intimidation +4
blocks in the basic rules that are well-suited for this Senses passive Perception 12
include tribal warrior (CR 1/8), berserker (CR 2), and Languages any one language (usually Common)
gladiator (CR 5). Challenge 7 (2,900 XP) Proficiency Bonus +3
Listed below are three new stat blocks
(fierce berserker, unyielding berserker, and Battles Scarred. When calculating its AC, the berserker can use its
Constitution modifier instead of its Dexterity modifier (already included)
indomitable berserker), providing additional options
to represent Rashemen’s iconic warriors. Indomitable (1/day). The berserker rerolls a failed saving throw.
Reckless. At the start of its turn, the berserker can gain advantage on all
Fierce Berserker melee weapon attack rolls during that turn, but attack rolls against it have
Medium humanoid (any race), any non-lawful alignment advantage until the start of its next turn

Armor Class 13 (hide armor) Relentless (Recharges After a Short or Long Rest). If the berserker takes
Hit Points 120 (16d8 + 48) damage that would reduce it to 0 hit points, it is reduced to 1 hit point
instead.
Speed 30 ft.
STR DEX CON INT WIS CHA Actions
17 13 16 10 12 11 Multiattack. The berserker makes three attacks.
(+3) (+1) (+3) (+0) (+1) (+0)
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10
Saving Throws Str +5, Con +5 (1d12 + 4) slashing damage.
Skills Athletics +5, Intimidation +2 Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range
Senses passive Perception 11 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Languages any one language (usually Common)
Challenge 4 (1,100 XP) Proficiency Bonus +2 Legendary Actions
The berserker can take 2 legendary actions, choosing from the options
Reckless. At the start of its turn, the berserker can gain advantage on all below. Only one legendary action option can be used at a time and only
melee weapon attack rolls during that turn, but attack rolls against it have at the end of another creature’s turn. The warlord regains spent legendary
advantage until the start of its next turn actions at the start of its turn.
Relentless (Recharges After a Short or Long Rest). If the berserker takes Weapon Attack. The berserker makes a weapon attack.
damage that would reduce it to 0 hit points, it is reduced to 1 hit point
instead. Charge (Costs 2 Actions). The berserker moves up to its speed, then makes
an attack with its greataxe.
Actions
Multiattack. The berserker makes three attacks.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9
(1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

13.Nonplayer Characters 161


Friends &Foes

Indomitable Berserker
Medium humanoid (any race), any non-lawful alignment
Armor Class 16 (hide armor)
Wychlaran
Hit Points 178 (21d8 + 84) Few things are as iconic to Rashemen as the witches
Speed 30 ft.
who guide the nation. These “wise women” are the
STR DEX CON INT WIS CHA spiritual leaders of the land. Their pronouncements are
20 14 18 10 15 14 the law of the land and to disobey one is to risk death.
(+5) (+2) (+4) (+0) (+2) (+2) Almost any non-evil spellcaster statblock works
well to represent a rashmi witch. From the basic rules
Saving Throws Str +9, Con +8
Skills Athletics +9, Intimidation +6
an acolyte (CR 1/4), druid (CR 2), priest (CR 2),
Senses passive Perception 12 mage (CR 6), and archmage (CR 12) all make for good
Languages any one language (usually Common) representations a member of the wychlaran.
Challenge 10 (5,900 XP) Proficiency Bonus +4 Three new stat blocks (fwychlaran traditionalist
apprentice, wychlaran traditionalist adept, and
Battles Scarred. When calculating its AC, the berserker can use its wychlaran traditionalist elder) provide further options
Constitution modifier instead of its Dexterity modifier (already included) to represent a witch of Rashemen.
Indomitable (3/day). The berserker rerolls a failed saving throw.
Reckless. At the start of its turn, the berserker can gain advantage on all Wychlaran Traditionalist Apprentice
melee weapon attack rolls during that turn, but attack rolls against it have Medium humanoid (any race), any (usually lawful)
advantage until the start of its next turn
Armor Class 14 (studded leather)
Relentless (Recharges After a Short or Long Rest). If the berserker takes Hit Points 32 (5d8 + 10)
damage that would reduce it to 0 hit points, it is reduced to 1 hit point Speed 30 ft.
instead.
STR DEX CON INT WIS CHA
Actions 10 14 14 10 16 12
(+0) (+2) (+2) (+0) (+3) (+1)
Multiattack. The berserker makes three attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 Skills Insight +5, Perception +5
(1d12 + 4) slashing damage. Senses passive Perception 15
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range Languages Common, Druidic
30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Challenge 2 (450 XP) Proficiency +2

Legendary Actions Bonded Casting. When the wychlaran casts the shield of faith spell using
one of its spell slots, it can choose for the spell to also affect up to
The berserker can take 2 legendary actions, choosing from the options
two allies within 30 feet. The effect lasts for the duration, with only the
below. Only one legendary action option can be used at a time and only
wychlaran needing to maintain concentration.
at the end of another creature’s turn. The warlord regains spent legendary
actions at the start of its turn. Communal Binding(3/day). Whenever an ally within 30 feet. of the
wychlaran makes an attack, damage, or saving throw roll, the wychlaran
Weapon Attack. The berserker makes a weapon attack.
may choose to add 1d4 to that roll. The wychlaran can use this ability no
Charge (Costs 2 Actions). The berserker moves up to its speed, then makes more than once per turn.
an attack with its greataxe.
Actions
Shashkah. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) slashing damage.
Spellcasting. The wychlaran is a 4th-level spellcaster. Its spellcasting ability
is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can cast the
following wychlaran spells:
Cantrips (at will): blade ward, produce flame, shashkah*NEW
1st level (3 slots): sanctuary, shield of faith, Tasha’s caustic brewTCoE
2nd level (2 slots): misty step, spiritual weapon, summon beastTCoE
*The wychlaran casts this spell on itself before combat.
William Mcausland

162 13.Nonplayer Characters


Friends &Foes

Wychlaran Traditionalist Adept Wychlaran Traditionalist Elder


Medium humanoid (any race), any (usually lawful) Medium humanoid (any race), any (usually lawful)
Armor Class 14 (studded leather) Armor Class 15 (studded leather)
Hit Points 78 (12d8 + 24) Hit Points 156 (24d8 + 48)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 15 16 10 20 14 8 16 14 12 20 14
(+0) (+2) (+2) (+0) (+5) (+2) (-1) (+3) (+2) (+1) (+5) (+2)

Saving Throws Con +5, Wis +8, Cha +5 Saving Throws Con +6, Wis +9, Cha +6
Skills Insight +8, Perception +8, Survival +8 Skills Insight +9, Perception +9, Survival +9
Senses passive Perception 18 Senses passive Perception 19
Languages Common, Druidic Languages Common, Druidic, plus any two languages
Challenge 7 (2,900 XP) Proficiency +3 Challenge 12 (8,400 XP) Proficiency +4

Bonded Casting. When the wychlaran casts the freedom of movement or Bonded Casting. When the wychlaran casts the freedom of movement,
spirit shroudTCoE spell using one of its spell slots, it can choose for the spirit shroudTCoE, or Tasha’s otherworldly guiseTCoE spells using one of its spell
spell to also affect up to two allies within 30 feet. The effect lasts for the slots, it can choose for the spell to also affect any number of its allies
duration, with only the wychlaran needing to maintain concentration. within 30 feet. The effect lasts for the duration, with only the wychlaran
needing to maintain concentration when required.
Communal Binding(3/day). Whenever an ally within 30 feet. of the
wychlaran makes an attack, damage, or saving throw roll, the wychlaran Communal Binding(3/day). Whenever an ally within 30 feet. of the
may choose to add 1d4 to that roll. The wychlaran can use this ability no wychlaran makes an attack, damage, or saving throw roll, the wychlaran
more than once per turn. may choose to add 1d6 to that roll. The wychlaran can use this ability no
more than once per turn.
Unweave (3/day). The wychlaran can cast counterspell and dispel magic at
its lowest level without using a spell slot or any components. Additionally, Unweave (3/day). The wychlaran can cast counterspell and dispel magic at
if the wychlaran needs to make an ability check as part of targeting a spell its lowest level without using a spell slot or any components. Additionally,
of the enchantment or necromancy schools, it can add its proficiency if the wychlaran needs to make an ability check as part of targeting a spell
bonus to this ability check. of the enchantment or necromancy schools, it can add its proficiency
bonus to this ability check.
Actions
Shashkah. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8
Actions
(1d6 + 5) slashing damage. Shashkah. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8
(1d6 + 5) slashing damage.
Spellcasting. The wychlaran is a 12th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can Spellcasting. The wychlaran is an 18th-level spellcaster. Its spellcasting
cast the following wychlaran spells: ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can cast
the following wychlaran spells:
Cantrips (at will): blade ward, booming blade, produce flame, shashkah*NEW,
shocking grasp Cantrips (at will): blade ward, booming blade, produce flame, shashkah*NEW,
1st level (3 slots): absorb elementsXGtE, sanctuary, shield, shocking grasp
Tasha’s caustic brewTCoE 1st level (3 slots): absorb elements, sanctuary, shield, Tasha’s caustic brewTCoE
2nd level (2 slots): darkvision, misty step, spiritual weapon, summon beastTCoE 2nd level (2 slots): calm emotions, darkvision, misty step, spiritual weapon,
3rd level (2 slots): counterspell, dispel magic, life transferenceXGtE, summon beastTCoE
spirit shroudTCoE, spirit guardians 3rd level (2 slots): counterspell, dispel magic, life transferenceXGtE,
4th level (2 slots): banishment, dominate beast, freedom of movement spirit shroudTCoE, spirit guardians
5th level (2 slots): steel wind strikeXGtE, wrath of natureXGtE 4th level (2 slots): banishment,dominate beast, freedom of movement,
6th level (1 slot): bones of the earthXGtE, Tasha’s otherworldly guiseTCoE stone shape
*The wychlaran casts this spell on itself before combat. 5th level (2 slots): dawnTCoE, placebindNEW, steel wind strikeXGtE,
wrath of natureXGtE
6th level (1 slot): bones of the earthXGtE, chain lightning, globe of
invulnerability, restore spiritNEW, Tasha’s otherworldly guiseTCoE
7th level (1 slot): crown of starsXGtE
8th level (1 slot): mind blank*
9th level (1 slot): foresight
*The wychlaran casts this spell on itself before combat.

13.Nonplayer Characters 163


Appendix

Appendix
A. Published Stat Blocks
This book references several published
official D&D monsters that are not
found in the Monster Manual. The
game statistics for these creatures are
included in this section.

AbjurerVGtM ArcherVGtM BardVGtM


Medium humanoid (any race) Medium humanoid (any race) Medium humanoid (any race)
Armor Class 12 (15 With Mage Armor) Armor Class 16 (Studded Leather) Armor Class 15 (Chain Shirt)
Hit Points 84 (13d8 + 26) Hit Points 75 (10d8 + 30) Hit Points 44 (8d8 + 8)
Speed 30 ft Speed 30 ft. Speed 30 ft
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 14 14 18 12 11 11 18 16 11 13 10 11 14 12 10 13 14
(+0) (+2) (+2) (+4) (+1) (+0) (+0) (+4) (+3) (+0) (+1) (+0) (+0) (+2) (+1) (+0) (+1) (+2)

Saving Throws Int +8, Wis +5 Skills Acrobatics +6, Perception +5 Saving Throws Dex +4, Wis +3
Skills Arcana +8, History +8 Senses Passive Perception 15 Skills Acrobatics +4, Perception +5,
Senses Passive Perception 11 Languages any one language (usually Common) Performance +6
Languages any four languages Challenge 3 (700 XP) Proficiency Bonus +2 Senses Passive Perception 15
Challenge 9 (5,000 XP) Proficiency Bonus +4 Languages any two languages
Archer’s Eye (3/Day). As a bonus action, the Challenge 2 (450 XP) Proficiency Bonus +2
Arcane Ward. The abjurer has a magical ward archer can add 1d10 to its next attack or damage
that has 30 hit points. Whenever the abjurer roll with a longbow or shortbow. Song of Rest. The bard can perform a song while
takes damage, the ward takes the damage taking a short rest. Any ally who hears the song
instead. If the ward is reduced to 0 hit points, Actions regains an extra 1d6 hit points if it spends any
the abjurer takes any remaining damage. When Multiattack. The archer makes two attacks with Hit Dice to regain hit points at the end of that
the abjurer casts an abjuration spell of 1st level its longbow. rest. The bard can confer this benefit on itself
or higher, the ward regains a number of hit as well.
points equal to twice the level of the spell. Shortsword. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing Taunt (2/Day). The bard can use a bonus action
Actions damage. on its turn to target one creature within 30 feet
of it. If the target can hear the bard, the target
Quarterstaff. Melee Weapon Attack: +3 to Longbow. Ranged Weapon Attack: +6 to hit,
must succeed on a DC 12 Charisma saving
hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) range 150/600 ft., one target. Hit: 8 (1d8 + 4)
throw or have disadvantage on ability checks,
bludgeoning damage, or 3 (1d8 - 1) bludgeoning piercing damage.
attack rolls, and saving throws until the start of
damage if used with two hands. the bard’s next turn.
Spellcasting. The abjurer is a 13th-level
spellcaster. Its spellcasting ability is Intelligence Actions
(spell save DC 16, +8 to hit with spell attacks). Shortsword. Melee Weapon Attack: +4 to hit,
The abjurer has the following wizard spells reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
prepared: damage.
Cantrips (at will): blade ward, dancing lights, Shortbow. Ranged Weapon Attack: +4 to hit,
mending, message, ray of frost range 80/320 ft., one target. Hit: 5 (1d6 + 2)
1st level (4 slots): alarm,* mage armor,* piercing damage.
magic missile, shield*
Spellcasting. The bard is a 4th-level spellcaster.
2nd level (3 slots): arcane lock,* invisibility
Its spellcasting ability is Charisma (spell save
3rd level (3 slots): counterspell,* dispel magic,*
DC 12, +4 to hit with spell attacks). It has the
fireball
following bard spells prepared:
4th level (3 slots): banishment,* stoneskin*
5th level (2 slots): cone of cold, wall of force Cantrips (at will): friends, mage hand,
6th level (1 slot): flesh to stone, vicious mockery
globe of invulnerability* 1st level (4 slots): charm person, healing word,
7th level (1 slot): symbol,* teleport heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatter
*Abjuration spell of 1st level or higher

164 A. Published Stat Blocks


Appendix

ChwingaToA EnchanterVGtM IllusionistVGtM


Tiny elemental Medium humanoid (any race) Medium humanoid (any race)
Armor Class 15 Armor Class 12 (15 With Mage Armor) Armor Class 12 (15 With Mage Armor)
Hit Points 5 (2d4) Hit Points 40 (9d8) Hit Points 38 (7d8 + 7)
Speed 20 ft., climb 20 ft., swim 20 ft. Speed 30 ft Speed 30 ft
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 20 10 14 16 16 9 14 11 17 12 11 9 14 13 16 11 12
(-5) (+5) (+0) (+2) (+3) (+3) (+0) (+2) (+0) (+3) (+1) (+0) (+0) (+2) (+1) (+3) (+0) (+1)

Skills Acrobatics +7, Perception +7, Stealth +7 Saving Throws Int +6, Wis +4 Saving Throws Int +5, Wis +2
Senses Blindsight 60 ft., Passive Perception 17 Skills Arcana +6, History +6 Skills Arcana +5, History +5
Languages — Senses Passive Perception 11 Senses Passive Perception 10
Challenge 0 (10 XP) Proficiency Bonus +2 Languages any four languages Languages any four languages
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 3 (700 XP) Proficiency Bonus +2
Evasion. When the chwinga is subjected to an
effect that allows it to make a Dexterity saving Displacement (Recharges after the Illusionist
throw to take only half damage, it instead takes Actions Casts an Illusion Spell of 1st Level or Higher).
no damage if it succeeds on the saving throw, Quarterstaff. Melee Weapon Attack: +2 to As a bonus action, the illusionist projects
and only half damage if it fails. hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) an illusion that makes the illusionist appear
bludgeoning damage, or 3 (1d8 - 1) bludgeoning to be standing in a place a few inches from
Unusual Nature. The chwinga doesn’t require
damage if used with two hands. its actual location, causing any creature to
air, food, or drink. When it dies, it turns into
have disadvantage on attack rolls against the
a handful of flower petals, a cloud of pollen, a Spellcasting. The enchanter is a 9th-level illusionist. The effect ends if the illusionist
stone statuette resembling its former self, a tiny spellcaster. Its spellcasting ability is Intelligence takes damage, it is incapacitated, or its speed
sphere of smooth stone, or a puddle of fresh (spell save DC 14, +6 to hit with spell attacks). becomes 0.
water (your choice). The enchanter has the following wizard spells
Actions prepared: Actions
Cantrips (at will): friends, mage hand, mending, Quarterstaff. Melee Weapon Attack: +1 to
Magical Gift (1/Day). The chwinga targets a
message hit, reach 5 ft., one target. Hit: 2 (1d6 - 1)
humanoid it can see within 5 feet of it. The
1st level (4 slots): charm person,* mage armor, bludgeoning damage, or 3 (1d8 - 1) bludgeoning
target gains a supernatural charm of the DM’s
magic missile damage if used with two hands.
choice. See the Dungeon Master’s Guide for
2nd level (3 slots): hold person,* invisibility,
information on supernatural charms. Spellcasting. The enchanter is a 9th-level
suggestion*
spellcaster. Its spellcasting ability is Intelligence
Natural Shelter. The chwinga magically takes 3rd level (3 slots): fireball, haste, tongues
(spell save DC 14, +6 to hit with spell attacks).
shelter inside a rock, a living plant, or a natural 4th level (3 slots): dominate beast,* stoneskin
The enchanter has the following wizard spells
source of fresh water in its space. The chwinga 5th level (2 slots): hold monster*
prepared:
can’t be targeted by any attack, spell, or other
*Enchantment spell of 1st level or higher
effect while inside this shelter, and the shelter Cantrips (at will): dancing lights, mage hand,
doesn’t impair the chwinga’s blindsight. The Reactions minor illusion, poison spray
chwinga can use its action to emerge from a 1st level (4 slots): color spray,* disguise self,*
shelter. If its shelter is destroyed, the chwinga Instinctive Charm (Recharges after the mage armor, magic missile
is forced out and appears in the shelter’s space, Enchanter Casts an Enchantment Spell of 2nd level (3 slots): invisibility,* mirror image,*
but is otherwise unharmed. 1st Level or Higher). The enchanter tries to phantasmal force*
magically divert an attack made against it, 3rd level (3 slots): major image,* phantom steed*
Spellcasting. The chwinga casts one of the provided that the attacker is within 30 feet of it 4th level (1 slot): phantasmal killer*
following spells, requiring no material or verbal and visible to it. The enchanter must decide to
components: do so before the attack hits or misses. *Illusion spell of 1st level or higher
At will: druidcraft, guidance, pass without trace, The attacker must make a DC 14 Wisdom
resistance saving throw. On a failed save, the attacker
targets the creature closest to it, other than
the enchanter or itself. If multiple creatures
are closest, the attacker chooses which one to
target.

A. Published Stat Blocks 165


Appendix

Master ThiefVGtM NaiadMOoT SageCM


Medium humanoid (any race) Medium fey Medium humanoid (any race)
Armor Class 16 (Studded Leather) Armor Class 15 (Natural Armor) Armor Class 10 (13 With Mage Armor)
Hit Points 84 (13d8 + 26) Hit Points 31 (7d8) Hit Points 22 (5d8)
Speed 30 ft. Speed 30 ft., swim 30 ft. Speed 30 ft
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 18 14 11 11 12 10 16 11 15 10 18 8 10 10 18 15 11
(+0) (+4) (+2) (+0) (+0) (+1) (+0) (+3) (+0) (+2) (+0) (+4) (-1) (+0) (+0) (+4) (+2) (+0)

Saving Throws Dex +7, Int +3 Skills Persuasion +6, Sleight of Hand +5 Skills Arcana +8, History +8, Insight +4,
Skills Acrobatics +7, Athletics +3, Perception +3, Damage Resistances Psychic Investigation +8, Medicine +6, Nature +8,
Sleight of Hand +7, Stealth +7 Damage Immunities Poison Religion +8
Senses Passive Perception 13 Condition Immunities Charmed, Frightened, Senses Passive Perception 12
Languages Thieves’ Cant plus ny one language Poisoned Languages Common plus any four languages
(usually Common) Senses Passive Perception 10 Challenge 1/2 (100 XP) Proficiency Bonus +2
Challenge 5 (1,800 XP) Proficiency Bonus +3 Languages Common, Sylvan
Challenge 2 (450 XP) Proficiency Bonus +2
Cunning Action. On each of its turns, the Actions
thief can use a bonus action to take the Dash, Amphibious. The naiad can breathe air and Shocking Grasp (Cantrip). Melee Spell Attack:
Disengage, or Hide action. water. +6 to hit (with advantage if the target is wearing
Evasion. If the thief is subjected to an effect that Invisible in Water. The naiad is invisible while armor made of metal), reach 5 ft., one creature.
allows it to make a Dexterity saving throw to fully immersed in water. Hit: 9 (2d8) lightning damage, and the target
take only half damage, the thief instead takes no can’t take reactions until the start of its next
Magic Resistance. The naiad has advantage on turn.
damage if it succeeds on the saving throw, and
saving throws against spells and other magical
only half damage if it fails. Spellcasting. The sage casts one of the following
effects.
Sneak Attack (1/Turn). The thief deals an extra spells, using Intelligence as the spellcasting
14 (4d6) damage when it hits a target with a Actions ability (save DC 14, +6 to hit with spell attacks):
weapon attack and has advantage on the attack Multiattack. The naiad makes two psychic At will: light, mage hand, mending
roll, or when the target is within 5 feet of an ally touch attacks. 3/day each: comprehend languages, detect magic,
of the thief that isn’t incapacitated and the thief identify
doesn’t have disadvantage on the attack roll. Psychic Touch. Melee Spell Attack: +6 to hit,
1/day each: dispel magic, levitate, locate object,
reach 5 ft., one target. Hit: 9 (1d10 + 4) psychic
see invisibility, sending, tongues, unseen servant
Actions damage.
Multiattack. The thief makes three attacks with Spellcasting. The naiad casts one of the Reactions
its shortsword. following spells using Charisma as the Shield (1st-Level Spell; 3/Day). When the sage
spellcasting ability (save DC 14) and requiring is hit by an attack or targeted by a magic missile
Shortsword. Melee Weapon Attack: +7 to hit,
no material components: spell, it calls forth an invisible barrier of magical
reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing
damage. At will: minor illusion force that protects it. Until the start of its next
3/day: phantasmal force turn, the sage has a +5 bonus to AC, including
Longbow. Ranged Weapon Attack: +7 to hit, against the triggering attack, and it takes no
1/day each: fly, hypnotic pattern
range 150/600 ft., one target. Hit: 8 (1d8 + 4) damage from magic missile.
piercing damage.

Reactions
Uncanny Dodge. The thief halves the damage
that it takes from an attack that hits it. The thief
must be able to see the attacker.

166 A. Published Stat Blocks


Appendix

Satyr RevelerMOoT SwashbucklerVGtM TransmuterVGtM


Medium fey , chaotic neutral Medium humanoid (any race) Medium humanoid (any race)
any non-lawful alignment
Armor Class 13 Armor Class 12 (15 With Mage Armor)
Hit Points 33 (6d8 + 6) Armor Class 17 (Leather Armor) Hit Points 40 (9d8)
Speed 40 ft Hit Points 66 (12d8 + 12) Speed 30 ft
Speed 30 ft
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 16 13 12 10 16 STR DEX CON INT WIS CHA 9 14 11 17 12 11
(+1) (+3) (+1) (+1) (+0) (+3) 12 18 12 14 11 15 (-1) (+2) (+0) (+3) (+1) (+0)
(+1) (+4) (+1) (+2) (+0) (+2)
Skills Acrobatics +5, Performance +7, Stealth +5 Saving Throws Int +6, Wis +4
Senses Passive Perception 10 Skills Acrobatics +8, Athletics +5, Persuasion +6 Skills Arcana +6, History +6
Languages Common, Sylvan Senses Passive Perception 10 Senses Passive Perception 11
Challenge 1 (200 XP) Proficiency Bonus +2 Languages Any one language (usually Languages Any four languages
Common) Challenge 5 (1,800 XP) Proficiency Bonus +3
Enthralling Performance. If the satyr performs Challenge 3 (700 XP) Proficiency Bonus +2
for at least 1 minute, it chooses up to four
humanoids within 60 feet of it who watched or Lightfooted. The swashbuckler can take the Actions
listened to the entire performance. Each target Dash or Disengage action as a bonus action on Quarterstaff. Melee Weapon Attack: +2 to
must succeed on a DC 13 Wisdom saving throw each of its turns. hit, reach 5 ft., one target. Hit: 2 (1d6 - 1)
or be charmed. While charmed in this way, the bludgeoning damage, or 3 (1d8 - 1) bludgeoning
Suave Defense. While the swashbuckler is
target idolizes the satyr and will take part in the damage if used with two hands.
wearing light or no armor and wielding no
satyr’s revels. The charmed condition ends for
shield, its AC includes its Charisma modifier. Spellcasting. The transmuter is a 9th-level
the creature after 1 hour, if it takes any damage,
if the satyr attacks the target, or if the target spellcaster. Its spellcasting ability is Intelligence
Actions
witnesses the satyr attacking or damaging any (spell save DC 14, +6 to hit with spell attacks).
of the target’s allies. Multiattack. The swashbuckler makes three The transmuter has the following wizard spells
attacks: one with a dagger and two with its prepared:
Magic Resistance. The satyr has advantage on rapier.
saving throws against spells and other magical Cantrips (at will): light, mending, prestidigitation,
effects. Dagger. Melee or Ranged Weapon Attack: +6 to ray of frost
hit, reach 5 ft. or range 20/60 ft., one target. 1st level (4 slots): chromatic orb, expeditious
Sleepless Reveler. Magic can’t put the satyr to Hit: 6 (1d4 + 4) piercing damage. retreat,* mage armor
sleep. 2nd level (3 slots): alter self,* hold person, knock*
Rapier. Melee Weapon Attack: +6 to hit, reach 5
3rd level (3 slots): blink,* fireball, slow*
Actions ft., one target. Hit: 8 (1d8 + 4) piercing damage.
4th level (3 slots): polymorph,* stoneskin
Multiattack. The satyr makes two ram attacks 5th level (1 slot): telekinesis*
or two shortbow attacks. *Transmutation spell of 1st level or higher
Ram. Melee Weapon Attack: +3 to hit, reach 5 Transmuter’s Stone. The transmuter carries a
ft., one target. Hit: 6 (2d4 + 1) bludgeoning magic stone it crafted that grants its bearer one
damage. of the following effects:
Shortbow. Ranged Weapon Attack: +5 to hit, • Darkvision out to a range of 60 feet
range 80/320 ft., one target. Hit: 6 (1d6 + 3) • An extra 10 feet of speed while the bearer
piercing damage. is unencumbered
• Proficiency with Constitution saving
throws
• Resistance to acid, cold, fire, lightning,
or thunder damage (transmuter’s choice
whenever the transmuter chooses this
benefit)
If the transmuter has the stone and casts a
transmutation spell of 1st level or higher, it can
change the effect of the stone.

A. Published Stat Blocks 167


Appendix

WarlordVGtM
Medium humanoid (any race)
Armor Class 18 (Plate)
Hit Points 229 (27d8 + 108)
Speed 30 ft
STR DEX CON INT WIS CHA
20 16 18 12 12 18
(+5) (+3) (+4) (+1) (+1) (+4)

Saving Throws Str +9, Dex +7, Con +9


Skills Athletics +9, Intimidation +8,
Perception +5, Persuasion +8
Senses Passive Perception 15
Languages Any two languages
Challenge 12 (8,400 XP) Proficiency Bonus +4

Indomitable (3/Day). The warlord can reroll a


saving throw it fails. It must use the new roll.
Survivor. The warlord regains 10 hit points at
the start of its turn if it has at least 1 hit point
but fewer hit points than half its hit point
maximum.

Actions
Multiattack. The warlord makes two weapon
attacks.
Greatsword. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing
damage.
Shortbow. Ranged Weapon Attack: +7 to hit,
range 80/320 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.

Konstantin Gerasimov / Adobe Stock


Legendary Actions
The warlord can take 3 legendary actions,
choosing from the options below. Only one
legendary action option can be used at a time
and only at the end of another creature’s turn.
The warlord regains spent legendary actions at
the start of its turn.
Weapon Attack. The warlord makes a weapon
attack.
Command Ally. The warlord targets one ally
it can see within 30 feet of it. If the target can
see and hear the warlord, the target can make
one weapon attack as a reaction and gains
advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The warlord
targets one enemy it can see within 30 feet of it.
If the target can see and hear it, the target must
succeed on a DC 16 Wisdom saving throw or be
frightened until the end of warlord’s next turn.

168 A. Published Stat Blocks


Appendix

B. Monster Listing
Stat Blocks by Challenge Rating
Challenge 0 (10 XP) Challenge 8 (3,900 XP)
Olek (fish form) Shrieking Hag
Uthraki
Challenge 1/4 (50 XP)
Hagspawn Challenge 9 (5,000 XP)
Spirit Folk Gevarra
Telthor (wolf)
Challenge 10 (5,900 XP)
Challenge 1 (200 XP) Indomitable Berserker
Hagspawn Barbarian
Tarhill Challenge 11 (7,200 XP)
Hornclaw
Challenge 2 (450 XP)
Spirit Folk Priest of Bhalla Challenge 12 (8,400 XP)
Spirit Folk Warlock Mangan Uruk
Wychlaran Traditionalist Apprentice Mishara Viadrova
Wychlaran Traditionalist Elder
Challenge 3 (700 XP) Zasvor Temradi
Living Healing Spirit
Olek (humanoid form) Challenge 13 (10,000 XP)
Vodyanoi Raustulph Urgannaun

Challenge 4 (1,100 XP) Challenge 15 (13,000 XP)


Andar Silverbirch Ape Spirit Beast
Fell Troll
Challenge 5 (1,800 XP)
Fierce Berserker Challenge 16 (15,000 XP)
Chaul
Challenge 6 (2,300 XP)
Bristlebeard Challenge 20 (25,000 XP)
Ancient Ice Dragon
Challenge 7 (2,900 XP)
Thomil
Unyielding Berserker
Wychlaran Traditionalist Adept

B. Monster Listing 169


Appendix

C. Contributors
Andrew Bishkinsky — Designer Ed Greenwood — Designer
Andrew Bishkinskyi a Toronto-based TTRPG Ed Greenwood is an aging Canadian librarian and
designer who has done freelance writing for Wizards internationally bestselling author and game designer,
of the Coast and many DMsGuild publishers. In best known for creating The Forgotten Realms over
2021, Andrew wrote the adventure included in Dread fifty-five years ago. He's currently hard at work on six
Metrol: Into the Mists and was the lead designer books. Whichever is the first one to come out will
for the successful Den of Assassins Kickstarter. be his 429th, because he lost count about a decade
Andrew’s designs also earned him a place among the ago (otherwise it would be his 440th-something). Ed
top 3 finalists in the 2021 DM Challenge. His contact answers Realmslore questions and shares doggerel
information can be found at toweringtales.carrd.co. on Twitter, where he's @TheEdVerse.

Blaise Wigglesworth — Designer Emily Harmon — Designer


Blaise Wigglesworth is an educator and martial arts Emily Harmon (Smith) is a convention organizer,
enthusiast. He began playing Dungeons & Dragons exhausted data scientist, wife, and recent transplant
in 1984 and has been playing ever since. A long from the burning hills of California to the humid
time fan of gamebooks for one player, Blaise has swamps of North Carolina. Some of her recent
recently turned his hand to writing solo adventures publications on the Dungeon Master’s Guild include
including the Shipwrecked! trilogy. Obsessed with BEHOLD! Liar’s Night, Uncaged Volumes I & IV, The
story and lore, his writing focuses on immersion and Princess Project, and CCC-BMG MOON
character interaction. You can find Blaise on twitter 6-3 Planar Convergence. You can follow her on
(@NimbusOf), on facebook at Nimbus of Legend Twitter @emilyjeaharmon.
Games, and on the DMsGuild. Look out for a brand
new game world focusing on Bronze Age heroes in a Florian Emmerich — Designer
world of fiendish tyranny! Florian is the Project Lead for bestselling DMsGuild
products like Shore of Dreams, Serving the Squash,
Bryan Holmes — Designer and Warriors of Sehanine, but he also doubles as
In the quiet expanse of the frozen north (AKA writer in titles like Magdalena Grovebright’s - Birds
Canada), Bryan can be found forging new content of Paradise - about excotic Aarakocra & Kenku, or
for his favourite TTRPGs and scowling at all the just as writer on project like 51 Soul Coins. At the
errors making it to production. When not working on time of this writing, Florian is producing the Eldritch
this content, he is busy programming, learning art, Sands kickstarter, a unique setting for 5th edition.
furthering his non-skill in music, or just relaxing with You can follow him on twitter @poisonpotpress.
his partners. You can find some of his other works on
the DMsGuild. Jean Lorber — Designer
Jean Lorber is a freelance tabletop RPG designer
Christopher Walz — Editor and cartographer. He has published or contributed
Chris is a father, writer, and editor from central to over a dozen titles on Dungeon Masters Guild,
Kentucky. His first memories of roleplaying games including the Platinum Best Seller Tavern Brawl
are going through his older brother’s stack of books Builder. Jean lives and works in the forests of the
before he could read—one had a flying eye-monster Appalachian Mountains, where he has the privilege
on it. He’s been writing and editing for RPGs to work with some actual rangers.
since 2016 and had the opportunity to turn it into
a career in 2019 when he became a staff editor
at Cubicle 7, publishers of Warhammer Fantasy
Roleplay and others. You can find Chris on Twitter @
ChrisWalzEdits.

170 C. Contributors
Appendix

Joe Raso — Lead Designer, Layout, Steve Fidler — Designer


and Cartography and Layout Oversight
Joe Raso is a dad, a husband, and a long-suffering Steve Fidler is a father of twins and no other
DM who’s had the pleasure of gaming with the same accomplishment holds quite the candle. However,
group since his university days. He’s now a freelance he is also a best-selling writer, designer, and owner
RPG creator and has worked for Eldermancy, of Vorpal Dice Press. His hits include Mythic
Ghostfire Gaming, Goodman Games, and Onyx Path Encounters, the Amarune’s Almanac series, and the
Publishing. You can find his self-published works Prism and Warden classes. You can follow him on
on the DMsGuild and follow his RPG exploits on Twitter @vorpaldicepress and see his
Twitter @_joe_raso or at his occasionally updated work at vorpaldicepress.com.
blog https://TheSchemingDM.wordpress.com.
V.J. Harris — Designer
Karl Resch — Designer V.J. Harris (they/he) is a Movement Coordinator at
Karl has enjoyed working and collaborating with a non-profit and a TTRPG designer living in the
many great authors on the DM’s Guild. Notable Ohio area. He's most well known for his work on An
works he has contributed to are Dunwood - Demons, Elf and an Orc Had a Little Baby and Those Who
Druids & Danger, Terror Beneath the Frozen Gate, Wander. They've worked on a number of other titles,
Encounters in the Savage Wilderness, Villains & including Brinkwood: Blood of Tyrants, Odyssey
Lairs II, and Fear of the Dark. He is currently looking Anthology Volume I: In Callaphe's Wake, The Heart
to take a break from his 5e homebrew Great Lakes of the House, and Scientific Secrets of Icewind Dale.
campaign and dive back into the historical annals In his spare time, he also makes TikToks talking
of 4e and the Nentir Vale. Plans can change, but about some of the bigotry ingrained in fifth edition
his intent is to keep the 4e games & DM crafting along with worldbuilding tips and tricks.
updated in his blog artificersintuition.blogspot.com

Lydia Van Hoy — Designer


Lydia Van Hoy is a full-time TTRPG creative,
and second-generation D&D nerd. With several
best-sellers under their belt, such as The Half-
Race Handbook and The Adventurer’s Domestic
Handbook, they hope to continue creating content
that encourages meaningful roleplay and inclusive
gameplay experiences. Outside of their work as a
creator, they are a stay-at-home parent who works to
encourage a love of magic and adventure. You can
follow Lydia on twitter @LydiaVanHoy1 and find her
other works on the DMsGuild.
William McAusland

C. Contributors 171
Appendix

archetype 48 Great Field Market 79

Index
C Dynaheir 37 Great Glacier 97, 102, 106
J
Carver’s Hall 76 Great Stag Lodge 51, 75, Jaela, Spirit Singer 24
Castle Balindre 101 E 76, 79 Jastaath 95
Charlatan 56 Yadrir Nomyadi 77 jhuild 84
A Chaul 87, 109, 132 Eastlord. Great Wild Wood. Jhuild 124
Chauntea. See Bhalla See Multrong See Shalhoond Jub 89
Abbreviations 7 Chondathan 17 Lahztloh Ghall The Green Chapel 84 Jundi Torma 81
Acoylte (background) 56 Circle of Leth 99, 114 Eldreth Veluuthra 94, 109, The Guardian Witch 76
Alaundo the Seer 7 117 Guild Artisan 57
Alumathor 99
Citadel Rashemar 87
Eltabbar 100 Gwuvala Siang 109
K
Citadel Tralkarn 94, 107
Andar Silverbirch 129 City of Warriors. Eltab (demon lord) 105, Kabargeza Khahan 96
Angyelheir 38 See Thasunta 107, 124 H Khelliara 118
Arkaius 94 City of Weeping Ghosts. Emen Thaan 87 King Azoun IV 106
Arkhans of Raumathar 104 See Shandaular The Endless Wastes 96 Hadryllis 105, 124 King Orloebar Snowbeard
Arkhan Tallos 103 Clan Dareth 102 Enrage (Spell) 66 Hagspawn 102
Artificer 20 Clan Shattered Shield 102 Entertainer 57 Creature 146 Kissethkashaan 90
Ashanduar. See Ashanwood Classes 19–49 Erechduar. See Erech Forest People 10 Ko’ocbez Rest 86
Ashanth 94 Artificer 20 Erech Forest 94 Halardrim language 102 Kossuth 105
Ashenwood 73 Barbarian 22 Esmera 137 Hathran Kostchtchie 103
Asmodeus 119 Bard 24 Ethran 110 Feldarra 114 Kourmira 96
Augathra the Mad 7 Cleric 25 Ettercap Lodge 51, 82, 135 Gevarra 134 Kront 97
Auril 119 Druid 25 Everlasting Wyrm 105 Lady Fuhe 84 Kryonar 95, 109
Azetch Speareater 82 Fighter 25 Evla Ruvelmo 77 Mishara Viadrova 136
Nerva 84
Monk 25 L
B Paladin 26 F Nezshara 86
Ranger 29 Rerle Vramethi 75 Lady Chinilvur 97
Backgrounds 50–59 Rogue 30 Factions 110–117 Shaella Bluehand 82 Lady Fuhe 84
Wychlaran 53 Sorcerer 31 Falls of Erech 91 wychlaran class Lake Ashane 77
Baerdhal Kohshue 79 Fangs 113 archetype 46
Warlock 35 Lakelands. See Rashemen
Balasar Kimbatuul 79 Wizard 37 Feats 60–61 Hathran 110
Lake Mulsantir 78
Barbarian 22 Wychlaran 40 Feldarra 114 Hathran Masks
Bard 24 Fell Troll 143 (magic item) 123 Lake of Tears. See Lake
Claw Bracers 51, 122
bargemaking 81 Feluccas 122 Haunspeir 76 Ashane
Cleric 25
Battle Horror 142 Feywild 108 Hermit 58 Lakeside Inn 82
Cohort (spell) 66
Battle of Ashane 82 Feywild Gates 74 Heroes’ Height 102 Lake Tirulag 78
The Cold Sea 77
Battle of Thazalhar 106 Fighter 25 History 102–109 Living Healing Spirit 148
College of Apparitions 24
Battle of the Fortress of the The Firedawn Cycle 105 Hoarfaern 102 Lodge Berserker
Council of Thesk 101
Half-Demon 92 Fireward Mountains 95 Hordelands. Background 50
Criminal 56
Bazeen Shaloom 101 Flashburst (spell) 66 See Endless Wastes Feat 60
Cudgels 98
Beacon Cairn 86 Folk Hero 57 Hornclaw 147 Lord Berold of Uthmere
Beastlord. See Malar Forest of Lethyr 97 The Horned Skulls 95 75, 98
Berserker 50
D Fortress Nardar 97 House of Bhalla 75 Lord of the Hidden Layer.
NPC 161 Fortress of the Huhrong Road 79 See Eltab (demon lord)
Dajemma 113
Berserker Lodges 76, 113 Half Demon 92 Loremaster Teudatlan 14
Dale Reckoning 7
Lossarwyn 109
The Old Lodge 51 Damaran 17 Fraasz 90, 115 I Loune 78
Bhalla 82, 118 Dareth Kingdom 102 Fyevarra Stayanoga 135
Bildoobaris 99 Darzalstaukh 90 Ice Dragon 78, 144
Black-Blooded One. Dates 7 G Icerim Mountains 102 M
See Malar Dead magic zones 85 Ice Troll Lodge 51, 79
Black Bloods 95 Gevarra 134 Immilmar 75 Maev Thaan 87
Deities of Rashemen
Black Dragons (gang) 101, Gift of radiance 108 Immil Vale 74 Magic Initiate
118–120
117 Ginty Elkstring 97 Imsha (telthor) 74 (Wychlaran) 61
Dernovia 73
Blackstone House 75 Gladgar the Bloodied 115 Indomitable of The Endless Malar 82, 119
Domovoi 118
Blade Sentinels 82 Goblin Lodge 51, 76 Wastes 10 Mangan Uruk 75, 135
Dreammist 76
Borka Gyuru 81 Zavelre Trikuki 76 Inspired Protector 60 Marissa 107
Drowned Bay. See Loune
Branimern Rythil 95, 109 The Golden Way 117 Iron Lord 75 marketmoot 82
Druid 25
Bregg the Strong 105 Golra Kuss 109 Sirvot Zomani (head of Mask 117, 119
Duergar 115
Brilliant Hall of Justice 98 Grahmvur Boneblade 90, guard) 77 Mielikki. See Khelliara
Dukrah Thaan 87
Bristlebeard 131 109, 119 Ivellios the Dark 117 Mines of Tethkel 89
Dun-Tharos 96, 103, 114
Brood of Kashaan 90 Granit guard 90 Minsc 29
Dunwood 96
Brother Tharnus Graunthil 86 Mishara Viadrova 136
Durthan 112
Burrowbelt 76 Gray Dwarves. See duergar Mistress of Disease.
Esmera 137
The Great Conflagration See Talona
founding 106
103 Mistress of the Night.
wychlaran class
The Great Dale 96 See Shar

172 C. Contributors
Appendix

Monk 25 Shaella Bluehand 82 The High Country 86–90


Moon Blade (spell) 67
P Shalhoond 96 The Icerim Mountains 92
W
Moss-stone (location) 74 Paired Witch Shandaular 94 The Lands 71–101 The Wandering 115
Mount Nar 95 (wizard tradition) 37 Shar 117, 119 The North Country 91–93 Warband of the Citadel 87
Mulhorand-Unther wars 102 Paladin 26 Sharru Hovidu 75, 76 The Ring of Gray Flames 93 Warhorn of D’yobcire 140
Mulptan 79 Path of the Runescarred 22 Shashkah (spell) 68 Thesk 101 Warlock 35
Mulsantir 79 Peoples 9–18 Shatjan 152 The Witches Hall 75 The Watchful Arms of
Mulsanyaar Plateau 89 Hagspawn 10 Shee Nala 26 Tholli Ironweaver 77 the Lord’s Justice.
Multrong Lahztloh Ghall 79 Spirit Folk 12 Shelme Vyadzyame 77 Thomil 158 See Cudgels
Myir 93 Taer 14 Shemen 102 Thydrim Yvarrg 107 Waterspout (spell) 69
Mystra 108. Placebind (spell) 67 Shevel 81 Tinnir 82 Waukeen 120
See The Hidden One Pledge Bonded Conclave 29 Shou 17, 101 Tirdarrinh 83 Weeping War 117
Praxis of Power (wychlaran Shrieking Hag 153 Tirren 83 Wendren Belindr 101
N archetype) 48 Silvanus 120 Tirrenduar. See Tir Wood Western Shore 94–95
Praxis of Tradition Sirvot Zomani 77 Tirulag Forest 83 White Dragon Lodge 51, 81
Nabrog Snowbitter 90 (wychlaran archetype) The Smith’s Quarter 75 Tir Wood 83 White Rusalka Vale 85
Nanraak goblin tribe 83 46 Snow Tiger Lodge 51, 81 Towers of Smoke 93 Winterkeep 103
Nanraak tribe 90 Soldier 59 Tuigan 17 Witchboat 125
Nar 17, 22, 115 Sorcerer 31
Myir 93
R Soss 102
The Tuigan Horde 106 Witches’ Hall 75, 79, 81, 82
Turn Fiend (spell) 68 Witches of Rashemen.
Ragnor 115 Ranger 29 Sossrim 102, 103 See Wychlaran
Narathmault 103 Spearclaw 95
Narfell 99
Rasemeir the Bent 93
Spells 62–69
U Witchships 78
Rashemen 73 The Witch War 94, 107
Narfell Empire 103, 115 Central Map 72 Spellweaver’s Blade 125 Unproven 110 Wizard 37
Narlhan Oak 35 Regional Map 174 Spirit Beast 154 Urchin 59 Wolf Lodge 51, 79, 81
Nathall family 79 Rashemi 17, 22 Spirit Folk Urling 84 Wychlaran
Nathoud 93 Elemental Summoning Creature 155 Urlingduar. See Urlingwood Background 53
Nentyarch 99, 103, 114 (feat) 61 People 12 Urlingwood 84 Class 40
Nentyar Hunters 99 privateers 79 Stonestairs 79 Urphong Atal Hegadu 81 Founding 105
Nerva 84 Rashemi Elemental Stormwind 129 Urphong Ghabrak Magic Initiate Feat 61
Nezshara 86 Summoning 61 Sunrise Mountains 90 Freidvass 79 NPC 162
Nine Golden Swords 101, Raumathar 103 Szass Tam 100, 106, 107, Urphong Karch Petaff 81 Organization 110
117 Raumathari Battlemage 31 109 Urphong Nahz Breshk 82 Rank 53
Nithri Dug 75 Raumathar Royalty. Uthmere 98 Spell List 63
Noble (background) 58 See Arkhan T Uthraki 159 Wyr Stodder 97
Nyella 82 Rauntheara 111
Taer
Raustulph Urgannaun 138 V Y
O Reborn (sorcerous origin) 32 Creature 156
Red Tree (location) 74 People 14 Valitor Brightblade 12 Yadrir Nomyadi 77
Oath of Nydeshka 26 Red Wizards 116 Taer Stench Grease 125 Val-Murthag 98 Yaïmmunahar 96
The Old Lodge 51, 82 Regent Gaodrahg Ironspike Talona 120 Viseyeur 109 Yamava Faerrank 79
Old Ones. See Vremyonni 90 Taporan 81 Viseyuer 90 Yamun Khahan 106
Olek the Cursed 137 Rerle Vramethi 75 Tarhil 140 Vodyanoi 160 Ydrass Clan 79
Omvudurth Citadel 109 Restore Spirit (spell) 68 Teardrops 91 Volas Dyervolk 107 Yeshelmaar 99
Omvudurth clan 90 Riildath 97, 103 Telflamm 101 Volodni 18 Ythazz Buvaar 106
Orbrud of the Pines 103 Rogue 30 Telthor 118, 157 Vremyonni 80 Yvengi 105
Orcgate Wars 102 Rotting Man 120 Hulmarra Murnyetha Class Archetype 20 Yvgeni 124
Orglash 150 Runescarring 61 74 Selov 84
Othlor 110 Imsha and Tamlith.
Baerdhal Kohshue 79
The Running Rocks 80
See Red Tree
Wychlaran relationship Z
Rus 105 112
Borka Gyuru 81 Rusalka 151 Marissa 107 Vrul Clan 79 Zasvor Temradi 141
Jundi Torma 81 Nyella (dog) 82 Vulnerability (spell) 69 Zavelre Trikuki 76
Mishara Viadrova 136 Telthor Companion
Rauntheara 111
S (wizard tradition) 38
Vunmal Murn 101 Zion Huang 76

Sharru Hovidu 75, 76 Sage (background) 59 Tharchioness of


Yamava Faerrank 79 Sage Tapasztat 14 Delhumide 100
Othlor Qualnetha 20 Sailor 59 Tharchion Sylora Salm 100
Outlander 58 Scatterspray (spell) 68 Thasunta 82
Owlbear Lodge 51, 75, 76 Seawinds 109 Thay 100
Evla Ruvelmo 77 Seena Salgir 101 Thayd 102
Shelme Vyadzyame 77 Selov 84 The Children of Chaul 89
Selûne 82, 120 The Den Mother. See Bhalla
Shadowmasters of The Forest Maiden.
Telflamm 80, 97, See Khelliara
101, 117 The Goats Regret 93
The Hidden One 118

C. Contributors 173
174
Cartography—Joe Raso / Compass—Dyson Logos Appendix

Regional Map
Regional Map
Appendix

80
40
0

Regional Map 175

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