Rashemen 20210914 Low - Res
Rashemen 20210914 Low - Res
Rashemen 20210914 Low - Res
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.
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
5
Introduction
6
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
New Races
Three new character race options are detailed in this
chapter:
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.
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
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.
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
1.Peoples 13
Character Options
14 1.Peoples
Character Options
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
16 1.Peoples
Character Options
1.Peoples 17
Character Options
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
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
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.
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
2.Classes 23
Character Options
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
2.Classes 27
Character Options
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.
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
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
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32 2.Classes
Character Options
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.
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
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
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
38 2.Classes
Character Options
2.Classes 39
Character Options
Wychlaran
Caretakers of ancient arcane knowledge, the
wychlaran use wisdom and magic to protect
Rashemen and guide its people.
40 2.Classes
Character Options
2.Classes 41
Character Options
42 2.Classes
Character Options
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.
44 2.Classes
Character Options
2.Classes 45
Character Options
46 2.Classes
Character Options
2.Classes 47
Character Options
48 2.Classes
Character Options
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.
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
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
54 3.Backgrounds
Character Options
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
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
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
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
Urchin
In a land as harsh and unforgiving as Rashemen, it’s
Maciej Zagorski / The Forge Studios
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.
60 4.Feats
Character Options
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.
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
5.Spells 63
Character Options
64 5.Spells
Character Options
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
5.Spells 65
Character Options
Enrage
Spell 2nd-level abjuration
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
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
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
76 6.The Lands
Legends &Lore
6.The Lands 77
Legends &Lore
78 6.The Lands
Legends &Lore
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.
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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
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
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
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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.
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.
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90 6.The Lands
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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
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92 6.The Lands
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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
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96 6.The Lands
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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
6.The Lands 97
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Uthmere Val-Murthag
Public Domain
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.
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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.
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.
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.
102 7.History
Legends &Lore
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
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.
This table is an excerpt from The Grand History of the Realms by Brian R. Jamees and Ed Greenwood.
104 7.History
Legends &Lore
7.History 105
Legends &Lore
106 7.History
Legends &Lore
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
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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
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
8.Factions 113
Legends &Lore
The Nentyarch
114 8.Factions
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8.Factions 115
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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.
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
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118 8.Factions
Legends &Lore
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
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
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.
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.
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:
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.
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
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
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
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
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
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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
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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
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11.Personalities 139
Friends &Foes
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.
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
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.
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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
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
12.Creatures 147
Friends &Foes
Living Healing divine spells of priests and druids are not exempt from
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
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
154 12.Creatures
Friends &Foes
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.
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
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.
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
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.
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.
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
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.
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.
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)
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.
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
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.
170 C. Contributors
Appendix
C. Contributors 171
Appendix
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
C. Contributors 173
174
Cartography—Joe Raso / Compass—Dyson Logos Appendix
Regional Map
Regional Map
Appendix
80
40
0